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Author Topic: Dungeon Master  (Read 1248 times)

Terv

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Dungeon Master
« on: July 11, 2010, 08:46:18 am »

So, I haven't tried .10 yet and I have a question. Are the Dungeon Masters fixed yet?
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GaxkangtheUnbound

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Re: Dungeon Master
« Reply #1 on: July 11, 2010, 02:30:25 pm »

That has yet to be tested.
Somehow, I doubt it.
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Proud of my heritage.
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Chattox

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Re: Dungeon Master
« Reply #2 on: July 11, 2010, 02:48:35 pm »

How are they broken?
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"10 z levels down, 10 tiles north is some blood, i shall go clean it before it drives me to insanity with it's crimson color"
The setting of Half-Life 2 Episode 3's release: "It is the 41st Millennium. For more than a hundred centuries the Gabe has sat immobile on the..."

BlackRogue

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Re: Dungeon Master
« Reply #3 on: July 11, 2010, 02:49:17 pm »

They generally don't show up.
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Chattox

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Re: Dungeon Master
« Reply #4 on: July 11, 2010, 03:23:14 pm »

I see, so to make exotic pets trainable I would have to remove the [PET_EXOTIC] tag, I believe. Would this mean I'd have to generate a new world?
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"10 z levels down, 10 tiles north is some blood, i shall go clean it before it drives me to insanity with it's crimson color"
The setting of Half-Life 2 Episode 3's release: "It is the 41st Millennium. For more than a hundred centuries the Gabe has sat immobile on the..."

Urist McCyrilin

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Re: Dungeon Master
« Reply #5 on: July 11, 2010, 03:37:21 pm »

I see, so to make exotic pets trainable I would have to remove the [PET_EXOTIC] tag, I believe. Would this mean I'd have to generate a new world?
Not if you remove it in the raw folder of your save. In fact, there is a utility in the modding forum that automatically browses your raws and replaces all PET_EXOTIC tags with the regular pet tags. Let me see if I can find it.

Edit: Found it!
http://www.bay12forums.com/smf/index.php?topic=59411.0
« Last Edit: July 11, 2010, 03:41:38 pm by Urist McCyrilin »
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Terv

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Re: Dungeon Master
« Reply #6 on: July 11, 2010, 04:00:17 pm »

Thank you very much for that mod :D
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