>Hi, I'm a Blades of Exile user and I've been making a scenario. I >decided to test it the other day and as soon as I started it said: >Blades of Exile does not have enough room for these graphics. Some >terrain may look like cave floor ect. You're putting way too many graphics in your towns. Try to cut down on the number of different graphics you're using, especially animated ones. Less terrain types and less monster types, and you'll be fine. ** NOTES ON COMBAT BLOCK: I am having problems using Combat Block in conjunction with specials. I have a corridor leading to a nice treasure with a trap in front of the treasure. I put a combat block node as the first node of the trap special, before going to the trap, but my PC's can traipse all over the special when in combat mode. I played around with it for a while and discovered that if I use any terrain type with a white dot on it, combat block does not work. I changed the terrain type to a normal floor, and combat block works. Checking the terrain types, I found that the only difference as far as attributes went was that the floor was marked "clear" and the floor w. special, was marked "clear,special" I made a new terrain type to look just like the regular floor, but with the picture the same as the one with the special. Combat block no longer works. Change terrain type to plain floor (no white dot) and combat block works fine. ** >Recently, I have been trying to find out if anyone making a scenario for >Blades of Exile can use graphics from Realmz scenarios. I contacted >Fantasoft1@aol.com on the matter and they said that the artwork is under >contract and can only be used in Realmz. This is correct. Do not take graphics from Realmz. >Not only is this depressing, but >it's also puzzling; the Exile trilogy and Blades of Exile use many graphics >from Realmz, so I'm contacting you. Realmz and Exile co-licensed a small set of graphics, which they share. All of these graphics are already in the Blades of Exile graphics set. We will not help distribute any scenario which contains Realmz graphics. >Is it possible to use Realmz graphics in >Blades scenarios under these circumstances? Should I contact the artist of >the images directly? No. And no. These are Fantasoft's graphics. Please don't touch them. ** >OK. Could you please tell me what the artist's web site or e-mail address is? >We can't use Realmz images, but there is still a chance he can take requests >(just make different versions for requested creatures). Thank you for helping >clear this up. The artists's E-mail address is Wormius@aol.com, but please don't ask for graphics unless you're willing to pay for them. Also, Fantasoft's web site lists the URLs of other people who've done art for them. ** >The problem is, these scenarios will have a lot of material (monsters, >items, etc.) based on a different fantasy background, which I envisage >fitting in well with the Exile world. The problem is, where would I, and >you (regarding the contest and also distribution matters) stand, as the >stuff I would be using would not, in effect, be mine. As long as you aren't using anyone else's materal (for example, a South Park or Star Trek scenario), I ahve absolutely no problem with this. I knew, when I made the editor, some people would want to make their own fantasy settings which have nothing to do with Exile. ** >An update for blades of exile win95/mac >that would include the option of editing spells >only in that scenario I can guarantee this will never happen. Editing spells is just too much of a mess. >If we had a fishing rod, we could set it up so >you could only use it beside water squares, and >you would get food. Make it a special item. When you step on a space you can fish in, have a special node on that space ask the party if they would like to fish. ** >A question about your rating system. I notice some of your games are >rated Easy, Medium, or Hard Difficulty. Does this refer to the >difficulty of the monsters, or the puzzles in the game, or what. About >what "level" characters should attempt what difficulty rating. The difficulty of the monsters. More damaging minsters -> higher difficulty. There's more info in the documentation. Also, play the 3 scenarios that come with Blades for an idea of what difficulty goes with what level of monster. ** >1) in my scenario, the spirit of an ancient Haakai mage takes the >body of one of your party members so he can come back to the physical >realm again. how can i get the scenario editor to have the player >pick a PC then totally remove the PC they picked from the party? There is a special node which kills a character. This is the best you can do. >2) how many scenarios have already been submitted and how many do you >estimate there to be at the deadline? Look on our web site to see all the worthy scenarios which have been submitted. How many more will come in? Beats me. ** Hello, Mr. Vogel. I have a question concerning the amount of time that passes in one day. In the editor manual, it says that two days are about 7500 moves. But, in one of the users' questions I read, he or she stated that one day was only 3000 moves. How many moves exactly? >> About 3000 moves. A few terrain types slow sown movement a little and there's some rounding that goes on. >> By the way, does time pass more quickly outdoors? If not, it seems to me that it should because the outdoors are on a larger scale than the towns. >> Yes. One step outdoors equals Ten steps indoors. ** >Can you move a party from one town to another by the move party special node? If >so, then can you move a party from outside into a town using a special node? I >know about the stairway, but is there another way? The Stairway is the way. Read the special node description Appendix in the docs. One of the values for the flags in the Stairway special node move the party to another town without bringing up a dialog box. ** i don't know if you have found ithis, (I'm willing to bet you have though) but if you make a missile and give it a missile property, say lightning, then change the item type to a weapon, you can create a "Lightining Sword" or other weapon that does additional magic damage. Experimenting, I have made other useful items such as "Lockpicking Swords". I have noticed that you have made it possible to make weapons that do extra magic, fire, and poison, but there is no "cold" weapons??? I really think that should be something added to the newer editor. (What an interesting undocumented feature!) ** >Spiderweb, > I have a tad of a problem here and I have NO IDEA how to fix it! I >have a town where, after you complete the first quest, the vahnatai mob >the town and destroy it with their shapers. That sets an SDF. When you >next enter the town, it calls an if-then which checks the SDF. If you >have seen the town destroyed, it calls a stairway speial which pops you >into a destroyed version of the town. The "always change level" is set >to 1. When I enter the town the second time, though, it says, in the >box in the lower right "Cannot change level now". What do I do? You can't use a Stairway special node when you're trying to use it. There's an option in the Scenario menu called Set Variable Town ENtry. Use this instead. \ > Also, is the requirement for moving >quickfire that you can see through it? I haven't had time to test >this. There's my problem. Solve it (please!). Quickfire moves through any space you can see through. ** > Have you ever thought of making a monster ability of "Resists Charm"?  If charming is based on the PC's level compared to the target's, then it's possible to charm any monster, even really important ones since a monster's max level is 40, and a PC's is 50. Setting a monster to be immune to magic should protect it from charming.