Question 1: How do I transport characters from one level to
another?
There are 2 main methods for level transpositions. The first is
the ‘portal’ event which sets up a teleport to another location (which can be
on another map). If you want to two way portal (e.g. stairs), you’ll need to
put another portal event on the other level so the PC can return.
The second method is for allowing the PC to walk of the edge of
the map to another one. On the ‘Def’ tab in the editor is the ‘define
exits’ option. For each direction (N,S,E,W) you can select a level destination
(-1 being ‘none’). So if you make the north exit equal to ‘3’, then walking of
the north side of the map will bring to you map 3. BUT! Before this works, you
need to define which squares on the north (or other dir) border (edge of the
map) are valid exiting squares. You do this by placing a ‘Map Border Exit’
access tile (i.e. the access tile that looks like a ‘+’ but with arrow heads
on the ends) on the valid squares.
Question 2: What does the ‘reset layer’ button do in the
cheats menu?
The move layer is a 50x50 grid that coincides with the size of a
level (50x50 tiles) and is stored in the PC save game file. It’s used to track
things that move – mostly monsters, but also stuff such as pushable objects
etc When you reset the move layer, existing (i.e. not dead or
inactivated) monsters return to their starting positions, as do pushable
objects. The reset button just ‘clicks’ without any other obvious response,
but this is what’s happening.
One reason the ‘reset move layer’ button exists is for testing
levels. If you add a new monster to a level (i.e. by placing a Monster event),
then load up your saved game on that level, the monster won’t appear. This is
because the move layer is set up when your PC enters a new level. Now,
you could reset the move layer by teleporting off that level and returning,
but it’s easier to just click the ‘reset move layer’ button. :) Note that
monsters which have already been killed or are inactivated with a flag
condition, won’t appear regardless (you’d need to alter the associated flags
using the cheat menu to return them to life!).
Question 3: Are there limits to the number of level s I can
make?
There is no particular limit to the number of wilderness levels
(actually it’s probably ‘0-999’ but that limit is entirely arbitrarily, set my
me!).
With normal levels, the limit is 99 (0-98). This limit again is
kinda arbitrary but exists because the player mini-maps (where you can see
which areas of a map you have or have not explored) need to be recorded in the
character save game file. I could easily change that limit if there’s ever a
need, though the save file will, obviously, increase in
size...
Level 99 exists but is reserved for the ‘instant fortress’ which
can be summoned on wilderness maps by using the “instant Fortress” special
item.
Question 4: Why no mini-map available for the
purple zone?
The purple zone is there for situations where the player's
access to a mini-map of the level would give away spoilage information. For
example, if you have a teleport puzzle with a bunch of identical looking
rooms, the mini map would give away where you *really*
area.
Question 5: Whats the meaning of the 'if goto X= Y='
parameters in the level exit
screen?
Ordinarily, if you walk off (say) the north side of the map at
X=3,Y=0, you'd appear on the next map at X=3, Y=49. I.e. your relative X
position does not change. If you want to override this default behaviour, set
the 'if goto X= Y=' parameters and the PC will always appear at that
specific place, regardless of where (s)he left the previous
level.
Question 6: The seer event reveals your current % score.
How do you increase the player's score?
Score points can be given to the player in a script (under
the NPC event tab) by using the
Score script code (SCO).
Question 7: Can I copy a script from one level to
another?
No. Currently it's only possible to copy and paste scripts
within the same
level.
Question 8: How do I give the PC the bag of
holding?
There's a script code (BAG) for that.
As new queries come in, the FAQ will grow larger. Stay
posted!
If you have any queries or comments, I would be happy to hear from you. I am particularly interested in specific feedback about the game - what you liked and didn't like. Also, if you spot a bug, let me know! To send me an e-mail click here:
e-mail: lafebre@bigpond.com