Art Gallery Outdoor sounds Features are the extra touches to the outdoors, town/dungeon, or scenario to use some nodes that aren't being utilized to directly support the outdoors or town/dungeon. Art Gallery Author: Skyle - clarkj@oit.edu Used in: Untested Created: 25 October 1998, version 1.00 Use: Party can see paintings and read their descriptions, from only one side of a wall. Thus, they don't see the paintings from the outside. Of course, nothing has to be done for paintings on walls not seeable from another room or the outside. Ideal for art galleries. Setup: SDF A:B for on/off of Change Terrains, X1,Y1, X2,Y2, etc for the Change Terrain of each painting. Three special sequences - one inside/on the door, one outside the doorway, and one on each wall (Xx,Yy) Change Terrain to Wall w. Painting. Sequence 1 (inside doorway): 1 Set Flag - SDF= A:B, set to 1A= 1 Terrain this Type? (town) - 1A= X, 1B= Y, if 2A= Wall goto 3, -1 3 Swap Terrain - 1A= X, 1B= Y, 2A= Wall, 2B= Wall w. painting, jump to 4 . . . . ? Swap Terrain - 1A= Xx, 1B= Yy, 2A= Wall, 2B= Wall w. painting, -1 Sequence 2 (outside doorway): 1 Set Flag - SDF= A:B, set to 1A= 0 Terrain this Type? (town) - 1A= X, 1B= Y, if 2A= Wall w. painting goto 3, -1 3 use the Sequence 1 Swap Terrain nodes Sequence 3 (on each Change Terrain wall section): 1 Stuff Done Equal? - SDF= A:B, = 1A= 1 goto 2, -1 2 Display Message - 'describe the painting', -1 What it does: The party walks into a room and paintings appear on the walls (from the outside, there were none). Since the SDF changes, they can Look at the paintings and get a Display Message. Upon leaving, the SDF is set to 0 and the terrain is swapped to become a wall. Outdoor sounds Author: Skyle - clarkj@oit.edu Used in: Alternative Bladbase v 1.3 (Bladba13.exs) Created: 25 August 1999, version 1.00 Use: While traveling outdoors, there is a chance the party will hear surface birds or cavern drips. The sounds will be blocked while in towns or combat. Also a third set of sounds can easily be added. Setup: A Scenario Event Timer (like every 100 moves) calls the scenario node 130. SDF 290,0 for surface 1/cavern 2/other 3 check. These specials use the scenario nodes in Bladba13 (and later versions). Sequence (town nodes): Exiting town to the surface (set up Advanced Town Details in the Town menu) 1 Set Flag - SDF= 290,1, set to 1A= 1, -1 Exiting town to a cavern (set up Advanced Town Details in the Town menu) 1 Set Flag - SDF= 290,1, set to 1A= 2, -1 Upon starting the third set of sounds 1 Set Flag - SDF= 290,1, set to 1A= 3, -1 Sequence (scenario nodes 130-149): Scenario event timer, every 100 moves call 130 130 SDF? - 291,0, >=1A= 3 goto 145, <2A= 1 goto -1, Jump to 131 131 Random number? - <1A= 20 goto 132, -1 132 Town Block - 1A= 0 can enter 133 Combat Block - 1A= 0 can enter 134 SDF? - 291,0, >=1A= 2 goto 141, <1 goto -1, Else jump to 135 135 Random number? - <1A= 30 goto 136, Jump to 137 136 Play a sound - 1A= 76 Chirp 1, Jump to 137 137 Random number? - <1A= 30 goto 138, Jump to 139 138 Play a sound - 1A= 77 Chirp 2, -1 139 Random number? - <1A= 60 goto 140, Jump to 135 140 Play a sound - 1A= 91 Chirp 3, -1 141 Random number? - <1A= 40 goto 142, Jump to 143 142 Play a sound - 1A= 78 Drip 1, Jump to 143 143 Random number? - <1A= 60 goto 144, Jump to 141 144 Play a sound - 1A= 79 Drip 2, -1 145 No special What it does: Based on SDF 291,0 (set by exiting towns to outdoor sections of the surface or caverns or set for a 3rd sequence of sounds), either a random series of Chirps or Drips will be sounded every 100 outdoor moves. The Chirp and Drip sounds will occur only 20% of the time. Special 145 can be used for sounds in another environment or situation.