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.