Section 3: Making and Editing Scenarios

This chapter describes how to create a scenario, and how to edit the general scenario properties. As mentioned before, something marked (Advanced) can be ignored by people who aren't interested in making more complicated scenarios.

The File Menu

You use the File menu to load new scenarios and save scenarios youve edited.

Scenarios made in Macintosh and Windows are interchangeable. A scenario edited on the Mac can be run on a Windows machine, and vice versa.

Creating a scenario

When you make a new scenario, two dialog boxes will come up, asking you for information about the scenario to make:

First Dialog: Enter the name of your scenario and your name for credit purposes (not yet used). To make the terrain for the surface be grass and mountains (as opposed to cave), press the small button. When done, press OK, or Cancel to stop the process.

Second Dialog: Enter the width and height, in 48 x 48 sections, of the outdoors. This can be changed later, but keep in mind that outdoor sections are small.

In the second section, enter the number of towns the scenario will start with, of the three different sizes. The large towns will be placed first, followed by the medium towns followed by the small towns (so if you select 3 large towns and 3 small towns, towns 0 - 2 will be large, and 3 - 5 will be small). The exception to this is that if you want your scenario to have Warrior's Grove, this will always be town 0.

Finally, select Include Starter Town to have one of your Medium Towns (town 0) be Warrior's Grove, a pre-made town.

Finally, you will be asked for a final go-ahead, and your scenario will be built. Note that cancelling from the Save dialog does not cancel the creation of your scenario; it just skips saving it to disk,

The Scenario Menu

A lot of things for your scenario are set using the Scenario menu.

Making a New Town

When you select Create New Town, a dialog box will come up asking for information on the town to create, which will then be added to the end of the current town list. The text area at the top is where you enter the name of the new town.

Click the button by the town size to select that size, and the button by the default terrain type to select the terrain the town will start with.

You will automatically be editing the new town. The scenario must be saved before you can create a new town.

The Main Menu

The Main Menu

Figure 1: The Main Menu

The main menu is the first screen that comes up when you load or create a new scenario, and is where you load new towns and outdoor sections.

Special Items (Advanced)

Special items are given to the party during special encounters, and other special encounters can check for their presence. A key to a locked door might be a special item, and when the door is reached, the party will only be let through if they have that item.

To edit a special item, click on Edit Special Items on the main screen, and click on one of the special items to the right, or click Create New to make a new one. A dialog box will come up, in which you can edit the item's information.

The first two text areas are for the item's name and description (the description appears when the player uses the Special Item screen). If you want the party to start with the item, click the first button. If you want them to be able to use it, click the second button. When a special item is used, the game will call a given Scenario special node. To create or edit this special node, press the Create/Edit button. Special encounters are described in great depth in the next section.

Quests (Advanced)

Quests give a way to remind the party what they need to do next. They can also be used to create a job bank, similar to Exile III.

To edit a quest, click on Edit Quests on the main screen, and click on one of the quests to the right, or click Create New to make a new one. A dialog box will come up, in which you can edit the quest's information.

The first two text boxes are the most important, giving the quest's name and description (the description appears when the player uses the Quests/Jobs screen). If you want the party to start with the quest active, click the second button on the right.

Quests can be given a deadline. If the quest is not completed before the deadline, it will be considered failed, and the reward will not be granted even if it is completed anyway. If you want the quest to have a deadline, enter the day in the Must Be completed By field. If you click the first button to the right, the deadline instead gives the number of days they have to complete the quest. You can also specify an event - if the event occurs before the deadline, the player will be able to complete the quest even after the deadline passes.

You can specify a default reward for the quest, in XP and gold. This will automatically be given to the player when the quest is marked as completed. If you want some other reward (such as an item), you'll need to script it with special nodes.

If the quest is a job that should be offered at a job bank, click the third button on the right. Two more fields will appear. Each contains the number of a job bank in which this quest may appear. Enter a number in at least one of the fields. Then, when creating the job bank, enter the same number in the Which Job Bank field.