Author Topic: How to simulate a world map by using .ARE files - by Max  (Read 5110 times)

Offline Ghreyfain

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How to simulate a world map by using .ARE files - by Max
« on: April 01, 2004, 06:31:06 PM »
Note that this was actually a thread from FWP, and I'm too lazy to go through it and make it took pretty.  Potencius (AKA Max of DLTC) was the original author, and then did some follow-up posts.  Various other replies are mixed throughout.  Hope it's legible.

Here's some information for those who already know what the WMP does and how the general idea works.

Instead of using the standard WMP (making a new one), it's possible to simulate worldmap behaviour by using a standard ARE file.

How to do it:

Create the .are using the bitmap of your worldmap, and give it white search/light maps.

For the clickable "areas" that are visitable, make a Trigger Region with an attached script.

This script should be something like:

IF
  Clicked([ANYONE])
THEN
  RESPONSE #100
    ActionOverride(Player1,LeaveAreaLUA("ARxxxx","",[x.y],z)
END

Where ARxxxx = the area you want to travel to
[x.y] being coordinates
z being the direction they're facing

Now convert this Trigger Region to an Info Region using IETME.  This retains the script you added, but now the script will actually work (the trigger Clicked() doesn't seem to work for Trigger Region scripts).

That's about all that's necessary.


Some additional features we've been discussing are:

Accessing the world map by use of a hotkey.  Add this block to baldur.bcs:

IF
  Hotkey(M)
THEN
  RESPONSE #100
    ActionOverride(Player1,LeaveAreaLUA("MapArea","",[x.y],0)
END

Where x and y equal coordinates of the area you're coming from, as located on the world map.  (i.e. you come from The Docks, whose coordinates in MapArea.are are 123.777.  Thus the area.bcs for the docks sends you to coordinates 123.777 in MapArea.are)

Making the party unselectable, and the entire map visible (using cutspy.cre).

Travel Time is still a bit iffy, but Max says he knows how to do it.

Other features are still being investigated...  
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Potencius



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    Re:IETME - How to simulate a WMP without using the stinking WMP
« Reply #1 on: Tuesday Jun 11, 2002, 22:10:13 »    

--------------------------------------------------------------------------------
Advancing game time based on where you're travelling to... This took some thinking. hehe.

First, each area, in it's script, will set how far it is from other areas... so the block might look like this:

(Unreachable areas use -1)

Code:

IF
    Global("SetDistances","GLOBAL",0)
THEN
  RESPONSE#100
    SetGlobal("SetDistances","GLOBAL",1)
    SetGlobal("HoursToARYYYY","GLOBAL",48) //2 days
    SetGlobal("HoursToARZZZZ","GLOBAL",4) //4 hours
    SetGlobal("HoursToARCCCC","GLOBAL",15) //15 hours
    SetGlobal("HoursToARBBBB","GLOBAL",-1) //unreachable
END
 
 


Then comes the actual script for the worldmap ARE.

It goes (the rest of these examples will use ARYYY as the example)...

Code:


IF
    Global("Spawn","MAPARE",0)
THEN
  RESPONSE#100
    SetGlobal("Spawn","MAPARE",1)
    CreateCreature("MAPCRE1",[1.1],0) //invisible/immortal CRE that controls calculations
END

IF
    !Global("SetDistances","GLOBAL",0)
THEN
  RESPONSE#100
    SetGlobal("SetDistances","GLOBAL",0)
END
 
 


Next is the script for the Transition Trigger...

Code:

IF
    Clicked([ANYONE])
    !GlobalLT("HoursToARYYY","GLOBAL",0)
THEN
  RESPONSE#100
    AddGlobals("DistanceToArea","HoursToARYYYY")
    SetGlobal("ToARYYYY","GLOBAL",1)
END

IF
    Clicked([ANYONE])
    GlobalLT"HoursToARYYY","GLOBAL",0)
THEN
  RESPONSE#100
    DisplayStringHead(Myself,5684) //Destination Unreachable
END
 
 


Global("ARYYYY","GLOBAL",1) then triggers the calculating CRE's script...  
  Logged  

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Potencius



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    Re:IETME - How to simulate a WMP without using the stinking WMP
« Reply #2 on: Tuesday Jun 11, 2002, 22:10:53 »    

--------------------------------------------------------------------------------
Here's the CRE's script (MAPCRE1.bcs)... it is used first to set up the calculations, then to finalize the calculations and begin the cutscene to move you to the desired area.

Code:


//Start Calculations

IF
    Global("ToARYYYY","GLOBAL",1)
THEN
  RESPONSE#100
    SetGlobal("ToARYYYY","GLOBAL",2)
    SmallWait(7)
    ChangeAIScript("HOURCALC",OVERRIDE)
END

//Finalize Calculations
IF
    Global("ToARYYYY","GLOBAL",2)
THEN
  RESPONSE#100
    SetGlobal("ToARYYYY","GLOBAL",0)
    ClearAllActions()
    StartCutSceneMode()
    StartCutScene("ToDL0100")
END
 
 


Now, the calculations script... the first one is HOURCALC.bcs. It sets a global ("CurrentHour") to mark what time of day it is. When that's done, it switches the script to DISTCALC.bcs to figure out how far ahead to set the game time.

Code:


IF
    Global("CurrentHour","GLOBAL",0)
    TimeOfDay(0)
THEN
  RESPONSE#100
    AddGlobals("DistanceToArea","CurrentHour")
    SmallWait(7)
    ChangeAIScript("DISTCALC",OVERRIDE)
END

IF
    GlobalGT("CurrentHour","GLOBAL",0)
THEN
  RESPONSE#100
    AddGlobals("DistanceToArea","CurrentHour")
    SmallWait(7)
    ChangeAIScript("DISTCALC",OVERRIDE)
END

IF
    Global("CurrentHour","GLOBAL",0)
    TimeOfDay(1)
THEN
  RESPONSE#100
    SetGlobal("CurrentHour","GLOBAL",1)
END

IF
    Global("CurrentHour","GLOBAL",0)
    TimeOfDay(2)
THEN
  RESPONSE#100
    SetGlobal("CurrentHour","GLOBAL",2)
END

IF
    Global("CurrentHour","GLOBAL",0)
    TimeOfDay(3)
THEN
  RESPONSE#100
    SetGlobal("CurrentHour","GLOBAL",3)
END

IF
    Global("CurrentHour","GLOBAL",0)
    TimeOfDay(4)
THEN
  RESPONSE#100
    SetGlobal("CurrentHour","GLOBAL",4)
END

IF
    Global("CurrentHour","GLOBAL",0)
    TimeOfDay(5)
THEN
  RESPONSE#100
    SetGlobal("CurrentHour","GLOBAL",5)
END

IF
    Global("CurrentHour","GLOBAL",0)
    TimeOfDay(6)
THEN
  RESPONSE#100
    SetGlobal("CurrentHour","GLOBAL",6)
END

IF
    Global("CurrentHour","GLOBAL",0)
    TimeOfDay(7)
THEN
  RESPONSE#100
    SetGlobal("CurrentHour","GLOBAL",7)
END

IF
    Global("CurrentHour","GLOBAL",0)
    TimeOfDay(8)
THEN
  RESPONSE#100
    SetGlobal("CurrentHour","GLOBAL",8)
END

IF
    Global("CurrentHour","GLOBAL",0)
    TimeOfDay(9)
THEN
  RESPONSE#100
    SetGlobal("CurrentHour","GLOBAL",9)
END

IF
    Global("CurrentHour","GLOBAL",0)
    TimeOfDay(10)
THEN
  RESPONSE#100
    SetGlobal("CurrentHour","GLOBAL",10)
END

IF
    Global("CurrentHour","GLOBAL",0)
    TimeOfDay(11)
THEN
  RESPONSE#100
    SetGlobal("CurrentHour","GLOBAL",11)
END

IF
    Global("CurrentHour","GLOBAL",0)
    TimeOfDay(12)
THEN
  RESPONSE#100
    SetGlobal("CurrentHour","GLOBAL",12)
END

IF
    Global("CurrentHour","GLOBAL",0)
    TimeOfDay(13)
THEN
  RESPONSE#100
    SetGlobal("CurrentHour","GLOBAL",13)
END

IF
    Global("CurrentHour","GLOBAL",0)
    TimeOfDay(14)
THEN
  RESPONSE#100
    SetGlobal("CurrentHour","GLOBAL",14)
END

IF
    Global("CurrentHour","GLOBAL",0)
    TimeOfDay(15)
THEN
  RESPONSE#100
    SetGlobal("CurrentHour","GLOBAL",15)
END

IF
    Global("CurrentHour","GLOBAL",0)
    TimeOfDay(16)
THEN
  RESPONSE#100
    SetGlobal("CurrentHour","GLOBAL",16)
END

IF
    Global("CurrentHour","GLOBAL",0)
    TimeOfDay(17)
THEN
  RESPONSE#100
    SetGlobal("CurrentHour","GLOBAL",17)
END

IF
    Global("CurrentHour","GLOBAL",0)
    TimeOfDay(18)
THEN
  RESPONSE#100
    SetGlobal("CurrentHour","GLOBAL",18)
END

IF
    Global("CurrentHour","GLOBAL",0)
    TimeOfDay(19)
THEN
  RESPONSE#100
    SetGlobal("CurrentHour","GLOBAL",19)
END

IF
    Global("CurrentHour","GLOBAL",0)
    TimeOfDay(20)
THEN
  RESPONSE#100
    SetGlobal("CurrentHour","GLOBAL",20)
END

IF
    Global("CurrentHour","GLOBAL",0)
    TimeOfDay(21)
THEN
  RESPONSE#100
    SetGlobal("CurrentHour","GLOBAL",21)
END

IF
    Global("CurrentHour","GLOBAL",0)
    TimeOfDay(22)
THEN
  RESPONSE#100
    SetGlobal("CurrentHour","GLOBAL",22)
END

IF
    Global("CurrentHour","GLOBAL",0)
    TimeOfDay(23)
THEN
  RESPONSE#100
    SetGlobal("CurrentHour","GLOBAL",23)
END
 
 
 
  Logged  

--------------------------------------------------------------------------------
When I lost my mind, I knew I was in for a long day. -- Billy Corgan, Smashing Pumpkins  
 

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Offline Ghreyfain

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Re: How to simulate a world map by using .ARE files - by Max
« Reply #1 on: April 01, 2004, 06:31:17 PM »
 
Potencius



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I'm a llama! -- Yep, a llama.

    Re:IETME - How to simulate a WMP without using the stinking WMP
« Reply #3 on: Tuesday Jun 11, 2002, 22:10:18 »   

--------------------------------------------------------------------------------
Now comes DISTCALC.bcs...

This algorithm will take all the previous information and put it to use, increasing the game time by the amount specified in the global variable, "HoursToARYYYY."

If the time to get there is greater than 24, then script will run until it hits 0 or less than 0. It works great.

Finally, once that's all computed, the script switches back to the CRE's original MAPCRE1.bcs.

Code:


IF
    !GlobalGT("DistanceToArea","GLOBAL",0)
THEN
  RESPONSE#100
    SetGlobal("DistanceToArea,"GLOBAL",0)
    SetGlobal("CurrentHour","GLOBAL",0)
    ChangeAIScript("MAPCRE1",OVERRIDE)
END

IF
    Global("DistanceToArea","GLOBAL",1)
THEN
  RESPONSE#100
    DayNight(1)
    IncrementGlobal("DistanceToArea","GLOBAL",-24)
END

IF
    Global("DistanceToArea","GLOBAL",2)
THEN
  RESPONSE#100
    DayNight(2)
    IncrementGlobal("DistanceToArea","GLOBAL",-24)
END

IF
    Global("DistanceToArea","GLOBAL",3)
THEN
  RESPONSE#100
    DayNight(3)
    IncrementGlobal("DistanceToArea","GLOBAL",-24)
END

IF
    Global("DistanceToArea","GLOBAL",4)
THEN
  RESPONSE#100
    DayNight(4)
    IncrementGlobal("DistanceToArea","GLOBAL",-24)
END

IF
    Global("DistanceToArea","GLOBAL",5)
THEN
  RESPONSE#100
    DayNight(5)
    IncrementGlobal("DistanceToArea","GLOBAL",-24)
END

IF
    Global("DistanceToArea","GLOBAL",6)
THEN
  RESPONSE#100
    DayNight(6)
    IncrementGlobal("DistanceToArea","GLOBAL",-24)
END

IF
    Global("DistanceToArea","GLOBAL",7)
THEN
  RESPONSE#100
    DayNight(7)
    IncrementGlobal("DistanceToArea","GLOBAL",-24)
END

IF
    Global("DistanceToArea","GLOBAL",8)
THEN
  RESPONSE#100
    DayNight(8)
    IncrementGlobal("DistanceToArea","GLOBAL",-24)
END

IF
    Global("DistanceToArea","GLOBAL",9)
THEN
  RESPONSE#100
    DayNight(9)
    IncrementGlobal("DistanceToArea","GLOBAL",-24)
END

IF
    Global("DistanceToArea","GLOBAL",10)
THEN
  RESPONSE#100
    DayNight(10)
    IncrementGlobal("DistanceToArea","GLOBAL",-24)
END

IF
    Global("DistanceToArea","GLOBAL",11)
THEN
  RESPONSE#100
    DayNight(11)
    IncrementGlobal("DistanceToArea","GLOBAL",-24)
END

IF
    Global("DistanceToArea","GLOBAL",12)
THEN
  RESPONSE#100
    DayNight(12)
    IncrementGlobal("DistanceToArea","GLOBAL",-24)
END

IF
    Global("DistanceToArea","GLOBAL",13)
THEN
  RESPONSE#100
    DayNight(13)
    IncrementGlobal("DistanceToArea","GLOBAL",-24)
END

IF
    Global("DistanceToArea","GLOBAL",14)
THEN
  RESPONSE#100
    DayNight(14)
    IncrementGlobal("DistanceToArea","GLOBAL",-24)
END

IF
    Global("DistanceToArea","GLOBAL",15)
THEN
  RESPONSE#100
    DayNight(15)
    IncrementGlobal("DistanceToArea","GLOBAL",-24)
END

IF
    Global("DistanceToArea","GLOBAL",16)
THEN
  RESPONSE#100
    DayNight(16)
    IncrementGlobal("DistanceToArea","GLOBAL",-24)
END

IF
    Global("DistanceToArea","GLOBAL",17)
THEN
  RESPONSE#100
    DayNight(17)
    IncrementGlobal("DistanceToArea","GLOBAL",-24)
END

IF
    Global("DistanceToArea","GLOBAL",18)
THEN
  RESPONSE#100
    DayNight(18)
    IncrementGlobal("DistanceToArea","GLOBAL",-24)
END

IF
    Global("DistanceToArea","GLOBAL",19)
THEN
  RESPONSE#100
    DayNight(19)
    IncrementGlobal("DistanceToArea","GLOBAL",-24)
END

IF
    Global("DistanceToArea","GLOBAL",20)
THEN
  RESPONSE#100
    DayNight(20)
    IncrementGlobal("DistanceToArea","GLOBAL",-24)
END

IF
    Global("DistanceToArea","GLOBAL",21)
THEN
  RESPONSE#100
    DayNight(21)
    IncrementGlobal("DistanceToArea","GLOBAL",-24)
END

IF
    Global("DistanceToArea","GLOBAL",22)
THEN
  RESPONSE#100
    DayNight(22)
    IncrementGlobal("DistanceToArea","GLOBAL",-24)
END

IF
    Global("DistanceToArea","GLOBAL",23)
THEN
  RESPONSE#100
    DayNight(23)
    IncrementGlobal("DistanceToArea","GLOBAL",-24)
END

IF
    GlobalGT("DistanceToArea","GLOBAL",23)
THEN
  RESPONSE#100
    DayNight(0)
    IncrementGlobal("DistanceToArea","GLOBAL",-24)
END
 
 


After the CRE's script is set back to CREMAP1.bcs, he resets all the used global variables and starts the cutscene moving the party to the specified area.

This would be ToARYYYY.bcs.
Code:


IF
  True()
THEN
  RESPONSE #100
      CutSceneId(Player1)
      FadeToColor([20.0],0)
      LeaveAreaLUAPanic("ARYYYY","",[x.y],FACE)
      LeaveAreaLUA("ARYYYY","",[x.y],FACE)
      ActionOverride(Player2,LeaveAreaLUA("ARYYYY","",[x.y],FACE))
      ActionOverride(Player3,LeaveAreaLUA("ARYYYY","",[x.y],FACE))
      ActionOverride(Player4,LeaveAreaLUA("ARYYYY","",[x.y],FACE))
      ActionOverride(Player5,LeaveAreaLUA("ARYYYY","",[x.y],FACE))
      ActionOverride(Player6,LeaveAreaLUA("ARYYYY","",[x.y],FACE))
      MultiPlayerSync()
      MoveViewObject(Player1,INSTANT)
      FadeFromColor([20.0],0)
      Wait(1)
      EndCutSceneMode()
END

 
 


And that's that. I know this *looks* complicated, but it's really not when put into practice. Maybe I'll put up an example area sooner or later. 
  Logged 

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When I lost my mind, I knew I was in for a long day. -- Billy Corgan, Smashing Pumpkins 
 
 
Vlad



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      Re:IETME - How to simulate a WMP without using the stinking WMP
« Reply #4 on: Wednesday Jun 12, 2002, 14:02:24 »   

--------------------------------------------------------------------------------
Any travel trigger located in a zone where you move between areas may do that. Inside the trigger script you may write how much time you would like to advance. For example, in my Travelers in Time, I have used such triggers constantly, but I didn't mention time. It's like feeding your characters. Why do you need 'real game time' for travelling between areas? Is it so important? I think it's better to teleport the party between areas. The time triggers work exactly the same way. There is a more serious problem I have experienced while triggering movement between custom areas. Even if you have a trigger, you may still point your cursor to an edge of the game window in any custom area where the corresponding transition between areas is allowed, and get the main WorldMap of Amn. Unfortunately, it is hard coded even if you make a new area from scratch. Obviously, it confuses players somehow, if your party is in another world or time. So may be you have some ideas how to solve this problem? 
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Potencius



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    Re:IETME - How to simulate a WMP without using the stinking WMP
« Reply #5 on: Wednesday Jun 12, 2002, 18:06:11 »   

--------------------------------------------------------------------------------
Of course... there's a number of ways to handle this.

The first thing that pops into my head is changing the worldmap's WMP and MOS as a menu screen to access different area-worldmaps. Another thing that could be done is having one large map of the world for the worldmap.mos file. The other area-worldmaps could be subdivisions of this world.

The distances travelled between areas is at least semi-important... it makes characters fatigued. You're not going to travel 400 miles and be ready to fight a war.

The parties *are* transported to areas via scripts. There is simply a few scripts that run before this that advance game time the specified amount. What I have posted is very easy... All that has to be done aside from this is setting how far other areas are when you enter a large area... it's not hard, just a few global variables set. 
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When I lost my mind, I knew I was in for a long day. -- Billy Corgan, Smashing Pumpkins 
 
 
Potencius



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Gender:



I'm a llama! -- Yep, a llama.

    Re:IETME - How to simulate a WMP without using the stinking WMP
« Reply #6 on: Wednesday Jun 12, 2002, 19:07:42 »   

--------------------------------------------------------------------------------
Here's some more things I've been playing with...

For the MAPCRE1.bcs ... this makes it so that the players can't do anything stupid after they've activated the calculations/jump to area.
Code:

IF
    Global("ToARYYYY","GLOBAL",1)
THEN
  RESPONSE#100
    ActionOverride(Player1,MakeUnselectable(10000))
    ActionOverride(Player2,MakeUnselectable(10000))
    ActionOverride(Player3,MakeUnselectable(10000))
    ActionOverride(Player4,MakeUnselectable(10000))
    ActionOverride(Player5,MakeUnselectable(10000))
    ActionOverride(Player6,MakeUnselectable(10000))
    SetGlobal("ToARYYYY","GLOBAL",2)
    SmallWait(7)
    ChangeAIScript("HOURCALC",OVERRIDE)
END

IF
    Global("ToARYYYY","GLOBAL",2)
THEN
  RESPONSE#100
    SetGlobal("ToARYYYY","GLOBAL",0)
    ClearAllActions()
    StartCutSceneMode()
    ActionOverride(Player1,MakeUnselectable(0))
    ActionOverride(Player2,MakeUnselectable(0))
    ActionOverride(Player3,MakeUnselectable(0))
    ActionOverride(Player4,MakeUnselectable(0))
    ActionOverride(Player5,MakeUnselectable(0))
    ActionOverride(Player6,MakeUnselectable(0))
    StartCutScene("ToARYYYY")
END
 
 


In the trigger's script on the area-worldmap...

Code:


IF
    Clicked([ANYONE])
    Global("HoursToARYYYY","GLOBAL",-1)
THEN
  RESPONSE#100
    DisplayStringHead(Myself,5684) //Destination Unreachable
END

IF
    Clicked([ANYONE])
    Global("ClickedARYYYYTimer","GLOBAL",0)
THEN
  RESPONSE#100
    DisplayStringHead(Myself,####) //Area name
    SetGlobal("ClickedARYYYYTimer","GLOBAL",1)
    SetGlobalTimer("ClickARYYYY","GLOBAL",3)
END

IF
    GlobalTimerExpired("ClickARYYYY","GLOBAL")
    Global("ClickedARYYYYTimer","GLOBAL",1)
THEN
  RESPONSE#100
    SetGlobal("ClickedARYYYYTimer","GLOBAL",0)
END

IF
    Clicked([ANYONE])
    Global("ClickedARYYYYTimer","GLOBAL",1)
    !GlobalLT("HoursToARYYYY","GLOBAL",0)
THEN
  RESPONSE#100
    FadeToColor([20.0],0)
    AddGlobals("DistanceToArea","HoursToARYYYY")
    SetGlobal("ToARYYYY","GLOBAL",1)
END

IF
    !GlobalLT("HoursToARYYYY","GLOBAL",0) //Destination Reachable
THEN
  RESPONSE#100
    CreateVisualEffectObject("SPPRISM2",Myself)
END
 
 


This displays a graphic over the area region if it is reachable... when you click a trigger region, it will display the area's name. If you click within 3 seconds after that, you will begin the jump to that area. 
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When I lost my mind, I knew I was in for a long day. -- Billy Corgan, Smashing Pumpkins 
 
 
Hendryk



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I'm a sloth...

    Re:IETME - How to simulate a WMP without using the stinking WMP
« Reply #7 on: Friday Dec 20, 2002, 05:05:03 »   

--------------------------------------------------------------------------------
If I'm reading this right, a Worldmap.are of Amn wouldn't work if the intent was to allow a party in ToB to travel about on the SoA map from one area to another.  When you departed any area at an exit point, it would try to return you to the actual (ToB, at this point) World Map, rather than Worldmap.are. 

Would all the SoA area files have to be copied and the copies renamed to match the Worldmap.are?  Then the exit points deleted and doors substituted?  Or is there a way to script the area bcs so that if the chapter is greater than 7, the exit points are ignored and the party goes to Worldmap.are?  Or is that what the hotkey is for? 
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Ghreyfain
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   Re:IETME - How to simulate a WMP without using the stinking WMP
« Reply #8 on: Friday Dec 20, 2002, 19:07:09 »   

--------------------------------------------------------------------------------
If you wanted to have SoA and ToB together, you'd have to first create the Worldmap.are of both, complete with trigger regions to travel to the specific areas.

Then you'd have to edit every area with access to the worldmap so it's exit regions (teal in the search map) are covered by an exit region that leads to Worldmap.are. 
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Hendryk



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I'm a sloth...

    Re:IETME - How to simulate a WMP without using the stinking WMP
« Reply #9 on: Friday Dec 20, 2002, 19:07:28 »   

--------------------------------------------------------------------------------
Thanks.  That's what I thought.  Two more questions, though.

It's just the outdoor areas with exits to the Worldmap.are that would have to be redone, right?  Interiors wouldn't seem to need re-doing.

If you're already in the ToB part of the game, wouldn't the default worldmap for Tethyr still work normally?  Seems like all that you'd need to do here is make a bridge (probably at Watcher's Keep) that would allow the party to return to the Amn Worldmap.are. 
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Ghreyfain
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   Re:IETME - How to simulate a WMP without using the stinking WMP
« Reply #10 on: Friday Dec 20, 2002, 20:08:08 »   

--------------------------------------------------------------------------------
Yeah, you could do that. 
 
 
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