>When you edit a placed monster and assign it a facial graphic (for dialogs >with it), there is an option to set the graphic # to 0, which should leave >it blank. However, when I did this & tested it, I received a long error >message about possibly corrupted graphic sheets, then the program continued >on as normal. Only a blank, black space appears where the facial graphic >normally would be. (Which is what I want.) > >I'm on a Mac, and am using a custom graphics sheet. What can I do? Thanks! USe a custom facial graphic to get a blank portrait. It explains in an article in Scenario Articles how to do this. *** >I'm receiving a series of error message that show up in the lower right >text window in BoE when I load a scenario I've created in. It appears to be >associated with custom terrain graphics I've created. Basically, I receive >the following message: > >No room for graphic. >debug 0 0 2791 And so on. You've overloaded the buffer Blades keeps track of graphics in. Use less different terrain and monster types in the town. *** >I've just made 2 good dungeon. I've set the entrance of the first one. In this a >stairway brings the party to the second one. Then I've set the entrance of this >so that a part of the general map is separated from the "world". But when I play >the dungeon and I exit through the second entrance, my party exit near the begin >of the first cave (in a mountain square). You need to use the special node which changes the parties location outdoors. Read about the different sorts of special nodes. *** >1. From reading the online docs I don't think there is much of a way to >fix this one, but is there any way to make the party leave from the >starting town in the normal direction when they leave town for the first >time? That is, if the outdoor scenario start is one square to the north >of the first town, and the party wants to leave town to the west, is >there any way of making them appear to the west of the town? If you manually set the exit locations for the town, it should override the party starting location. >2. Much more importantly, some of my towns which were started >containing grass or grass and flowers appear with strips of cave floor >along their western edge when they are entered during play. When I go >to edit the towns these strips do not appear anywhere. Place the party so they can't go within 4 spaces of the town edge. >3. Finally, (possibly related to the last problem) I'm having a trouble >that might be related to the corrupted town bug, but I can't seem to >find the symptoms of that bug described anywhere. >What happens to me is that my towns work fine when I enter them for the >first time during play. Sometimes they work well the second time. >Sometimes they work well all the time. Now and then, however, the party >appears in a vast tract of cave floor. Other than the nearby cave floor >the rest of the terrain is unseen. Sometimes a conveyor belt is shown >too. Hmm. This definitely sounds like a data corruption. Maybe the game. Maybe the scenario file. Maybe the editor. Probably not the scenario file, though. I suggest reinstalling right away. *** >when i make a town, i like to place it in the outdoors section. but, i >don't know how to tell the program "this little lighthouse thing is town >#2". do you understand? if so...please help me soon!!! thanks!!!! Look in the documentation on editing the outdoors. It's explained quite clearly there. You use one of the buttons on the editing button area. *** >I know that the max size of the scenario entered is 1MB but is that >1MB zipped or unzipped? Eh, say zipped. *** > Hi, I didn't know which of your E-Mail addresses to send this to, so I picked the one that had the most to do with Blades of Exile.  Hopefully, I will be submitting a scenario to your contest, and have three questions to ask: One, is there a size limit for submitted scenarios? 1 MB zipped. Two, how do you figure out the ratings for the submitted scenarios. Use your own common sense, and read articles on the usbject int he Scenario Workshop. Number three is about the editor itself; is it possible in any way to make special items into maps like you did in the previous Exile series? No. *** >I've noticed that when terrain is changed or transformed, the appropriate >"frills on shore" do not accompany the change. I'm trying to set up >terrain that swaps between "pit/barrier" and "cave floor" to represent cave >bridges that move to different ledges. When I change the terrain, the new >terrain has smooth edges, and none of the rough look that normally borders >cave floor with pit/barrier. I also end up with a thin line of rough cave >floor between two spaces of pit/barrier (one original, one newly changed). >This looks really bad, but changing the pits to water, or something else >with no "frills on shore", will change the theme of the whole room. > >Is there any way to make the frills show up with the changed terrain? Is >there any chance this will be made an automatic feature in future releases >of the editor? Possible, but questionable. A tricky oversight on my part, but difficult to do the way the code is written right now. *** >This can be for either the "articles" or "questions" section of the >scenario workshop. It's just a list of the item type flags that are >already being used in the standard list of items, so players won't >accidentally create new items that use the same flags. > >The following type flags are used in the items in the standard list: >1-19, 21-36, 38-42, 46, 47, and 50. > >Flags not used are 20, 37, 43-45, 48, 49, and 51-1000. Thanks for the comment. I'm not sure about the wisdom of 3rd party users using type flags. I suggest giving your items with custom type flags a non zero special class, so that the item is taken away when they leave the scenario. *** >I have an idea for a future scenario that basically has all of the action >taking place within one city, but with each building (or a selection of them) >actually consisting of 'stairways' taking you to another town that is the >buildings "interior". My question is, what are the limits of this? How many >stairway specials could I have within one town? No limit to this, except, of course, for the number of specials you can have in a town. *** >One type of shop that can be given in a scenario is a "Magic Shop", or one >that rotates through different items. From the documentation: > >Node Type 23 - Special Item Shop >This brings up a shop window where the party can buy up to 10 randomly chosen >items. These items are changed every 3000 moves, and are often magical. There >are 5 _different, independently maintained lists of items_ the shop can give. >A is the cost adjustment of the shop (0 .. 6) and B is list of items to sell >from (0 .. 4). > >What I would like to know is exactly what the 'lists of items' referred to >are. I believe by knowing this I can avoid placing certain unique items in >slots where they might be chosen as buy-able, and also get an idea of what >shop has the better choice of items. The list of items in the scenario. The game goes by the treasure level of the item to figure out whether to put it into the shop. Items which aren't given as treasure don't end up in the shop. >To this I append a list of questions about the nature of the world of Exile. > >1. Is it true that there is constant daylight on the surface world? No. >2. Is the world round or flat? Round. >3. Do cave trees photosynthesize? Can they die? Are they really made of wood? Yes, yes, yes. They're magically mutated. >4. Do demons have wings? Some? All? Some. >5. Does the world become colder or warmer as the depth increases? Two items of >consideration: Morog sends the party down to a frigid area, while the >Slithzerikai fear cold (builders in Exile III) and would naturally live in >warm places. Colder, but sliths live near volcanic areas. When they can. >6. Are there infinitely many gods on which priestly magics of the abundant >different cults can call upon? Or are priest spells simply mage spells in >disguise? Whew. Good question. >7. What is the explanation for the abundance of life in the caves without >energy from sunlight? Magic. And I wave my hands really hard. >8. When Grah-Hoth uses Linda's soul for the demon-gate in the Tower disaster, >how does the real Linda manage to hide and speak? Her soul is torn apart. A shred remains, enough to make her (barely) alive. >9. How do the Exiles tell time? They obviously wouldn't see the sun rise and >set, so when do they know to go to bed? How do they count the days? It's pretty messed up. Each eprson basically lives by their own biological clock.