Triple J wrote:1: Is there a way to change the NPC's dialogue, but only after you have talked to it once? I know you can move NPCs, but I don't know if that could cause any bugs...
Yup, you can do like this:
Branch if: my_var >= 1 then go to line #: 5
Dialog: <insert first dialogue here>
Add: my_var = my_var + 1
Exit
Dialog: <insert second dialogue here>
2: Is it possible to move level splitters along with their ways of functioning, when using triggers? I haven't tested it, but I assume the splitters may then not work properly.
No, level splitters will bug the level if you move them. Will glitch color boxes, and may not work at all.
3: Has anybody managed to create any kind of "poof cloud" effect? It could help make magic seem more like "magic," or maybe as a splash at the bottom of a waterfall.
Xero did something similar in
Aerial Adventure, at the beginning when you land on the cloud.
4: Is there a way to randomize item drops when killing enemies? And if you tag Squares with an Item Drop trigger, does it cause that "drop effect" when killing the enemy, like in Story Mode? I haven't tried this yet either, but I thought I'd ask.
Unfortunately, there's still no way to randomize drops, or squares. Though, when you use the "Play level" instead of the "Create/Edit level" to play it, the enemies will act just like they do in the Story Mode.