> In a scenario I am designing, there is an NPC who owns a jewelry >store. He wants to retire, and is offering to sell his store for 2000 >gold (The back room, incidentally, is a place where the party can leave >items.) When the party buys the place, they get a special item, the key >which lets them in, and the NPC vanishes into retirement. > If the party does *not* buy the store by Day 45, then the geezer >passes away, leaving the store to his heir. In his will, it is >discovered that he has left a Ring of Resistance to the party, because >he liked them. A messenger is dispatched, who delivers the news of his >death, and the ring, the next time they enter the town. > Here's the problem: In the event that the party *does* buy the >store, how do I get the NPC to vanish without also triggering the effect >which announces his death and delivers the ring? If they buy the store, >he lives on in retirement, so the delivery of the ring would not be >appropriate. You can set a Stuff Done Flag which, when greater than 0, makes the character not be there anymore. It's set in the Edit Placed Monster window. Set this flag when the party buys the store. When it comes time for the store owner to die and for the party to get the ring message, use an If Then special node to check if that Stuff Done FLag has been set, and only run that encounter if it hasn't. >1) What is the difference between Hostile, Type A and Hostile, Type B? I >couldn't find anything on this in the documentation. They both hate the party, but type A and type B creatures hate each other as well and will fight each other. >2) Is there way to have monsters in a room that do not move until you >step into the room? Set the placed monsters as paret of a special encounter group and have a special encounter place them when the party gets close. >Is there a way to make an item disappear when you leave a scenario, other >than making it summon monsters? In the scenario I am making, there is a >really powerful sword. I want to make sure people can't take it out of >the scenario by leaving before the scenario is completed. All items with a Special Class higher than 0 or a custom item graphic disappear when you leave the scenario. >When I play a scenario with custom graphics, if there is a group of >wandering monsters outside whose icon is a custom graphic, instead of >seeing the group icon, I see cave floor or some other other terrain icon. >Is this a bug in the engine or in the scenarios? The engine. It was fixed in a later version. >I want to have a certain character only sell the party something if they >have brought him a special item. I have a stuff done flag assigned and I >used the dialogue node type 'response depends on flag' to make what he >says different if they have already brought him the item. But how can I >get him to only sell them stuff after they bring the special item? You have to hard code this with special nodes. Have a special node which checks to see if they have anough gold, and, if they go, call a node to give them the item and a node to take the gold away, and a node to set a Stuff Done flag to indicate that the item has been sold to them. >Also, in the docs it says for Dialogue Node type 23 (Special Item Shop in >the docs or Magic Shop in the editor): "There are 5 different, >independently maintained lists of items the shop can give." Do I determine >what is in these lists or is it fixed? How can I see them? It's randomly chosen. The game picks a few loot level 1 treasures, a few loot level 1 treasures, and one each level 3 and 4 treasure. To have an item not appear in a store, don't give it a loot level. One warning from a user: I spent a long time wondering why some parts of Blades of Exile were corrupting (mainly PC icons on 'Get' dialogue, no status icons, strange text effects). After a few days I realised that my windows settings had been set to large fonts as soon as I set it back to normal fonts the problems were solved. You should probably warn people about this (unless it's only my graphics card that causes this problem). >While messing around with the editor, not my actual scenario, just a junk >scenario that I try out my ideas with. Anyway, while i was messing around, I >noticed that while in a town, the waterfall terrain would not work! For hours >i sat there until i saw it right in front of my face! I just made another >terrain type with the waterfall pic and made it a conveyor south! Lo and >behold, it worked! Just thought Id mention it since it wasnt in the docs. > >PS: This conveyor tequnique can also be used to make currents in water. IE. >The currents in my scenario that pull you into the wirlpools. Great trick! Since I'm not sure if this is mentioned in the docs, I'll make it clear now. Waterfalls only work outdoors! They don't work in towns. >I've noticed that the default "Transform to what?" field for all terrain >is 0. This causes a problem when using the "Transform Rectangle Terrain" >node. When used, it causes all terrain within the rectangle to change to >Cave Floor. I tried to go through and change the "Transform to what?" >fields of all the terrains, but it turns out that the editor won't let you >change that field for the first 90 types. It seems to me that the default >"Transform to what?" field for each terrain should be that terrain's >number, with the exception of the levers. This is a good point. I'll do something about this in the next upgrade. >What determans the graphic shown when a missle is shot? The type of the missile (bow, etc.). You can't set this yourself. it occurs to me that the graphic for sling stone might not be right. I'll look into this. >2. I have a monster asking the party to get a special item and bring it to >him. Once they do so, he says thank you and takes it. Now how do I get the >item removed from the party's special item list? There's a One-Shot special node that gives and takes special items. All of the special notes are described in some detail in the appendix on special nodes. >To Jeff >Please help me, me and my little brother are trying to make a scenario but >when ever we try it the buy button on the shop keepers doesn't work it just >brings up the screen for not understanding. >What should I do to solve this problem? Give that node the trigger word 'purchase' not 'buy'. >You have to help me !!!I made 8 towns and full dialoge for all the towns >and I created all the mosters and everthing .....But I DONT HAVE ENOUGH >ROOM!!! .by and accident i only made the scenario 1x1 which i admit was >stupid ,and i need a way to make more room .Like the way you did in valley >of dying things were you made the outdoor section under the school ,i need >to learn how to do something of that nature or my scenrio is going to suck >. Make a new scenario with the outdoors the correct size, and then use the Import Town feature to pull the towns in from the other scenario. If you're using Windows, you may need to download the latest version of the Scenario Editor from our web site for the Import Town feature to work. > And 1 more question my custom graphics that i used from your other >screnarios that you included with the game how do i use those .And yes i >tried the online manual and it didnt work . When you can't get things to work, all I can suggest is try again. Look at it carefully, and figure out where you're not doing the right thing. Also, if you're using the Mac version, early versions of the editor didn't display the graphics, though they showed up in the game. Download the latest version at our web site.