Ambrosia Garden Archive
    • Calling All Mascot Editor Masters. HELP!!!


      AAACK!! I CANT GET MY STUPID OVERLAY TILES TO WORK, I HAVE ABSOULTELY NO IDEA HOW TO MAKE CONVERSATIONS, AND I CAN'T EVEN PLACE SIMPLE MAP NODES!! AAAIGHHH!!! utters a five-minute long stream of different curse words

      Sorry, I just need some expert advice and stuff. e-mail me at carlpb@attbi.com

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    • First, questions about the editor should be on the Ferazel Hacking board.
      Second, posting messages in mostly-caps isn't that great an idea.

      Now, on to the advice.

      Overlay tiles are rather simple, but I can't remember how to do them. I may open the editor up and refresh my memory for you in a bit. Conversations are one of the most annoying features of the editor, I don't blame you for having no idea on those. Map nodes take a little time to figure out. Again, I'll open up the editor so I can get you the exact details instead of it all being from memory.

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      Signature currently in development.

    • 😃

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    • Alright, I'm back at last.

      Overlay tiles:

      Hold O and place tiles like normal. Hold O, hold the mouse over them, and press delete to remove them.

      The following is taken from (url="http://"http://extemporaneous.ferazel.net/mascotguide.html")Emperor Ent's Minimally Modified MASCOT guide(/url)

      Quote

      CONVERSATIONS

      If no gotos are specified the conversation will be displayed progressing
      in a linear fashion. You can think of a conversation as sort of a
      very rudimentary BASIC program.

      To goto a line and perform its actions but not display its text, enter
      the negative of the line number in the "goto" field.

      CONSTANTS

      <arg>: argument specified in line action dialog

      If conditions
      -------------
      1: true if player has <arg> coins or more
      2: true if player has item of type <arg>
      4: true if flag # <arg> is set
      5: true if player permflag # <arg> is set to <arg2>

      Action conditions
      -----------------
      1: remove <arg> coins
      2: give player item of type <arg> <arg2: how many>
      (1: silver key, 2: gold key, 3: plat key, 4: magic potion, 5: health potion)
      3: remove item of type <arg>
      4: set permanent flag # <arg>
      5: set player permflag # <arg> to <arg2>
      (1, 2, or 3)
      6: open all barriers with info(0) as <arg> 0 and <arg2> as 3
      8: permanently validate sprite <arg> on level <arg2>
      9: destroy this sprite permanently

      As you may note, you probably won't figure conversations out for a while.

      Unfortunately, map nodes are a pain in the rear to describe. My suggestion is to just look at ben's levels' map nodes to see how they work.

      Welcome to boards!

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      Signature currently in development.

    • Okay, I see Thok has left me the nice job of doing map nodes. Goody 😉

      Quote

      From the "upcoming" (which means it'll probably never be released ;)) MASCOT For Dummies Guide:

      Section A: (What to put in the Level Exit sprite)
      Reference:

      -1: Exits the level but does not advance Ferazel to a new level.
      0: Exits the level and moves Ferazel along node connection (0)
      1: Exits the level and moves Ferazel along node connection (1)
      2: Exits the level and moves Ferazel along node connection (2)
      3: Exits the level and moves Ferazel along node connection (3)

    • It's rather off-topic, but 'tis nice to see new MASCOT developers coming to the board, messing with MASCOT, and maybe producing a level set.

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      Key Part in the making of Xichra's Revenge.
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      (url="http://"http://www.ferazelhosting.net")Oblivion awaits...(/url)

    • Overlay tiles are in fact very simple - but a word of warning - don't forget to put the real picture underneath them. First lay down the path you want ferazel to be able to walk on, then holding down (letter) O place the tiles you want to be seen.

      Another point you need to remember with overlays is that all sprites will show over the overlay. The only way to hide sprites is to use the HPassages. HPassages over (I think) 6 tiles will not be visible in the game but
      will hide sprites.

      For further help with (url="http://"http://cybergran.ferazel.net/converse.html")conversations (/url)and (url="http://"http://cybergran.ferazel.net/mapnodes.html")map nodes(/url) try following these links.

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      Liz the Wiz 🙂


      I truly believe that all deadlines are unreasonable regardless of the amount of time given.

      (This message has been edited by lizwiz (edited 02-08-2003).)

    • Quote

      Originally posted by Thok:
      **Alright, I'm back at last.

      Overlay tiles:

      Hold O and place tiles like normal. Hold O, hold the mouse over them, and press delete to remove them.

      The following is taken from Emperor Ent's Minimally Modified MASCOT guide

      As you may note, you probably won't figure conversations out for a while.

      Unfortunately, map nodes are a pain in the rear to describe. My suggestion is to just look at ben's levels' map nodes to see how they work.

      Welcome to boards!

      **

      Hey, thanks!

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    • Moving the topic to Ferazel Hacking where it belongs. I just like things to be in their proper place. I know...I'm obsessive that way. You'll have to deal with me since I still have these moderator powers at my disposal.

      ---Zelda

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      STILL a proud member of WIRP
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      Bege is right all the time.