Chittering Clawbug You get NOTHING Posted October 12, 2004 Share Posted October 12, 2004 Ok got a couple questions. 1. Every scenario has a start location in town, and one out of town. However, if I wanted a party to leave a town and end up straight into another (For Example: starting at the bottom level of a dungeon) how would I implement that without having the party appear outdoors until they reached the top level? 2. Is there any way for the introduction to a scenario to be different depending on what race(s) were chosen from the beggining? (BTW I thought about making the exits to the bottom levels be special encounters instead of actual exits, that might work, anyone know the call to make a special encounter take you to a different town?) Link to comment Share on other sites More sharing options...
Well-Actually War Trall Fort Posted October 12, 2004 Share Posted October 12, 2004 move_to_new_town() is the call you are looking for, but it might not work because it can only be called from the player stepping on a space. Why don't you just block the real boundaries of the town and place these specials in a convincing place? After all, the party can't leave to the outdoors when they can't walk out of town. Link to comment Share on other sites More sharing options...
Chittering Clawbug You get NOTHING Posted October 12, 2004 Author Share Posted October 12, 2004 Ok, Thanks, but with the move_to_new_town() call, is there another call to put them at a certain x,y? or how would I govern what entrance they would be arriving at? Link to comment Share on other sites More sharing options...
Magnificent Ornk Ephesos Posted October 13, 2004 Share Posted October 13, 2004 Well, the (x,y) coordinates are a part of move_to_new_town(); Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted October 13, 2004 Share Posted October 13, 2004 As for your second question, get_species and species_in_party should be able to do whatever you need. Link to comment Share on other sites More sharing options...
Well-Actually War Trall Fort Posted October 13, 2004 Share Posted October 13, 2004 Just note that you can't change the beginning introduction splash screens, but in game introductions are fully customizable. I'm sure that this capability will look better when dialog pictures are added. Link to comment Share on other sites More sharing options...
Chittering Clawbug You get NOTHING Posted October 13, 2004 Author Share Posted October 13, 2004 Ok thanx. Sadly, I was looking for a way to change the beggining intro, but oh well. Every time I find a good thing about the editor, I also find a limitation which sadly dampens the entirety of the game. Link to comment Share on other sites More sharing options...
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