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Old 12-22-2007, 03:58 PM   #1
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Default Testing add on worlds

I dont know how I do this, I made the text file and it shows everything but it wont play the world. What am I supposed to do? I copied all the info the helpme file said but nothing happens when I load it.
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Old 12-23-2007, 12:56 AM   #2
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Default Re: Testing add on worlds

If you made your own adventure. Make sure there are 5 levels or more. Otherwise he won't accept the world. That happend to me sometimes, too. Or you haven't a second or third place which is safety. In that area Loony have to be placed.
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Old 12-23-2007, 03:35 AM   #3
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Default Re: Testing add on worlds

You MUST have 5 levels. This is because, in a new adventure, Loony starts where you have placed him in Level 04, which is normally Woody's Cabin.
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Old 12-23-2007, 04:06 PM   #4
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Default Re: Testing add on worlds

oh okay, thanks, I only had 1 world, and so the 4th world is where he starts at? Thanks

:edit:
How do I make a teleporting special?
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Old 12-24-2007, 04:19 AM   #5
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Default Re: Testing add on worlds

No, not the 4th level. Level numbers start at 0, so it's the 5th.
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Old 12-24-2007, 01:59 PM   #6
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Default Re: Testing add on worlds

how about a teleporting special, when I click go to another map it doesnt show a number or anything
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Old 12-24-2007, 02:00 PM   #7
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Default Re: Testing add on worlds

Yes, the Dr L editor is clunky. The level you're sent to is the the Effect #.
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Old 12-24-2007, 02:28 PM   #8
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Default Re: Testing add on worlds

alright thanks
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Old 12-24-2007, 02:41 PM   #9
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Default Re: Testing add on worlds

Quote:
Originally Posted by AtkinsSJ View Post
No, not the 4th level. Level numbers start at 0, so it's the 5th.
so number 5 would be the starting point?
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Old 12-24-2007, 02:43 PM   #10
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Default Re: Testing add on worlds

No, number 4. The level numbers start from 0.
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Old 12-24-2007, 02:44 PM   #11
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Default Re: Testing add on worlds

I still cant test it and I got 6 maps and I got the text file with everything in it
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Old 12-25-2007, 03:41 AM   #12
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Default Re: Testing add on worlds

What happens when you try to play it?
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Old 12-25-2007, 05:16 PM   #13
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Default Re: Testing add on worlds

nothing happens, I make a new profile click the file but nothing happens, it doesnt even make the character profile
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Old 12-25-2007, 05:28 PM   #14
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Default Re: Testing add on worlds

That doesn't sound right at all... but maybe it's the description. To play an add-on, you start a new game, and before clicking "GO!" (on the screen where you pick which modifiers and type in your name), put the cursor on the "GO!" button and push left or right to choose which one you want.
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Old 12-25-2007, 09:06 PM   #15
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Default Re: Testing add on worlds

I did do that
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Old 12-26-2007, 12:17 AM   #16
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Default Re: Testing add on worlds

I fixed it, now I have another question, when I teleport it teleports to the map but how do I fix the part of the map he gets teleported to

[EDIT]
Nevermind I fixed that too, now how do I pick a villager cause the monster only shows kinyova and how do I make em say what they usually say?
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Old 12-26-2007, 04:44 AM   #17
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Default Re: Testing add on worlds

Tag the villager. See addonsmakinginfo.txt for more information. They say what they usually say automatically, and that can't be changed.
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Old 12-26-2007, 06:28 AM   #18
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Default Re: Testing add on worlds

i know the text cant be changed I just wanted to know how to make em say what they usually say
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Old 12-26-2007, 07:14 AM   #19
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Default Re: Testing add on worlds

How do I tag the villager

[edit]
nevermind me and atkins solved that too!
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Old 12-26-2007, 03:55 PM   #20
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Default Re: Testing add on worlds

Heh. And potions can be tagged as well. Try a 255 sparkling water sometime. Yeehaw!
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