>Is there any way to transfer the exile 3 map to blades of exile? No quick way. You would have to redesign the whole thing by hand. ### >I don't know if you would want to put these up, but I would really appreciate >answers to these questions: >1. Why can't I use 'Steel Greathammer' as the name of an item, when you used >'Bronze Studded Armor'? An inconsistency in design. >2. I created a custom item graphic. I applied it to an item, and then placed >the item in a town. My problem: why is the middle of the graphic in the top- >left corner of the space I put the item in? This should be fixed int he latest version of BoE. >3. When editing Town Text, what are Comment 1, 2, and 3 for? I didn't find >anything on them in the documentation. Just for your comments. No bearing on the scenario. >4. In the item editor, what type does Missile(No Ammo) stand for? This isn't >in the docs, either. Look harder. It's a missile weapon that can be fired again and again without using ammo. ### >Is it possible to make a dark outdours section? Is it also possible to >change the light level of a town, possibly to implement night and day. Nope. ### >1, Is there any quick way to import maps from the previous exile games >for use in blades of Exile? >2, Is it possible to store a variable after the player leaves the >scenario? (IE if they finished your first scenario and are about to >enter the sequel and you want the sequel to remember how/if they >finished the last one) No, and no. ### >Can I use modified BoE graphics in my custom sheet? Sure. ### >1. Sometimes, when I create a new scenario, items which should have an ability >of 'Poisoned Weapon' w/strength 5 will be different, such as 'Flaming Weapon' >Str. 0, or even 'Mandrake' Str. 10. One time I got an Alien Blade which was a >Ressurection Balm. Is this a bug? Not all of the weapons in the default scenario are designed quite right. It's worth checking the unusual items before you give them to the party. >2. When I make an item, sometimes I give it the wrong ability. But when I >press Cancel, the original ability is gone. Is this another bug? Most likely. ### >It seems the 'one shots' in the special nodes don't work. Messages keep >appearing and the same encounters keep appearing when entering the space I >placed the special node. This problem was also present in the demo. This definitely works right. Otherwise, all of the already done scenarios wouldn't work. :-) >My other problem could be a silly one, but I can't find a road among the >outdoor terrain types. It's the floor type that has a little brown spot in the middle. The roads aren't drawn in in the editor. ### >I made a new town for a my scenario. I saved it. Then I tested it out, but >it erased my town. I created the town again, this time with a special item >inside. I saved three times and tested it again. It erased my town again, >but the special item I created for it was still there. Why did it erase my >town? Look on the general FAQ on our web site for bug fixing tips, and make sure that you have the latest version of the scenario editor. You may still be using an old version and not know it. This sounds like a bug that was decisively fixed very early on. Oh, and always always always back up your scenarios! ### >I dont know if you can help me with this, but maybe you can point me in >the right direction. > > Something I noticed with the scenario editor that makes it a little >difficult is a missing table. I think it would be EXTREMELY helpful if >there was a list of items by number. When making shops or using special >encounters, it often asks for the number of an item, but I dont know the >numbers to all 170 odd items that are in the editor... So, there is this >dilema with having to look in other spots every ten minutes to make sure >I am putting the right number in. > It seems that no one else has had this problem, so maybe they know >something that I don't. Mind letting me in on the secret? Look at the text dump options in the Scenario menu. You can get a text file listing your item types. >I've read everything I can find in the docs, your editor website and >elsewhere, and can't figure out what I'm doing wrong. I realise it's >probably just a silly beginner's mistake, so I apologise in advance for >bothering you about it. The problem is that when I use the 'staircase' >node in one town to move the party to another town in a different outdoor >section (in this case, setting up an island-to-island ferry), the party is >indeed moved nicely to that town. But then when the party leaves the >second town, it finds itself outside the previous town, in the previous >outdoor section. Why does this happen? (For what it's worth, when the >party moves to that town by boat, this doesn't happen.) There is a special node which changes the party's location outdoors. ### >Yet again..., I will ask. Did anyone make a "meaningful" walkthrough for >creating a Scenerio? Not one that "shows" us a pre-made Town, but actually >"walks us through" creating one? Beyond the simple walkthrough in the documentation? Not really. But between the docs and the examples and articles and answer questions files in the Scenario Workshop, there are plenty of resources to help people write scenarios. In particular, look inside an already completed scenario, open the dialogue, and look at a shop someone else made. A good example is often just as helpful as a walkthrough. ### >I was wondering if it is possible to make a small dialogue box and have two >butttons below with messages I can make. I remeber some things like that >Exile3 but I can't think of any examples. Nope. For weird situations, Yes and No work very well. >Also can you make a similar box with diffrent buttons. (the slime cave, door >opening pedestal)? ### >I've got one town in my scenario that uses 9 of the ten special >encounter slots. Up to 8 are called on entry to the town, linked to >stuff done flags to see if the character they place is alive or dead. >These work fine. The ninth is called in a special if you step in a >certain place with a certain special item, with a dialouge box >explaining what's happening. However, this encounter doesn't work >properly. If I put it in the first encounter slot, it appears even if >I don't activate the special, and if I put it in the last it doesn't >appear at all. There's already a way to have a stuff done flag attached to a characer, so, when you kil it, it doesn't reappear. In another town, I've got a group of hostile monsters >in a special encounter which activates in a long special that changes >several stuff done flags and has a major event occur, as well as >destoying their friendly counterparts. This doesn't work - they refuse >to appear, whichever number I use for them. The chain of specials may not be reaching them somehow. Rearrange the order the nodes are called or have those creatures appear by a special node triggered somewhere else. ### I have a rectangle (26,20) upper left, (28, 24) lower right. When I use the Destroy Items special set to: Top of rectangle: 20 Left of rectangle: 26 Bottom of rectangle: 24 Right of rectangle: 28 I believe it should destroy everything within that rectangle. However, only items in the upper left of the rectangle (at 26,20) are being destroyed. Is this a bug, or am I doing something wrong? Help! Afraid not. ### >I replaced the graphic in terrain type 251 (it was a brown desert special) >with my own graphic (a red desert special, complete with white dot). I've >left the parameters for this terrain type as they were - the terrain >properties are clear,special, it can be walked upon, and it has no special >properties. > >Is there a way to make the white dot automatically disappear as it should >for a one-shot special? In other words, I want it to act just like a grass >special or a stone floor special. After the party steps on it and something >happens, the dot disappears for a one-shot, or remains if it is not a >one-shot. > >I know how to code it to do this on a special by special basis, but I plan >on using this throughout a scenario, and it would be difficult to do it for >every possible one-shot I might create. Any help is appreciated. There's no way to do this, although, these days, I recommend that people move away from the white spot thing. If you can find a way to have none of the specials use the white spots, the game does tend to look better (Nethergate doesn't have them). I'm afraid, at this point, hardcoding the spot disappearing is the only option.