>I'm having problems with the One Time Monster Encounter messages coming up >when I have a Wandering Monster random encounter. I really don't understand >the Stuff Done flags, I expect. And why there is a Stuff done 1 and Stuff >done 2. I've found that if I label all the One Shots 250, I can only use 9 >One shots in my Outdoor territories. I have taken to labeling the Stuff Done >boxes by the number of the town and then the node, and then using numbers I >haven't used for the towns for the Outdoors. For example, I have 8 Towns. >Therefore it's safe, I presume, to use 10 as the first number to use in the >Stuff Done flag box 1. Then I can go through 0-9 for the second box. There are 300 different stuff done values to keep things easier to organize. For example, you can have town 0 use flags (0,0),(0,1), over to (0,9), and town 1 can use (1,0),(1,1), to (1,9), and so on. Helps keep the flags straight. That way, you are much less likely to use a Stuff Done flag in town 10 you've already used in town 8. Similarly, if there are, say, 4 outdoor sections, I tend to give the first section the (100,x) flags, the second section the (101,x) flags, and so on. Taking notes is generally a must. Also, lok at Bandit Busywork ... it's a small enough example to understand. I've been meaning to write an article to help decode it. >Hmm... I read the bug report regarding Relocate Outdoors not working min >the middle of a chain of specials, and the suggestion to move it to the >end. > >I have a RO at the end of a chain of specials, and it displays a couple >of messages, but there is no movement, and no message about not being >able to move the party, either. This sort of special node does work correctly, when I've used it in the past. When calling a node of this type, try this: have it be called when the party steps on a certain space (like the floor just before the exit). Do not call this while the party is leaving town ... defintiely won't work. Valley of Dying Things uses this sort of node a lot. Look in there for examples. >how do you change a scenario's name after it has been set? Just change the name of the file. Make sure it ends .exs. This will work correctly. > #1. Whenever I design a new monster in an 'unused' slot from the Edit >Monsters menu, that >monster, regardless of which icon I pick, always makes the 'Eeee' sound >when killed, which >is often inappropriate. If memory serves the type of monster (human/reptile/whatever) determines the death noise. > #2. This is a problem I have with the Alien Beast icon, but it's a >unique one. >If I select Alien Beast from the pull down monster menus in the Edit >town Terrian menu the Alien Beast is >placed except that the icon is that of a Packleader. This is odd. Please let me know whether you're using Mac or WIndows and what version of the scenario editor you have. > I also said I have a suggestion. Do you think you (Jeff) could put a >little document >up on the Scenario Workshop page that describes the thought process you >go through when designing >dungeons, puzzles, and Terrian. I just think them up. That's really all I can say. I sit and think of things that would be neat. I also read the New York Times addictively .. it's a great source of cool ideas. >Is there a special node that would let me check to see what type of >Pc's are in the party? If the party is in a newly explored region, or a >different world, humans might be not be that conspicuous, but a nephil >or a slith probably would be. Afraid not. This is something I, quite sadly, forgot. >In the contest instructions you say that maps must be made with the scenerio >editor how do you make maps there is noway that I can see. This is a mistake ... when i say maps, what I mean in the dungeon levels themselves, not the maps you read like in Exile III. >Dear Mr. Vogel, > >For a long time I was perplexed as to how to place an animated graphic >(e.g., waterfall) in a the dialogue graphic box. I finally figured out >that you have to type in 400 before the graphic, plus the number of the >animation, but I didn't see this anywhere in the documentation, so I >thought maybe I'd mention it. Yeah, this should work. Thanks for mentioning it. > I was reading about how trivial scenerios are not wanted. I have made >a small scenerio that you consider trivial. It consists of just 1 town, >an arena. You may bet or fight for treasure in the arena. Tell me if >this trivial. If so I will send it to you as an augment for other >people who wish to have an arena in their scnerios. If something like this is really complcated and shows interesting concepts other designers can use, we may place it in the Scenario Workshop. If it's not really something, though, we prefer not to get fragments of scenarios. >Dear Jeff Vogle, > In my senero I want to have a cretan type of gate open if the party has >a special item (Like the "Orb of opening" in Vally of dying things) >excypt actavated when the party steps onto this gate and only open that >gate. How would I do this. (I know to use the Call Special when used, I >just don't know what kind of special to call) There is an If-Then special node that checks is the party has a certain special item. > I was just wondering what in-game effects setting monster types to >Important or Magical Creature have... the other ones are pretty >straight forward... At this point, not really anything. Later expansion is a possibility. > I have been trying to get these questions answered for the past week, but >Jeff seems to not pay attention to them. I What can I say? It's a busy thing running a software company, and advice type questions sometimes have to wait a little while to be reached. > 1) I have created a small scenario (for the mac) called The Lost >Pearl of >Tizzrah. I have not released it yet since I need a question answered for it. I >have made a few special nodes, on NPC's, that allows you to give a special >item to them, if you have it. It works fine; I have an IF-Then special that >allows you to give it to him if you have it. The only way to give it to him, >though, is by saying the thing he needs, in dialouge. (This makes it more >creative rather than putting a node on the ground, and stepping on it.) > The problem is, is that when I give him the special item, and ask >for the >same thing again, he will say that I don't have it; making it as though I have >not given it to him yet. How can I make it so that he will respond saying that >I have given it to him? When it's given, set some Stuff Done node to 1. WHen the party asks about whatever the keyword is, check if that Stuff Done flag has been set, and, if so, give the "You gave it already" response. > 2) In my newest scenario, The Quest for Gontura, it deals with a >Gontura, a >sword, that has been sealed up, in a cave, by 100's of Gahges's best mages. >Now, the only way to get into the cave is by doing a special task in three >other, different caves. I have not gotten up to that part, yet, but I just >wanted to tell you that. > Now, I started it, thinking that I had all the room I needed in a >4x4 outside >area. I was wrong. I had origionally decided to have Gontura in the >underground, but had mixed feelings about it. So, I made my outdoor section >3x7, allowing you to go into the underground area, and the upper part of >Exile. I had to start a new scenario, but copied my beginning towns. > Now, when I playtested my work on the scenario, I noticed something >strange. >Every special node throught my work had the beginning picture from my Intro. >Text. Even if the node wasn't set for a picture, it always displayed that >picture. I do not know if recreating my scenario did this, or making my >beggining town have a secret staircase that leads to the same town, but lets >you out of it. I think that this is a bug, but I am not quite sure. Could you >please help me with this as soon as possible? When you use a Display Message node or other node that just shows two message strings (not a 6 message dialog box) the default graphic is always your scenario icon. To customize the graphic, use a One-Shot dialog node. >Let's say I want a >NPC to be personality 0, but after a certain Stuff Done Flag has been set, I >want to change the NPC's personality number to 3. Place two NPCs, one with personality 0 and one with personality 3. Eliminate one of the when the stuff done flag hasn't been set, and the other with it has. This is the only way to change an NPC's personality.