X-From_: mountaineer@loop.com  Thu Apr 16 16:12:49 1998
X-Sender: mountaineer@pop.loop.com
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Date: Thu, 16 Apr 1998 16:13:00 -0700
To: Blades Help <spidweb3@spidweb.com
From: mountaineer@loop.com (Scott R. Evans)
Subject: Re: An article on Increment Flag nodes

The "Increment Flag" node -- a tool for flexibility

If you have made any serious attempt to create an original Blades of Exile
scenario, you have undoubtedly made use of Stuff Done Flags, those little
cells of memory that the game uses to detect whether a message has been
displayed, an item has been given, a quest has been completed, and so on.
One side effect of using these with missions is that the missions can very
easily end up being very linear: the party must complete task A, then task
B, then task C.  This will work fine in many cases, but once in a while
your "story" may suggest a layout of the mission that allows the player to
complete the tasks in a different order.  The Increment Flag node is the
perfect tool for this.

When called, this special increases or decreases a stuff done flag by an
amount you specify, and allows an optional message to be displayed.  This
node is most useful when there are several things that a party must do to
achieve a certain condition, and it doesn't matter what order they do the
things in.  Each time one of the things is done, you call the node to
increment the flag.  When it comes time to achieve the final condition,
call a "stuff done flag?" node that checks to see if the flag's value is as
high as it needs to be.  You then create result A, if the party has done
all the jobs, and result B, for if they haven't.

Some ways I've used this node:
1. The party must talk to three different people in a town and simply hear
what they have to say before they are considered knowledgeable enough to
understand a book they try to read.  Thus it doesn't matter who they talk
to first.  Talking to each one increments the node by 1.  When it hits 3,
the node on the pedestal will give the info.
2. Three specific monsters must be killed during one battle.  A node is
called at each one's death that says "Monster A keels over" (or B, or C)
and increments the flag.  That node then calls a "stuff done flag?" node
that checks if the flag is up to 3.  If so, it means all three have been
killed and gives a final message only when the last one dies, no matter
which died first.
3. The party must check several locations outdoors to find a specific
person, who will only be found at the third place (you don't always have to
make it three), no matter where they look first.  Set up the nodes similar
to the above example, incrementing and then checking at each one.  Be sure
to allow the increment only on the first visit to each.

Other ideas:
The node allows you to decide both how much to increment the flag (by 1, by
3, by 10, etc.) and whether to move it up or down.  These could be useful
in a variety of ways:
1. The party must collect 10 seashells to give the princess.  Increment by
1 each time they find one.  If they find and kill the leprechaun, they take
all five of his (thus saving time) and the flag is incremented by 5.
2. The party must carry X number of dragon eggs across a narrow bridge over
lava and take them to safety.  Half way across, call a random # node that
gives a certain chance that they will drop one.  If they do, decrease the
flag by 1.  If they make it across and stow the egg, increase it by one.
(Display appropriate messages in each case).

--Scott
mountaineer@loop.com
This sentence no verb.
