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.

πŸ˜ƒ

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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 πŸ˜‰

(quote)From the "upcoming" (which means it'll probably never be released :redface:

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

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 πŸ™‚


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.

Hi BobTheHabnabit, and welcome to the boards.

By the way, over at the (url="http://"http://www.ferazel.net")www.ferazel.net(/url) webboards we are trying to create a MASCOT help section. All MASCOT Masters are welcome to register and share their advice, and all of those people new to MASCOT are welcome to ask for help. Who knows, you might even get a response from Mr. Spees himself.

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Geroditus.
Master of Teraknorn

Quote

Originally posted by Geroditus:
By the way, over at the www.ferazel.net webboards we are trying to create a MASCOT help section. All MASCOT Masters are welcome to register and share their advice, and all of those people new to MASCOT are welcome to ask for help. Who knows, you might even get a response from Mr. Spees himself.

/me smacks myself! I thought I was working on M4D! I totally forgot! Eek! But now I can make an "impressive" HTML version! πŸ˜„

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Key Part in the making of (url="http://"http://xr.ferazel.net")Xichra's Revenge(/url).

Quote

Posted by MDWGMalc:
M4D!

That sounds kind of familiar....nah...

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Dr. Tall says: Taller is Better
(url="http://"http://drtalll.tripod.com")Dr Tall Land(/url)

Quote

Originally posted by BobtheHabnabit:
**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

**

Overlay tiles? Cake. Here's what to do: If you want overlay tiles, hold down <alt/option> and "O" to get simple overlay walls, hills, and ceilings. To get ground overlay hold down <alt/option>, <Cntrl>, and "O". It can reeeeaaally hurt and you need to be able to stretch your fingers pretty darn well. Map nodes, easy. Go to the WORLD menu, select "Place map node" And, if you want to choose where to place a map node you will need ResEdit to paste a map PICT.
To place a map node, just click once the "Place map node" is selected. Your'e on your own now.

-Ferazel_999

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Uh, 999, have you noticed that somebody else has answered the question? I'm watching you too. πŸ˜›

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

(quote)Originally posted by ferazel_09:
**Uh, 999, have you noticed that somebody else has answered the question? I'm watching you too.:frown:
Can't I get a karma raise?
Not that I should have said that...

-Ferazel_999

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**

Quote

Originally posted by Ferazel_999:
**Sigh
ANYTHING I post has already been said. :frown:
Can't I get a karma raise?
Not that I should have said that...

-Ferazel_999

**

If you want a karma raise, your negative karma goes down one for every twenty posts you make. try going to just chat. You can post fast there.

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"Few people are capable of expressing with equanimity opinions which differ from the prejudices of their social environment. Most people are not even capable of forming such opinions."
Albert Einstein

Quote

Originally posted by Salrillian:
**If you want a karma raise, your negative karma goes down one for every twenty posts you make. try going to just chat. You can post fast there.

**

I'm sure that you mean that your karma goes up, rather than down. If it went down every twenty posts, I wonder how many times I'd be karmabanned. πŸ˜›

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

Quote

Originally posted by ferazel_09:
**I'm sure that you mean that your karma goes up, rather than down. If it went down every twenty posts, I wonder how many times I'd be karmabanned. πŸ˜›

**

i meant down as in -5 to -4.

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"Few people are capable of expressing with equanimity opinions which differ from the prejudices of their social environment. Most people are not even capable of forming such opinions."
Albert Einstein

this topic should be quite helpful.

(url="http://"http://www.AmbrosiaSW.com/webboard/Forum54/HTML/000396.html") Click Here(/url)

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"Few people are capable of expressing with equanimity opinions which differ from the prejudices of their social environment. Most people are not even capable of forming such opinions."
Albert Einstein

(This message has been edited by Salrillian (edited 02-25-2003).)

I had a little too much time so I assembled 6 pages of mascot info (most of it from this board) It should be reasonably helpful, but it leaves out map nodes, if you want to learn about map nodes, go (url="http://"http://cybergran.ferazel.net/mapnodes.html")here(/url)

Maces and Platforms

Info (0)

Info (0) of maces and platforms determines what kind of movement the mace will do. (vertical, horizontal, swing)

For a vertical mace/platform, put 1 in the info (0)

For a horizontal mace/platform, put 2 in info (0)

For spinning mace/platform, put 100 in the info (0)

For a swinging side to side mace/platform, put 11 in info (0)

For swinging regular mace (only mace) put 12 in info (0)

For a platform (only platform) that moves up when stepped on, put 7 in info (0)

Info (1)

Info (1) determines the distance that the object goes, 90 in info (1) is about 2-3 inches, be aware that vertical maces will go downward from where they are placed and horizontal ones will go left from where they are placed

Info (2)
This controls the speed of maces and platforms, its usually at about 1000, experiment till you get what you like

Info (3)
I really have no idea what this does, in certain cases it does something but IΒ’m not exactly a total expert on this so I have no idea what.

Here is a group of example stats for platforms and maces, experiment using the information above.

Spinning with small range (Maces at beginning of XichraΒ’s palace)
(0) 100
(1) 1500
(2) 180
(3) 0

Platform, moves up when stepped on
7
112
1024
112 <Β–Β–Β–Β–Β–Β–Β– I don't know what this number does.

Platform or mace that moves up and down with reasonable speed and distance.
(0) 1
(1) 200
(2) 2000
(3) 0

Platform or mace, swing side to side on a chain.
(0) 11
(1) 190
(2) 0
(3) 330

mace that moves up and down with slow speed
(0) 1
(1) 90
(2) 750
(3) 0

Disappearing and Appearing Tile
(0) 52
(1) 30
(2) 90
(3) 22

Mace, Swinging Fast (side to side)
(0) 12
(1) 200
(2) 0
(3) 0

Side to Side Mace med-Slow
(0) 2
(1) 400
(2) 1500
(3) 0

Platform, disappears when stepped on
(0) 51
(1) 0
(2) 0
(3) 5

Platform, moves left when stepped on
(0) 6
(1) 475
(2) 900
(3) 475

Platforms, scythes and spike balls all work on the same basis - so do certain enemies such as gremlins and pirhanas.
Info(0) shows what kind of platform (etc.) you want the values for it are:

  • 1: vertical

  • 2: horizontal

  • 3: floating

  • 5: vertical, move when stepped on, stop otherwise

  • 6: horizontal, move when stepped on, stop otherwise

  • 7: vertical, move when stepped on, don't stop

  • 8: horizontal, move when stepped on, don't stop

  • 10: circular

  • 11: pendulum

  • 20: tricycle

  • 21: bicycle

  • 22: quadcycle

  • 30: tilting see-saw (works for see-saw type platforms only)

  • 50: fall-when-stepped-on platform

  • 51: disappear-when-stepped-on platform

  • 52: patterned disappearance platform
    for platforms 1-30:
    info (1) is the range in pixels (ie distance you want the platform to travel)
    info (2) initial speed in 256 of a pixel per frame (as a rule of thumb 750 is an average speed)
    info (3) Number of pixels rom the place you put it in Mascot that the platform starts to move.
    for platform 50: - fall-when-stepped-on
    info (1) no of ticks* before falling
    info (2) no of pixels to fall
    for platform 51: - disappear-when-stepped-on
    info (1) no of ticks* before disappearing
    info (2) no of ticks* before reappearing
    for platform 52: - patterned disappearance
    info (1) no of ticks* that the platform is visible
    info (2) no of ticks* that the platform is invisible
    info (3) no of ticks* into the pattern that you start.

  • The value 260 is about 1 tile per second.

For scythes and Spike balls you also have the following options for info (0):

  • 12: 3-D pendulum
  • 13: 3-D circular vertical
  • 14: 3-D circular horizontal
    info (1) is the range in pixels (ie distance you want the platform to travel)
    info (2) initial speed in 256 of a pixel per frame.
    info (3) starting angle 0-360

PX BACK TILES
Px back tiles are the backround seen in a level. You can change the PXback in the level info. To do so, put the number corresponding to the PXback that you would like to use in the PXback box.

207 Cave stalagmites
217 river mountains
257 lava mountains
267 forest
277 ice 1
287 ice 2
297 lava caves
307 forest&mountains;
317 deasert
327 marsh
337 Snowy Mountains
347 Xichras palace
357 purple haze
377 ruins
387 Xichras chamber
600 blue swirls
601 green swirls

OVERLAY TILES
Overlay tiles are tiles that Ferazel can walk through, but his sprite is hidden behind them. This is to give the illusion of walking through tunnels when used in conjunction with the tunnel entrance objects.

To use them, first place normal FG tiles as you normally would; overlay tiles don't provide the ground for Ferazel to walk on, FG tiles do. Then hold down the 'o' key while clicking to place overlay tiles.

WIND
The wind tiles take some getting used to, and - dare I say it - Ben's instructions can be a little confusing at times. Both the "DIR" (direction) and "strength" edit serve exactly the same function so you can use either. The tiles normally start at speed 50 and blow upwards.

Go to "Tiles/Wind Current DIR edit" and create just one tile to start with and decide what speed you want your wind to be. Then hit the "(" (for each 10 less) or ")" (for each 10 greater) then click once on your wind tile. ie if you want the wind speed at 90 just press ")" 4 times and click on the tile.

For wind direction use "-" (clockwise) and "+" (anticlockwise) each click on the + or - moves the arrow 10Β° ie 9 clicks on "-" then click on the wind tile moves the arrow to directly right when you start from straight up.

When you have the speed and direction you want click and drag to cover the area you want with wind tiles. To delete tiles just wipe them over with the delete key pressed whilst still in the "Wind Current DIR edit" mode.

SPINBLOCKS
(0): Put in 2 and the spinblock will not be there unless the button listed below is pressed (Note a spinblock cannot be made to disappear with a button press to my knowledge; other values than 2 do nothing to my knowledge)
(1): ID of button to make spinblock appear (Only works if you place 2 in (0))
(2): unknown
(3): Placing 1 here causes the spinblock to be unbreakable by spin jumps. (Other values unknown)

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"Few people are capable of expressing with equanimity opinions which differ from the prejudices of their social environment. Most people are not even capable of forming such opinions."
Albert Einstein