Delete duplicates of utility scenarios

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An alternate Bladbase.exs (rename Bladba13.exs to Bladbase.exs)
Update v 1.3
The files included are:
Bladba13.exs scenario file
Bladba13.txt readme file (this file)
Bladba13_nodes list of the scenario nodes used for Special AP spells and sounds
Major changes to the bladbase.exs scenario source file (from Spiderweb's Bladbase v 1.01):
Items
- Made weights (number of stones) more similar. Players could tell by the item's weight whether boots, shields, crystals, rocks, necklaces, and some other items were valuable or magical
- Clothing (Armor 0 gloves, shirts, pants, armor 0 boots, armor 1 Steel-toed boots), light sources, and books grouped together for a general store shop.
- 3 Rocks (3, 4, 5 stone weights)
- Garbage should disease party (like the Uranium bar)
- All gloves (normal and magical) weigh 8
- No darts
- Vahnatai weapons grouped, added Magic Razordisks
- Added Mithral plate and mithral chain resist fire armor
- Grouped magic and mithral armor
- Studded leather 2+1 with 0 encumbrance (i.e. between 2+0 and 0 Leather and 3+1 and 1 Bronze Studded), mainly for spell casters
- Lowered bucklers by 1 armor (removed crude bucklers)
- All shields weigh 30, all large shields 50 (normal and magical), removed crude shields
- Lowered shields by 2 armor (1 encumbrance for shields, 2 for large)
Bucklers and shields were giving too much protection, there are side and rear attacks and a shield can only be in so many places at once
- Lowered all boots, gloves and gauntlets, and helms by 1 armor (no leather helm)
- No Runed helm (couldn't logically put a good Armor value on it after lowering the encumbrances on the others)
- Grouped magic bow, crossbow, arrows, bolts
- Grouped the 3 lockpicks, poisons, and gems with sapphire last
- Made all magical shields with abilities Large shields and 50 stones (i.e., they were 30 stones and Large shield icon = magical, now they are harder to tell from other Large shields), most kept their 2 encumbrance (per Large shield)
- Removed Knowledge Brew - there are enough Add Skill point items
- Removed duplicate Brew of Lethe
- Changed Powder of Lethe to Brew of Nisus (drains spell points) - suggested by Tony Wilsdon
- Cursed armor (studded, chain mail, plate mail)
- Lowered AC value on Shield Mace (11 was way too high, now 4 + 3)
- Flaming Sword is 9+5 and unidentified as Broadsword
- Raised value of Power Geode and Firestone, way undervalued
- No Scroll: Shockwave, Scroll of Disease that diseases the party (similar to some found in Exile II - secret lab in the old Vahnatai house)
- All potions have the same icon (except always IDed Ressurection Balm and Graymold Salve). Only two were changed - 212 and 213
- Empty slots: 4, 113, 119, 150, 164, 210-216, 221, 244, 273, 282, 362, 388-395, 399. Of course, items can be changed depending on the scenario's needs.
- Used a hex editor to restore Rods of Lightning to ability of 20, spelled out Large and most Potions
- Be sure to check Item special abilities. The BOE Scenario Editor has a nasty habit of removing those abilities (or setting them to 0) if Cancel is pressed in the Ability screen. Of course, this may be a feature of the Win 3.1/95 version of the Scenario Editor.
- Note, the bonus slot applies to only armor and weapons. To be safe, any magical shields with a bonus value had that value moved to the protection slot.
- Made the Lifeshield (241) and Lifesaver Amulet (327) acidic weapons of ability strength 10 in order to use the lifesaving feature
Monsters
-Guards were changed so their abilities were less than Dervishes
-All slimes (except Cave Slime) are non-summonable
-Order Mage and all Vahnatai are Monster Type Important so they could not be Soul Captured (may also mean Order Mages are not affected by Mage Slayer weapons)
-Blood Beast is level 24 monster (as suggested by Tarl Kudrick's MonsterData file)
-Have a chance of dropping items proper to them (20% to 30% to factor in items not broken or otherwise made unusable during combat). Note: the BOE engine only allows so many items in a town/dungeon at once - past this limit and items get destroyed (this includes items in containers). Meaning, you don't want an Archer dropping arrows causing the BOE engine to remove a more valuable item from that town/dungeon.
Monsters include the Soldiers to Dervishes, Archers and Expert Archers, Priests and Mages, Monks, Nephil Archers, Sliths, and Vahnatai. The Giant Lizard, Cave Cow, Cow, Worg, Bear, and Ursagi have a chance of dropping Q-steak (i.e., you can get food for eating them).
Terrain
-Allowed Campfires (3d6 fire) and Firepits (4d6 fire) to be walked through
-Piles of filth are containers
-Potted plants are containers
-Basalt wall (when stepped on) changes to an outlined door (similar to stone and adobe secret doors)
-No Good or Evil altars, just altars (except for Black altar - with a skull design)
Note: Warrior's Grove has been altered to reflect the changed item groupings (no guarantee though). Most scenarios rarely use it anyway.
ITEM TYPE FLAGS (to combine items into one inventory slot)
Official bladbase v 1.01 Alternative Bladbase (Item number)
1 Darts Not used (no darts)
2 Iron darts Not used (no darts)
3 Magic darts Not used (no darts)
4 Throwing knives Throwing knives (101)
5 Iron throwing knives Iron throwing knives (102)
6 Arrows Arrows (103)
7 Iron arrows Iron Arrows (104)
8 Magic arrows Magic Arrows (117)
9 Iron razordisks Iron razordisks (95)
10 Steel razordisks Steel razordisks (96)
11 Javelins Javelins (99)
12 Iron javelins Iron javelins (100)
13 Torches Torches (18)
14 Lockpicks Lockpicks (169)
15 Rock Rock (27, 3 stones)
16 Bolts Bolts (105)
17 Iron bolts Iron bolts (106)
18 Magic bolts Magic bolts (118)
19 Sapphire Sapphire (179)
20 Empty Empty
21 Holly Holly (363)
22 Comfrey root Comfrey root (364)
23 Glowing nettle Glowing nettle (365)
24 Wormgrass Wormgrass (366)
25 Graymold Graymold (368)
26 Ember flowers Ember flowers (369)
27 Mandrake root Mandrake root (370)
28 Smoky crystal Smoky crystal (178)
29 Fine lockpicks Fine lockpicks (170)
30 Magic lockpicks Magic lockpicks (171)
31 Weak poison Weak poison (172)
32 Medium poison Medium poison (173)
33 Strong poison Strong poison (174)
34 Killer poison Killer poison (175)
35 Lightning rods Lightning rods (274)
36 Cleansing powder Cleansing powder (191)
37 Empty Empty
38 Candle Candle (17)
39 Diamond Diamond (178)
40 Emerald Emerald (177)
41 Basic powder Basic powder (350)
42 Powder of Lethe Not used (no Powder of Lethe)
43 Empty Empty
44 Empty Empty
45 Empty Empty
46 Silver ore Silver ore (380)
47 Gold ore Gold ore (381)
48 Empty Empty
49 Empty Empty
50 Asptongue mold Asptongue mold (367)
51 to 56 Not used
57 Magic razordisks (98)
58 Rock (28, 4 stones)
59 Rock (29, 5 stones)
60 to 65 Not used
66 Ruby (176)
67 to 71 Not used
72 Piercing crystal (182)
73 to 78 Not used
79 Dust of Hiding (189)
80 Dust of Choking (190)
82 to 91 Not used (could be for scrolls)
92 Crystal (222)
93 to 123 Not used (could be for S/M/W potions)
124 to 125 Not used
126 Arrows of Light (276)
127 Arrows of Life (277)
128 Burning arrows (278)
129 Exploding arrows (279)
130 to 133 Not used
134 Bolts of Light (384)
135 Bolts of Life (385)
136 Burning bolts (386)
137 Exploding bolts (387)
138 to ~200 Not used (200 is the approximate limit)
SPECIAL CLASS FLAGS
1 to 19 Unused
20 Book
21 Book
22 Book
23 Bones
24 Skull
25 Garbage
26 Garbage
27 Rock
28 Rock
29 Rock
30 to 54 Unused
55 Dust of Choking
56 Scroll of Disease
57 Cursed helm
58 Glue Gauntlets
59 Dancing Boots
60 Cursed Boots
61 Cursed Large shield
62 Poison Potion
63 Potion of Doom
64 Brew of Lethe
65 Bow of Kag
66 Wand of Carrunos
67 Wand of Vorb
68 Gold Ring of Weight
69 Silver Ring of Weight
70 Bronze Ring of Weight
71 Feldspar Charm
72 Uranium bar
73 Lodestone
74 Brew of Nisus
75 Potion of Paralysis
76
77
78 Cursed Bardiche
79 Cursed Axe
80 Cursed Broadsword
81 Cursed Greatsword
82 Cursed Knife
83 Cursed Shield
84 Cursed Mace
85 Cursed Ring
86 Cursed Halberd
87 Cursed Studded
88 Cursed Chain Mail
89 Cursed Plate Mail
90 to 99 Unused
You can use these items for specials that check Have Item with Class? (and take). For example, there may be a healer that wants bones and skulls, an eccentric mage that wants cursed items, fishermen for rings of weight or lodestone, etc. A fancy night club wants Equipped Item with Class? (or a bar that accepts patrons with cursed items equipped).
Items with Special Class Flags will be removed from the party when they enter the next scenario.
Credits:
Monsters dropping items was suggested by Stareye and is a carry over from Exile III's Golems dropping Golem Gems and Black Unicorns dropping Horns.
Special AP Spells were created by Stareye and used extensively in his scenario Spy's Quest. See Bladba13_nodes.txt
Change 1.1
-Order Mage and all Vahnatai are Monster Type Important so they could not be Soul Captured (may also mean Order Mages are not affected by Mage Slayer weapons)
-Allowed Campfires (3d6 fire) and Firepits (4d6 fire) to be walked through
Change 1.11
-Item type flag values can be up to about 250 (values seem to change higher than 300). Have set item type flag values closer to their item number (ie skipped weapons, armor, and non-combinable items)
-Removed Brew of Ironskin and Brew of Battle (duplicates of Medium Invulnerability and Strong Strength potions)
-A skeleton drops a skull 90% of the time (to go with the bones)
Change 1.2 (was designated Change 1.3)
-Made the Item Type Flags compatible with Spiderweb's Bladbase.exs v 1.01 (actually a superset of the 50)
-Edited the Terrain type names with more lower case lettering, added directions to conveyor belts
-Edited the Item type names with more lower case lettering
-Piles of filth are containers (inspired by Ben Frank's The Fog)
-Basalt wall (when stepped on) changes to an outlined door (similar to stone and adobe secret doors)
-Changes per Alcritas' Things that Don't Work article
Made the Bear, Wolf, Worg type As
Made all Slimes (except the common Cave Slime) as No summon (Mauve was level 3)
-Used a hex editor to clean-up the name section of items
Change 1.3
-Added random sounds (outdoors or for a situation) to the Scenario nodes 130 - 149
-Added 13 Special AP spells to the Scenario nodes 150 - 234
-Potted plants are containers
-Restored Assassin's Knife and Alien Blade as poisoned weapons (the cursed poisoned weapon bug was fixed I guess)
-Made the Lifeshield (241) and Lifesaver Amulet (327) acidic weapons of ability strength 10
-Blood Beast is level 24 monster

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The scenario nodes in Bladba13.exs
Update v 1.3
Sounds
A Scenario event timer, every 100 moves, calls sequence 130. This is meant to be an ending sequence for any 100 move
calling scenario timer.
SDF 291,0 is the environment flag:
= 1 for surface (chirps)
= 2 for caverns (drips)
= 3 for ??? (to be created)
The node to set SDF 291,0 is called when leaving town - an Exit Town Special(s) in the Advanced Town Details pop-up
window (under the Town menu). For Warrior's Grove, town node 98 is called to set SDF 291,0.
20% of the time an outdoors sound will be played (either surface or cavern, based on SDF 291,0)
130 SDF? 291,0, >=1A= 3 then 145, <2A= 1 then -1, jump to 131
131 Random number? <1A= 20 then 1B= 132, -1
132 Town Block, 1A= 0 can enter
133 Combat Block, 1A= 0 can enter
134 SDF? 291,0, >=1A= 2 then 141, <1 then -1, else 135
135 Random number? <1A= 30 then 136, jump to 137
136 Play a sound, 1A= 76 Chirp 1, jump to 137
137 Random number? <1A= 30 then 138, jump to 139
138 Play a sound, 1A= 77 Chirp 2, -1
139 Random number? <1A= 60 then 140, jump to 135
140 Play a sound, 1A= 91 Chirp 3, -1
141 Random number? <1A= 40 then 142, jump to 143
142 Play a sound, 1A= 78 Drip 1, jump to 143
143 Random number? <1A= 60 then 144, jump to 141
144 Play a sound, 1A= 79 Drip 2, -1
145 No special
Special AP Spells - adapted from Stareye's list in The Dervish Challenge. The following 13 spells have the feature of using SDF 290,X to set its severity. Thus a stronger caster (or magical source) could use a stronger version of the spell.
Special AP Spell SDF 1 2 3
Pyroblast 290,0 10-30 20-50 30-70 1 Fire damage
Cryoblast 290,0 10-30 20-50 30-70 5 Cold damage
Arcanic Blast 290,0 10-30 20-50 30-70 3 Magical damage
Fiendish Blast 290,0 10-30 20-50 30-70 6 Demon damage
Necroblast 290,0 10-30 20-50 30-70 7 Undead damage
Venom Arrows 290,1 5-11 10-22 20-44 Poison level 4 and poison damage (50% chance)
Energy Drain 290,2 10 20 40 Spell point reduction
Mass Ravaging 290,3 2 4 6 Slow and Curse level
Slow Party 290,4 2 4 6 Slow level
Goo Arrows 290,5 2 4 * 6 * Web level (* for Slow level 2, 50% if SDF = 2)
Curse Party 290,6 2 4 6 Curse level
Mass Dumbfounding 290,7 1 2 3 Dumbfounding level (warning, cumulative)
Mass Paralysis 290,8 5 10 15 Paralysis for X rounds
150 Display Small Message ' Pyroblast'
151 Play a sound, 1A= 25 Cast mage spell
152 SDF? 290,0, >=1A= 3 then 155, <2A= 2 then 153, jump to 154
153 AP Do Damage 4d5+10,1, -1
154 AP Do Damage 6d5+20,1, -1
155 AP Do Damage 8d5+30,1, -1
156 Display Small Message ' Cryoblast'
157 Play a sound, 1A= 25 Cast mage spell
158 SDF? 290,0, >=1A= 3 then 161, <2A= 2 then 159, jump to 160
159 AP Do Damage 4d5+10,5, -1
160 AP Do Damage 6d5+20,5, -1
161 AP Do Damage 8d5+30,5, -1
162 Display Small Message ' Arcanic Blast'
163 Play a sound, 1A= 25 Cast mage spell
164 SDF? 290,0, >=1A= 3 then 167, <2A= 2 then 165, jump to 166
165 AP Do Damage 4d5+10,3, -1
166 AP Do Damage 6d5+20,3, -1
167 AP Do Damage 8d5+30,3, -1
168 Display Small Message ' Fiendish Blast'
169 Play a sound, 1A= 24 Cast priest spell
170 SDF? 290,0, >=1A= 3 then 173, <2A= 2 then 171, jump to 172
171 AP Do Damage 4d5+10,6, -1
172 AP Do Damage 6d5+20,6, -1
173 AP Do Damage 8d5+30,6, -1
174 Display Small Message ' Necroblast'
175 Play a sound, 1A= 24 Cast priest spell
176 SDF? 290,0, >=1A= 3 then 179, <2A= 2 then 177, jump to 178
177 AP Do Damage 4d5+10,7, -1
178 AP Do Damage 6d5+20,7, -1
179 AP Do Damage 8d5+30,7, -1
180 Display Small Message ' Venom Arrows'
181 Play a sound, 1A= 12 Longbow
182 AP Affect Poison 4,1
183 Random number? <1A= 50 then 184, else -1
184 SDF? 290,1, >=1A= 3 then 187, <2A= 2 then 185, jump to 186
185 AP Do Damage 1d6+5,2, -1
186 AP Do Damage 2d6+10,2, -1
187 AP Do Damage 4d6+20,2, -1
188 Display Small Message ' Energy Drain'
189 Play a sound, 1A= 43 Stoning noise
190 SDF? 290,2, >=1A= 3 then 193, <2A= 2 then 191, jump to 192
191 AP Spell points 10,1, -1
192 AP Spell points 20,1, -1
193 AP Spell points 40,1, -1
194 Display Small Message ' Mass Ravaging'
195 Play a sound, 1A= 24 Cast priest spell
196 SDF? 290,3, >=1A= 3 then 201, <2A= 2 then 197, jump to 199
197 AP Slow 2,1
198 AP Curse 2,1, -1
199 AP Slow 4,1
200 AP Curse 4,1, -1
201 AP Slow 6,1
202 AP Curse 6,1, -1
203 Display Small Message ' Slow Party'
204 Play a sound, 1A= 25 Cast mage spell
205 SDF? 290,4, >=1A= 3 then 208, <2A= 2 then 206, jump to 207
206 AP Slow 2,1, -1
207 AP Slow 4,1, -1
208 AP Slow 6,1, -1
209 Display Small Message ' Goo Arrows'
210 Play a sound, 1A= 12 Longbow
211 SDF? 290,5, >=1A= 3 then 214, <2A= 2 then 212, jump to 213
212 AP Web 2,0, -1 [Webs must be 0, BOE bug]
213 AP Web 4,0, jump to 215
214 AP Web 6,0, jump to 216
215 Random number? <1A= 50 then 216, else -1
216 AP Slow 2, -1
217 Display Small Message ' Curse Party'
218 Play a sound, 1A= 24 Cast priest spell
219 SDF? 290,6, >=1A= 3 then 222, <2A= 2 then 220, jump to 221
220 AP Curse 2,1, -1
221 AP Curse 4,1, -1
222 AP Curse 6,1, -1
223 Display Small Message ' Mass Dumbfounding'
224 Play a sound, 1A= 53 Magic noise 3
225 SDF? 290,7, >=1A= 3 then 228, <2A= 2 then 226, jump to 227
226 AP Dumbfounding 1,1, -1
227 AP Dumbfounding 2,1, -1
228 AP Dumbfounding 3,1, -1
229 Display Small Message ' Mass Paralysis'
230 Play a sound, 1A= 25 Cast mage spell
231 SDF? 290,8, >=1A= 3 then 234, <2A= 2 then 232, jump to 233
232 AP Paralysis 5,1, -1
233 AP Paralysis 10,1, -1
234 AP Paralysis 15,1, -1
An example, Angry Bob - Warrior Grove's hermit (in SW corner)
Cutoff specials (to stop him) - the first is near his area, the second is farther away
28 SDF? 290,0, >=1A= 1 then 29, <2A= 1 then -1
29 SDF? 150,0, >=1A= 2 then -1, <2A= 1 then 31, else 30
30 Set Many Flags, 290,X to 1A= 0, -1
31 Set SDF 150,0 to 1A= 2
32 Change Terrain 39,43 to Locked door (M)
33 Play a sound, 1A= 59 Close door
34 Play a sound, 1A= 9 Lock click
35 SDF? 290,0, >=1A= 1 then 36, <2A=1 then -1
36 Set SDF 150,0 to 1A= 3
Activate specials
7 SDF? 150,0, >=1A= 2 then 8, <2A= 1 then 9, else -1
8 Set SDF 150,0 to 1A= 0, jump to 16
9 SDF? 290,0, >=1A= 1 then -1, <2A= 1 then 10
10 One-time Place Town Encounter, 1A= 1
11 Set Many Flags, 290,X to 1A= 1
12 Start General Timer, 1A= 4, call 1B= 15, jump to 13
13 Display Small Message 'Angry Bob casts:'
14 Call Global Special, scenario node 203
15 SDF? 150,0, >=1A= 2 then 25, <2A= 1 then 16, jump to -1
16 Start General Timer, 1A= 4, call 1B= 19, jump to 17
17 Display Small Message 'Angry Bob casts:'
18 Call Global Special, scenario node 194
19 SDF? 150,0, >=1A= 2 then 25, <2A= 1 then 20, jump to -1
20 Start General Timer, 1A= 4, call 1B= 15, jump to 21
21 Display Small Message 'Angry Bob casts:'
22 Random number? <50 then 23, else 24
23 Call Global Special, scenario node 150
24 Call Global Special, scenario node 156
25 Stuff Done equal? 150,0, =1A= 3 then -1, else 26
26 Display Small Message 'Angry Bob yells, "Go away!"'
27 Start General Timer, 1A= 4, call 1B= 15, jump to -1
Severity SDF (290,X) is initially 1 and is controlled by the 3 runes (nodes 44-46)
On a point where the spell caster can see the party
(in this case, on a space such that the party can open the locked door at 39,42):
50 SDF? 150,0, >=1A= 2 then 51, else -1
51 Terrain this type? (town) 39,43 (door), 2A= 129 Open door then 52, jump to 58
52 Start General Timer, 1A= 1, call 1B= 50, jump to 53
53 Random number? <5 then 54, else -1
54 Display Small Message 'Angry Bob casts:'
55 Random number? <50 then 56, else 57
56 Call Global Special, scenario node 150
57 Call Global Special, scenario node 156
58 Start General Timer, 1A= 1, call 1B= 50, jump to -1
It seems the BOE engine doesn't like Start General Timers (SGT) of 1 round duration (or nested timers). With SGT of 1 there seems to be a 'build-up' of the two above spells until they inflict damage on the party almost every other round. You can do some experimenting, like SGT of 2 for node 52 and a 10% chance for node 53.
For additional information, see the Special Spells text file at my site
http://members.xoom.com/_XOOM/Skyle/Blades/Textfiles/SpecSpll.txt

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The common monsters in Blades of Exile, compiled by Tarl Roger Kudrick
Monster Lvl Calc Skill Arm Hlth AT D1 S1 D2 S2 D3 S3 PL ML
1 Townsperson 1 1.2 2 1 6 1 1 6 0 0 0 0 0 0
2 Townsperson 1 1.2 2 1 6 1 1 6 0 0 0 0 0 0
3 Townsperson 1 1.2 2 1 6 1 1 6 0 0 0 0 0 0
4 Townsperson 1 1.2 2 1 6 1 1 6 0 0 0 0 0 0
5 Townsperson 1 1.2 2 1 6 1 1 6 0 0 0 0 0 0
6 Townsperson 1 1.2 2 1 6 1 1 6 0 0 0 0 0 0
7 Townsperson 1 1.2 2 1 6 1 1 6 0 0 0 0 0 0
8 Townsperson 1 1.2 2 1 6 1 1 6 0 0 0 0 0 0
9 Child 1 1.0 1 1 6 1 1 1 0 0 0 0 0 0
10 Child 1 0.7 1 1 3 1 1 1 0 0 0 0 0 0
11 Beggar 1 0.9 2 1 3 1 1 2 0 0 0 0 0 0
12 Guard 30 25.3 30 30 140 2 3 10 3 10 0 0 0 0
13 Soldier 4 5.3 8 8 20 1 2 7 0 0 0 0 0 0
14 Captain 8 8.4 10 12 40 1 2 9 0 0 0 0 0 0
15 Champion 12 13.6 14 18 75 2 2 10 2 10 0 0 0 0
16 Bladesman 20 19.1 20 22 115 2 3 8 3 8 0 0 0 0
17 Empire Dervish 25 22.6 23 25 140 2 3 12 3 12 0 0 0 0
18 Brigand 3 3.7 5 6 14 1 1 8 0 0 0 0 0 0
19 Archer 5 4.1 6 6 16 1 1 6 0 0 0 0 0 0
20 Empire Archer 28 18.2 28 20 90 1 1 10 0 0 0 0 0 0
21 Acolyte 3 4.0 2 8 18 1 1 8 0 0 0 0 2 0
22 Priest 8 7.7 4 14 40 1 1 8 0 0 0 0 4 0
23 High Priest 20 14.1 8 20 90 1 3 8 0 0 0 0 6 0
24 Evil Acolyte 4 4.0 2 8 18 1 1 8 0 0 0 0 2 0
25 Evil Priest 8 7.7 4 14 40 1 1 8 0 0 0 0 4 0
26 Evil High Priest 20 14.1 8 20 90 1 3 8 0 0 0 0 6 0
27 Apprenctice Mage 5 5.0 2 5 16 1 1 6 0 0 0 0 0 2
28 Mage 10 10.7 4 10 40 1 1 8 0 0 0 0 0 4
29 Wizard 25 20.5 5 20 90 1 1 10 0 0 0 0 0 7
30 Order Wizard 35 28.8 5 30 160 1 1 12 0 0 0 0 0 7
31 Witch 8 9.9 3 4 40 1 1 6 0 0 0 0 0 5
32 Witch 6 7.5 3 4 35 1 1 6 0 0 0 0 0 3
33 Official 2 1.2 1 2 6 1 1 3 0 0 0 0 0 0
34 Official 2 1.2 1 2 6 1 1 3 0 0 0 0 0 0
35 Assassin 7 7.6 12 9 35 1 1 12 0 0 0 0 0 0
36 Monk 6 5.9 8 7 30 2 2 6 2 6 0 0 0 0
37 Mad Monk 12 15.5 25 15 80 3 2 8 2 8 2 8 0 0
38 Goblin 2 2.6 5 3 10 1 1 7 0 0 0 0 0 0
39 Goblin Fighter 5 4.7 8 5 22 1 1 9 0 0 0 0 0 0
40 Nephil 4 2.9 3 4 15 1 1 8 0 0 0 0 0 0
41 Nephil Warrior 6 5.7 9 7 25 1 2 7 0 0 0 0 0 0
42 Nephil Archer 5 4.7 8 6 18 1 1 8 0 0 0 0 0 0
43 Nephil Shaman 6 9.4 4 12 30 1 1 8 0 0 0 0 3 3
44 Nephil Chief 8 12.0 18 18 45 2 2 10 2 10 0 0 0 0
45 Ogre 7 7.2 10 9 35 1 3 6 0 0 0 0 0 0
46 Ogre Mage 18 17.6 10 15 70 1 3 6 0 0 0 0 0 6
47 Slith 7 5.7 7 7 30 1 1 10 0 0 0 0 0 0
48 Slith Warrior 10 7.7 14 3 50 2 3 8 3 8 0 0 0 0
49 Slith Priest 8 5.8 6 5 40 1 1 12 0 0 0 0 4 0
50 Slith Mage 8 11.1 6 10 40 1 1 10 0 0 0 0 0 4
51 Slith High Priest 12 11.6 6 18 70 1 1 10 0 0 0 0 7 0
52 Slith Archmage 12 17.6 6 18 70 1 1 10 0 0 0 0 0 6
53 Slith Chief 15 20.1 28 24 100 2 4 10 4 10 0 0 0 0
54 Cave Giant 18 12.3 12 10 90 1 5 8 0 0 0 0 0 0
55 Giant Shaman 22 18.6 10 14 110 1 5 8 0 0 0 0 4 4
56 Giant Chief 28 23.3 28 24 140 1 6 10 0 0 0 0 0 0
57 Mutant Giant 26 22.8 28 25 130 1 5 10 0 0 0 0 0 0
58 Skeleton 3 2.6 4 2 15 1 1 8 0 0 0 0 0 0
59 Ruby Skeleton 10 7.7 10 6 50 1 2 8 0 0 0 0 0 0
60 Zombie 4 2.6 5 0 20 1 2 4 0 0 0 0 0 0
61 Ghost 3 1.8 3 0 15 1 1 8 0 0 0 0 0 0
62 Ghoul 6 4.8 9 2 30 3 2 8 1 10 1 10 0 0
63 Ghast 8 6.4 13 2 40 3 3 8 1 13 1 13 0 0
64 Quickghast 12 9.1 18 2 60 3 4 8 5 5 5 5 0 0
65 Spirit 11 10.7 7 7 55 1 1 10 0 0 0 0 0 3
66 Wight 10 8.2 10 8 50 1 2 8 0 0 0 0 0 0
67 Spectre 14 11.7 17 10 70 2 0 0 4 6 4 6 0 0
68 Vampire 18 17.7 20 5 90 1 2 10 0 0 0 0 0 5
69 Lich 35 30.8 30 15 170 2 0 0 4 8 4 8 7 7
70 Hraithe 14 13.1 8 7 70 1 3 10 0 0 0 0 0 4
71 Vahnavoi 10 9.9 16 10 50 2 0 0 3 8 3 8 0 0
72 Giant Lizard 4 4.1 7 4 20 3 2 6 1 8 1 8 0 0
73 Fire Lizard 8 7.5 12 7 40 3 3 6 1 10 1 10 0 0
74 Ice Lizard 8 7.5 12 7 40 3 3 6 1 10 1 10 0 0
75 Cave Slime 3 2.0 4 0 15 3 1 8 1 8 1 8 0 0
76 Ice Slime 7 4.3 7 0 35 1 2 10 0 0 0 0 0 0
77 Viscous Goo 3 3.9 7 0 30 1 1 12 0 0 0 0 0 0
78 Cave Rat 2 1.9 3 2 10 1 1 6 0 0 0 0 0 0
79 Vapor Rat 4 3.2 5 2 20 1 1 10 0 0 0 0 0 0
80 Mung Rat 3 2.8 5 2 15 1 1 8 0 0 0 0 0 0
81 Shambler 18 11.4 15 1 100 2 0 0 4 10 4 10 0 0
82 Bat 2 4.2 4 10 10 1 1 7 0 0 0 0 0 0
83 Drake 18 18.1 18 12 90 3 3 15 2 10 2 10 0 4
84 Imp 7 9.4 12 8 35 2 0 0 1 10 1 10 2 2
85 Demon 20 18.0 18 14 70 3 3 8 1 15 1 15 3 5
86 Mung Demon 30 22.8 24 22 150 2 0 0 4 10 4 10 0 0
87 Haakai 35 35.2 33 20 200 3 6 10 4 10 4 10 7 7
88 Hordling 5 4.1 5 4 25 1 2 6 0 0 0 0 0 0
89 Vahnatai 3 3.2 5 2 20 1 1 8 0 0 0 0 0 0
90 Vahnatai Child 1 1.5 3 2 5 1 1 3 0 0 0 0 0 0
91 Vahnatai Warrior 9 12.3 12 10 90 1 3 12 0 0 0 0 0 0
92 Vahnatai Warrior 8 11.1 12 10 75 1 1 16 0 0 0 0 0 0
93 Vahnatai Shaper 7 14.0 8 14 70 1 1 18 0 0 0 0 0 3
94 Vahnatai Shaper 7 11.0 8 14 70 1 1 18 0 0 0 0 3 0
95 Vahnatai Keeper 18 21.0 8 14 120 1 2 12 0 0 0 0 0 6
96 Vahnatai Keeper 18 15.0 8 14 120 1 2 12 0 0 0 0 6 0
97 Vahnatai Master 25 24.8 23 18 190 2 5 10 4 10 0 0 0 0
98 Vahnatai Lord 35 53.1 35 25 400 1 6 14 0 0 0 0 7 7
99 Serpent 3 2.6 4 2 15 1 1 8 0 0 0 0 0 0
100 Asp 5 3.8 6 2 25 1 1 10 0 0 0 0 0 0
101 Gazer 24 19.2 7 8 120 1 1 10 0 0 0 0 3 6
102 Eyebeast 18 10.8 7 8 90 1 1 10 0 0 0 0 0 0
103 Basilisk 10 6.4 5 5 50 3 2 6 1 8 1 8 0 0
104 Ur-Basilisk 25 14.5 12 9 120 3 3 6 1 10 1 10 0 0
105 Statue 7 7.0 0 12 35 0 0 0 0 0 0 0 1 1
106 Living Statue 2 3.9 0 12 10 0 0 0 0 0 0 0 0 0
107 Crystal Soul 28 27.9 0 18 200 0 0 0 0 0 0 0 7 7
108 Lizard 1 0.7 1 1 3 1 1 2 0 0 0 0 0 0
109 Cat 1 0.7 1 1 3 1 1 2 0 0 0 0 0 0
110 Dog 1 0.7 1 1 3 1 1 2 0 0 0 0 0 0
111 Cave Cow 1 1.0 1 1 7 1 1 2 0 0 0 0 0 0
112 Cow 1 1.0 1 1 7 1 1 2 0 0 0 0 0 0
113 Chicken 1 0.5 1 1 1 1 1 2 0 0 0 0 0 0
114 Sheep 1 0.9 1 1 5 1 1 2 0 0 0 0 0 0
115 Wolf 3 2.5 5 1 15 1 2 6 0 0 0 0 0 0
116 Worg 7 4.9 9 1 35 1 3 6 0 0 0 0 0 0
117 Bear 8 6.5 12 3 40 3 4 6 1 12 1 12 0 0
118 Giant Spider 4 2.0 3 1 14 1 1 8 0 0 0 0 0 0
119 Talking Spider 8 8.6 25 1 40 1 3 6 0 0 0 0 0 0
120 Gremlin 3 2.5 5 1 15 1 1 8 0 0 0 0 0 0
121 Black Shade 12 10.5 9 6 50 1 2 6 0 0 0 0 5 3
122 Guardian 18 12.9 20 6 90 2 0 0 3 10 3 10 0 0
123 Doomguard 30* 18.3 25 4 150 2 0 0 5 9 5 9 0 0
124 Poison Fungi 7 10.0 35 8 10 1 1 2 0 0 0 0 0 0
125 Shade 5 4.4 5 5 25 1 1 8 0 0 0 0 0 0
126 Deva 8 7.0 12 5 40 1 1 10 0 0 0 0 2 0
127 Salamander 18 12.2 15 7 90 3 3 6 1 8 1 8 0 0
128 Ice Drake 22 19.4 24 10 110 3 4 6 2 6 2 6 3 3
129 Ice Pudding 10 6.7 13 0 50 1 5 9 0 0 0 0 0 0
130 Chitrach 12 8.3 8 7 60 1 4 6 0 0 0 0 0 0
131 Chitrach Larva 6 3.2 3 2 25 1 2 6 0 0 0 0 0 0
132 Null Bug 12 7.8 12 5 50 1 5 7 0 0 0 0 0 0
133 Giant Slug 16 13.5 18 13 80 1 5 10 0 0 0 0 0 0
134 Spore Beast 7 6.4 10 6 35 1 2 6 0 0 0 0 0 0
135 Rakshasa 25 22.2 4 20 125 1 1 12 0 0 0 0 0 6
136 Naga 28 26.8 28 18 140 1 4 10 0 0 0 0 4 5
137 Efreet 25 29.4 33 25 150 2 0 0 5 10 5 10 0 4
138 Amber Slime 3 1.3 3 0 8 1 2 6 0 0 0 0 0 0
139 Ochre Slime 3 1.3 3 0 8 1 1 8 0 0 0 0 0 0
140 Emerald Slime 3 1.4 3 0 10 1 1 8 0 0 0 0 0 0
141 Mauve Slime 4 2.4 3 0 10 1 1 7 0 0 0 0 1 1
142 Alien Slime 14 16.4 12 10 140 2 2 10 2 10 0 0 0 0
143 Cockroach 2 2.1 4 2 10 1 1 8 0 0 0 0 0 0
144 Large Roach 6 4.4 6 3 30 1 2 8 0 0 0 0 0 0
145 Giant Roach 8 5.7 7 4 40 1 3 8 0 0 0 0 0 0
146 Mung Roach 8 6.0 7 5 40 1 2 8 0 0 0 0 0 0
147 Guardian Roach 10 9.1 13 6 60 1 4 8 0 0 0 0 0 0
148 Big Roach 4 8.6 30 0 30 1 2 8 0 0 0 0 0 0
149 Troglodyte 5 4.6 5 6 25 1 1 10 0 0 0 0 0 0
150 Troglodyte Warrior 8 7.5 8 10 40 1 2 12 0 0 0 0 0 0
151 Troglodyte Shaman 7 10.7 6 10 35 1 1 8 0 0 0 0 5 4
152 Troglodyte Khazi 10 14.8 8 12 50 1 1 10 0 0 0 0 6 6
153 Troglodyte Defende 12 12.9 14 20 60 1 3 10 0 0 0 0 0 0
154 Troglodyte Lord 14 25.8 22 60 70 1 4 10 0 0 0 0 0 0
155 Hill Giant 10 8.6 12 8 50 1 3 8 0 0 0 0 0 0
156 Hill Giant Fighter 12 12.2 18 14 60 1 3 10 0 0 0 0 0 0
157 Hill Giant Shaman 14 12.8 10 8 70 1 3 8 0 0 0 0 3 3
158 Hill Giant Chief 24 27.0 30 18 200 1 5 10 0 0 0 0 0 0
159 Golem of Blades 13 15.0 20 20 70 2 0 0 3 10 3 10 0 0
160 Fire Golem 18 13.2 15 17 70 1 4 10 0 0 0 0 0 0
161 Ice Golem 18 13.2 15 17 70 1 4 10 0 0 0 0 0 0
162 Jeweled Golem 22 14.6 13 18 90 1 1 10 0 0 0 0 0 0
163 Demon Golem 22 21.5 26 25 120 1 5 10 0 0 0 0 5 0
164 Power Crystal 10 14.6 0 25 100 0 0 0 0 0 0 0 0 0
165 Mind Crystal 30 29.7 0 25 200 0 0 0 0 0 0 0 7 7
166 Alien Beast 20 19.4 30 20 100 1 9 10 0 0 0 0 0 0
167 Pack Leader 27 27.3 36 30 150 1 10 13 0 0 0 0 0 0
168 Dark Wyrm 30 24.7 30 9 200 1 10 13 0 0 0 0 0 0
169 Dryad 7 4.1 4 0 40 1 1 8 0 0 0 0 0 0
170 Drake Lord 30 54.7 26 15 500 3 8 10 4 10 4 10 7 5
171 Spiny Worm 15 13.3 18 6 100 1 6 12 0 0 0 0 0 0
172 Ursag 12 6.9 18 10 8 3 3 10 2 8 2 8 0 0
173 Gorgon 18 16.0 17 14 110 3 3 12 1 12 1 12 0 0
174 Unicorn 3 3.4 6 3 17 1 1 12 0 0 0 0 0 0
175 Slime Zombie 5 3.7 5 1 30 2 0 0 2 5 2 5 0 0
176 Mung Slime 7 7.1 10 10 30 1 3 8 0 0 0 0 0 0
177 Dragon 39** 227.1 35 40 2500 3 9 40 8 30 8 30 7 7
178 Hydra 20 15.8 20 14 100 3 4 8 4 8 4 8 0 0
179 Pyrohydra 24 17.9 20 14 125 3 4 8 4 8 4 8 0 0
180 Cryohydra 24 17.4 17 10 140 3 4 8 4 8 4 8 0 0
181 Baby Hydra 8 6.2 7 6 40 2 3 9 3 9 0 0 0 0
182 Pixie 7 12.0 2 30 10 1 1 8 0 0 0 0 0 3
183 Unicorn 25 17.0 16 20 80 1 12 18 0 0 0 0 2 2
184 Kobold 2 1.2 2 1 6 1 1 8 0 0 0 0 0 0
185 Centaur 10 4.6 8 2 30 1 2 8 0 0 0 0 0 0
186 Centaur Chief 18 8.0 14 4 50 1 3 10 0 0 0 0 0 0
187 Blood Beast 24*** 19.0 18 12 150 3 4 12 3 12 3 12 0 0
Lvl = Level of monster Calc = Calculated level Skill = Skill Arm = Armor Hlth = Health
AT = Number of melee attacks
D1-3 = Number of dice of damage for attacks #1-3 S1-3 = Sides on dice of damage for attacks #1-3
(so if D1=2 and S1=8, it's 2d8, or 1-8 twice, added together)
PL, ML = Level of Priest, Mage spells the monster can cast
ASTERISKS AND NOTES
* A Doomguard is technically a level 4 monster, because a monster's x.p. value is based on its level.
A Doomguard splits up into many other Doomguards, so if this monster was given the level value it
deserves, it would give way too many x.p. when a party slew "one" of them. For scenario design
purposes, a Doomguard should be considered a level 30 monster, or possibly even higher.
** Multiple regression determined that if a Dragon's level was derived the same way other monsters'
levels are (save the Doomguard), a Dragon would be a level 133 monster. And my regression didn't take
breath weapons into account!
*** In the game, the Blood Beast is a level zero monster. That has to be an error on the game designer's
part. Regression techniques determined that a Blood Beast should be a level 24 monster.
NOTES FOR THE STATISTICALLY INCLINED: I tried to find a theoretically sound set of variables to predict
a monster's level, but my theories weren't backed up by the data all that well. So, I performed a
stepwise regression, allowing the computer's algorithms to choose what order the regressors should be
entered into the regression equation. There are all kinds of reasons why such "automatic" regression
strategies are inferior to theoretically based ones, but they didn't seem to matter much here.
However, by examining the results, I did hypothesize (and then find) one interesting point. There's an
interaction between the maximum amount of damage a monster can do in one round with its regular attack
forms, and what level of mage spell it can use. This interaction is statistically significant at the
.001 level even when the other significant variables are entered.
All in all, the following variables account for 85% of the variance in a monster's level (that is, the
adjusted R-square is .85):
Health, armor, level of mage spells, skill, maximum possible damage, and the interaction between mage
spell and maximum possible damage. Health, by itself, accounts for 72% of the variance in monsters'
levels. (Dragon, Doomguard, and Blood Beast data was left out of the calculations. Also, the first
7 Townspeople were removed, since all 8 are identical and I didn't want that skewing the results.)
A monster's ability to cast priest spells has no significant effect on it's level, even with all the
above variables accounted for (p>.17).
I did not enter a monster's special abilities (poison, disease, breath weapon, etc.) into the level
calculations. Things like that probably contribute greatly to the remaining 15% of variance, but there
are so many special abilities of unequal strength that finding a good way to represent them was too
annoying a task to bother with.
CUSTOM MONSTERS
Want to make your own monsters? Great. Here's the easiest way to decide what level your monster should
be, while keeping it reasonably consistent with Jeff Vogel's current system.
LEVEL = HEALTH divided by 10, then add a level or two for special powers like causing poison, etc, and
one level for every level of wizard spell the monster can cast.
But if you want to be more accurate, try this:
LEVEL = 0.081 * HEALTH + 0.204* SKILL + 0.261 * ARMOR + Mage level, then add a level or two for special
powers. (Priest spells don't affect level, believe it or not, although they probably should.)
Or you can do what Jeff presumably did, and just play around with the numbers until the game balance is
right. The above are just two estimates of what Blades of Exile's game balance is already set at, with
the second estimate being more reliable than the first. An even more reliable estimate would take six
variables into account and require a bunch of extra math on your part on top of that, since two of those
six variables are "composite" variables: special combinations of variables that already exist in the game.
Not a big deal if you've got software to run complex statistical analyses, but a very big deal otherwise.

View File

@@ -1,488 +0,0 @@
Bladbase v 1.01 (Spiderweb) - ITEM TYPE FLAGS (to combine items into one inventory slot)
1 Darts
2 Iron darts
3 Magic darts
4 Throwing knives
5 Iron throwing knives
6 Arrows
7 Iron arrows
8 Magic arrows
9 Iron razordisks
10 Steel razordisks
11 Javelins
12 Iron javelins
13 Torches
14 Lockpicks
15 Rock
16 Bolts
17 Iron bolts
18 Magic bolts
19 Sapphire
20 Empty
21 Holly
22 Comfrey root
23 Glowing nettle
24 Wormgrass
25 Graymold
26 Ember flowers
27 Mandrake root
28 Smoky crystal
29 Fine lockpicks
20 Magic lockpicks
31 Weak poison
32 Medium poison
33 Strong poison
34 Killer poison
35 Lightning rods
36 Cleansing powder
37 Empty
38 Candle
39 Diamond
40 Emerald
41 Basic powder
42 Powder of Lethe
43 Empty
44 Empty
45 Empty
46 Silver ore
47 Gold ore
48 Empty
49 Empty
50 Asptongue mold
The full Item listing of Bladbase 1.01 (note corrections have not been made)
Type
Nil No item
1 1-Handed weapon
2 2-Handed weapon
$ Gold
B Bow
Ba Arrows
Tm Thrown missile
Pi Potion/Magic Item
Si Scroll/Magic Item
W Wand
T Tool
F Food
Sh Shield
A Armor
H Helm
G Gloves
Sh2 Shield
Bt Boots
R Ring
N Necklace
Wp Weapon Poison
Nu Non-Use Object
P Pants
C Crossbow
Cb Bolts
M Missile (no ammo)
U Unused
Full name Unidentified Pic Type Lvl Awk Bon Pro Cha Type Val Wgt Spc
Name wrd us tec rgs Flag ue Clas
0 Gold Gold 46 $ 1 0 0 0 0 0 0 0 0
1 Bread and Meat Food 62 F 10 0 0 0 0 0 5 0 0
2 Good Sandwich Food 63 F 4 0 0 0 0 0 2 0 0
3 Tasty Mushrooms Food 64 F 8 0 0 0 0 0 3 0 0
4 Pants Pants 23 P 0 0 0 0 0 0 2 6 0
5 Pants Pants 24 P 0 0 0 0 0 0 2 7 0
6 Shirt Shirt 93 S 0 0 0 0 0 0 2 5 0
7 Shirt Shirt 94 S 0 0 0 0 0 0 2 6 0
8 Robes Robes 22 A 1 0 0 0 0 0 3 14 0
9 Rock Rock 91 Tm 3 0 0 0 1 15 0 3 0
10 Rock Rock 92 Tm 3 0 0 0 1 15 0 3 0
11 Stick Stick 89 1 4 0 0 0 0 0 0 8 0
12 Stick Stick 90 1 4 0 0 0 0 0 0 8 0
13 Mug Mug 96 Nu 0 0 0 0 0 0 0 4 0
14 Plate Plate 97 Nu 0 0 0 0 0 0 0 5 0
15 Bottle Bottle 100 Nu 0 0 0 0 0 0 0 3 0
16 Bottle Bottle 101 Nu 0 0 0 0 0 0 0 3 0
17 Candle Candle 102 T 1 0 0 0 1 38 1 2 0 Light 2
18 Lamp Lamp 18 T 8 0 0 0 1 0 8 14 0 Light 7
19 Garbage Garbage 19 Nu 0 0 0 0 0 0 0 15 0
20 Garbage Garbage 104 Nu 0 0 0 0 0 0 0 10 0
21 Garbage Garbage 107 Nu 0 0 0 0 0 0 0 8 0
22 Garbage Garbage 108 Nu 0 0 0 0 0 0 0 7 0
23 Bones Bones 88 Nu 0 0 0 0 0 0 0 18 0
24 Skull Skull 109 Nu 0 0 0 0 0 0 0 6 0
25 Torches Torches 57 T 2 0 0 0 6 13 2 3 0 Light 5
26 Torches Torches 57 T 2 0 0 0 3 13 2 3 0 Light 5
27 Book Book 98 Si 0 0 0 0 0 0 2 8 0
28 Book Book 99 Si 0 0 0 0 0 0 2 9 0
29 Book Book 110 Si 0 0 0 0 0 0 2 11 0
30 Vahnatai Robes Robes 18 A 2 0 0 0 0 0 8 10 0
31 Stone Knife Knife 45 1 4 0 0 0 0 0 2 4 0
32 Stone Short Sword Short Sword 0 1 6 0 0 0 0 0 5 15 0
33 Stone Club Club 82 1 5 0 0 0 0 0 2 12 0
34 Stone Mace Mace 2 1 7 0 0 0 0 0 5 18 0
35 Stone Axe Axe 3 1 7 0 0 0 0 0 6 20 0
36 Stone Spear Spear 4 2 9 0 0 0 0 0 10 30 0
37 Bronze Knife Knife 45 1 4 0 1 0 0 0 16 7 0
38 Bronze Short Sword Short Sword 0 1 6 0 1 0 0 0 20 15 0
39 Bronze Club Club 82 1 5 0 1 0 0 0 12 12 0
40 Bronze Mace Mace 2 1 7 0 1 0 0 0 22 18 0
41 Bronze Axe Axe 3 1 7 0 1 0 0 0 30 20 0
42 Bronze Spear Spear 4 2 9 0 1 0 0 0 40 30 0
43 Bronze Hammer Hammer 2 1 8 0 1 0 0 0 30 25 0
44 Bronze Rapier Rapier 0 1 7 0 1 0 0 0 30 15 0
45 Bronze Broadsword Broadsword 0 1 9 0 1 0 0 0 50 25 0
46 Bronze Flail Flail 9 1 9 0 1 0 0 0 45 30 0
47 Bronze Bardiche Bardiche 8 2 12 0 1 0 0 0 200 35 0
48 Bronze Halberd Halberd 5 2 18 0 1 0 0 0 450 50 0
49 Bronze Greatsword Greatsword 1 2 14 0 1 0 0 0 400 45 0
50 Bronze Great Mace Great Mace 2 2 13 0 1 0 0 0 375 45 0
51 Iron Knife Knife 45 1 4 0 2 0 0 0 35 8 0
52 Iron Short Sword Short Sword 0 1 6 0 2 0 0 0 50 15 0
53 Iron Mace Mace 2 1 7 0 2 0 0 0 70 20 0
54 Iron Axe Axe 3 1 7 0 2 0 0 0 80 20 0
55 Iron Spear Spear 4 2 9 0 2 0 0 0 140 30 0
56 Iron Hammer Hammer 2 1 8 0 2 0 0 0 80 25 0
57 Iron Rapier Rapier 0 1 7 0 2 0 0 0 80 18 0
58 Iron Broadsword Broadsword 0 1 9 0 2 0 0 0 200 25 0
59 Iron Flail Flail 9 1 9 0 2 0 0 0 200 30 0
60 Iron Bardiche Bardiche 8 2 12 0 2 0 0 0 600 40 0
61 Iron Halberd Halberd 5 2 18 0 2 0 0 0 1000 50 0
62 Iron Greatsword Greatsword 1 2 14 0 2 0 0 0 900 50 0
63 Iron Great Mace Great Mace 2 2 13 0 2 0 0 0 850 45 0
64 Steel Knife Knife 45 1 4 0 3 0 0 0 70 8 0
65 Steel Short Sword Short Sword 0 1 6 0 3 0 0 0 120 15 0
66 Steel Mace Mace 2 1 7 0 3 0 0 0 170 20 0
67 Steel Axe Axe 3 1 7 0 3 0 0 0 200 20 0
68 Steel Spear Spear 4 2 9 0 3 0 0 0 340 30 0
69 Steel Hammer Hammer 2 1 8 0 3 0 0 0 200 25 0
70 Steel Rapier Rapier 0 1 7 0 3 0 0 0 200 18 0
71 Steel Broadsword Broadsword 0 1 9 0 3 0 0 0 500 25 0
72 Steel Flail Flail 9 1 9 0 3 0 0 0 500 30 0
73 Steel Bardiche Bardiche 8 2 12 0 3 0 0 0 1500 40 0
74 Steel Halberd Halberd 5 2 18 0 3 0 0 0 2000 50 0
75 Steel Greatsword Greatsword 1 2 14 0 3 0 0 0 1800 50 0
76 Steel Great Mace Great Mace 2 2 13 0 3 0 0 0 1700 50 0
77 Magic Knife Knife 45 1 4 0 5 0 0 0 150 8 0
78 Magic Short Sword Short Sword 0 1 6 0 5 0 0 0 250 15 0
79 Magic Mace Mace 2 1 7 0 5 0 0 0 350 20 0
80 Magic Axe Axe 3 1 7 0 5 0 0 0 400 20 0
81 Magic Spear Spear 4 2 9 0 5 0 0 0 700 30 0
82 Magic Hammer Hammer 2 1 8 0 5 0 0 0 400 25 0
83 Magic Rapier Rapier 0 1 7 0 5 0 0 0 400 18 0
84 Magic Broadsword Broadsword 0 1 9 0 5 0 0 0 1000 25 0
85 Magic Flail Flail 9 1 9 0 5 0 0 0 1000 30 0
86 Magic Bardiche Bardiche 8 2 12 0 5 0 0 0 3000 40 0
87 Magic Halberd Halberd 5 2 18 0 5 0 0 0 4000 50 0
88 Magic Greatsword Greatsword 1 2 14 0 5 0 0 0 3600 45 0
89 Magic Great Mace Great Mace 2 2 13 0 5 0 0 0 3400 45 0
90 Iron Slith Spear Slith Spear 6 2 12 0 2 0 0 0 400 40 0
91 Steel Slith Spear Slith Spear 6 2 12 0 3 0 0 0 750 40 0
92 Bronze Wave Blade Wave Blade 7 1 10 0 1 0 0 0 50 20 0
92 Iron Wave Blade Wave Blade 7 1 10 0 2 0 0 0 200 20 0
92 Steel Wave Blade Wave Blade 7 1 10 0 3 0 0 0 500 20 0
95 Magic Wave Blade Wave Blade 7 1 10 0 5 0 0 0 1000 20 0
96 Iron Razordisks Razordisks 49 Tm 9 0 1 0 8 9 10 1 0
97 Steel Razordisks Razordisks 49 Tm 9 0 2 0 8 10 22 1 0
98 Darts Darts 48 Tm 6 0 0 0 10 1 1 1 0
99 Iron Darts Darts 48 Tm 6 0 1 0 8 2 3 1 0
100 Magic Darts Darts 48 Tm 6 0 5 0 6 3 15 1 0
101 Throwing Knives Throwing Knives 45 Tm 9 0 0 0 10 4 2 2 0
102 Iron Throwing Knives Throwing Knives 45 Tm 9 0 2 0 10 5 6 2 0
103 Arrows Arrows 47 Ba 11 0 0 0 12 6 1 1 0
104 Iron Arrows Arrows 47 Ba 11 0 2 0 10 7 7 1 0
105 Magic Arrows Arrows 47 Ba 11 0 5 0 8 8 25 1 0
106 Javelins Javelins 11 Tm 12 0 0 0 8 11 2 3 0
107 Iron Javelins Javelins 11 Tm 12 0 1 0 8 12 8 3 0
108 Cavewood Bow Bow 10 B 0 0 0 0 0 0 30 20 0
109 Lemonwood Bow Bow 10 B 0 0 0 1 0 0 120 20 0
110 Yew Bow Bow 10 B 0 0 0 2 0 0 240 20 0
111 Magic Bow Bow 10 B 0 0 0 4 0 0 1000 10 0
112 Crossbow Crossbow 21 C 0 0 0 0 0 0 80 35 0
113 Fine Crossbow Crossbow 21 C 0 0 0 1 0 0 250 35 0
114 Magic Crossbow Crossbow 21 C 0 0 0 4 0 0 3000 20 0
115 Bolts Bolts 106 Cb 14 0 0 0 12 16 2 1 0
116 Iron Bolts Bolts 106 Cb 14 0 2 0 10 17 12 1 0
117 Magic Bolts Bolts 106 Cb 14 0 5 0 8 18 50 1 0
118 Leather Sling Sling 28 M 8 0 0 0 0 0 20 25 0
119 Magic Sling Sling 28 M 12 0 3 0 0 0 3000 25 0
120 Leather Baldric Leather Baldric 14 A 1 0 0 0 0 0 4 40 0
121 Leather Armor Leather Armor 14 A 2 0 0 0 0 0 10 50 0
122 Bronze Studded Armor Studded Armor 14 A 3 1 0 1 0 0 30 70 0
123 Bronze Chain Mail Chain Mail 15 A 5 2 0 1 0 0 75 90 0
124 Bronze Breastplate Breastplate 16 A 7 3 0 1 0 0 150 110 0
125 Bronze Plate Plate 16 A 9 4 0 1 0 0 350 130 0
126 Iron Studded Armor Studded Armor 14 A 3 1 0 2 0 0 100 80 0
127 Iron Chain Mail Chain Mail 15 A 5 2 0 2 0 0 250 100 0
128 Iron Breastplate Breastplate 16 A 7 3 0 2 0 0 500 120 0
129 Iron Plate Plate 16 A 9 4 0 2 0 0 1200 140 0
130 Steel Studded Armor Studded Armor 14 A 3 1 0 3 0 0 200 80 0
131 Steel Chain Mail Chain Mail 15 A 5 2 0 3 0 0 400 100 0
132 Steel Breastplate Breastplate 16 A 7 3 0 3 0 0 800 120 0
133 Steel Plate Plate 16 A 9 4 0 3 0 0 2000 140 0
134 Magic Studded Armor Studded Armor 14 A 3 0 0 5 0 0 400 80 0
135 Magic Chain Mail Chain Mail 15 A 5 1 0 5 0 0 800 100 0
136 Magic Breastplate Breastplate 16 A 7 2 0 5 0 0 1600 120 0
137 Magic Plate Plate 16 A 9 3 0 5 0 0 4000 140 0
138 Mithral Chain Mail Chain Mail 15 A 5 0 0 4 0 0 1500 50 0
139 Crude Buckler Buckler 65 Sh 1 0 0 0 0 0 2 20 0
140 Bronze Buckler Buckler 65 Sh 1 1 0 1 0 0 15 20 0
141 Iron Buckler Buckler 65 Sh 1 0 0 2 0 0 40 20 0
142 Steel Buckler Buckler 65 Sh 1 0 0 3 0 0 200 20 0
143 Magic Buckler Buckler 65 Sh 3 0 0 3 0 0 500 10 0
144 Crude Shield Shield 13 Sh 4 2 0 0 0 0 8 30 0
145 Bronze Shield Shield 13 Sh 4 2 0 1 0 0 40 30 0
146 Iron Shield Shield 13 Sh 4 1 0 2 0 0 100 30 0
147 Steel Shield Shield 13 Sh 4 1 0 3 0 0 400 30 0
148 Magic Shield Shield 13 Sh 6 1 0 3 0 0 1000 25 0
149 Crude Large Shield Large Shield 12 Sh 7 3 0 0 0 0 20 50 0
150 Bronze Large Shield Large Shield 12 Sh 7 2 0 1 0 0 100 50 0
151 Iron Large Shield Large Shield 12 Sh 7 2 0 2 0 0 250 50 0
152 Steel Large Shield Large Shield 12 Sh 7 2 0 3 0 0 700 50 0
153 Magic Large Shield Large Shield 12 Sh 8 1 0 3 0 0 2000 45 0
154 Leather Helm Helm 66 H 1 0 0 0 0 0 3 15 0
155 Bronze Helm Helm 66 H 2 1 0 0 0 0 20 15 0
156 Iron Helm Helm 66 H 3 1 0 0 0 0 40 15 0
157 Steel Helm Helm 66 H 4 1 0 0 0 0 100 15 0
158 Magic Helm Helm 66 H 5 1 0 0 0 0 250 15 0
159 Leather Greathelm Greathelm 67 H 3 1 0 0 0 0 12 25 0
160 Bronze Greathelm Greathelm 67 H 4 2 0 0 0 0 40 25 0
161 Iron Greathelm Greathelm 67 H 5 2 0 0 0 0 80 25 0
162 Steel Greathelm Greathelm 67 H 6 1 0 0 0 0 250 25 0
163 Magic Greathelm Greathelm 67 H 7 1 0 0 0 0 700 25 0
164 Leather Gloves Gloves 68 G 1 0 0 0 0 0 10 7 0
165 Bronze Gauntlets Gauntlets 17 G 2 1 0 0 0 0 25 10 0
166 Iron Gauntlets Gauntlets 17 G 3 1 0 0 0 0 55 12 0
167 Steel Gauntlets Gauntlets 17 G 4 1 0 0 0 0 150 12 0
168 Magic Gauntlets Gauntlets 17 G 5 1 0 0 0 0 400 10 0
169 Boots Boots 111 Bt 1 0 0 0 0 0 10 8 0
170 Steel-Toed Boots Boots 111 Bt 2 0 0 0 0 0 50 12 0
171 Lockpicks Lockpicks 56 T 0 0 0 0 4 14 8 1 0 Lockpicks 3
172 Weak Poison Poison 75 Wp 2 0 0 0 1 31 15 3 0 Poison Weapon 2
173 Medium Poison Poison 75 Wp 4 0 0 0 1 32 50 3 0 Poison Weapon 4
174 Strong Poison Poison 75 Wp 6 0 0 0 1 33 150 3 0 Poison Weapon 6
175 Killer Poison Poison 75 Wp 8 0 0 0 1 34 400 3 0 Poison Weapon 8
176 Ruby Gem 77 Nu 0 0 0 0 0 0 350 1 0
177 Sapphire Gem 76 Nu 0 0 0 0 1 19 250 1 0 Sapphire 0
178 Fine Lockpicks Lockpicks 56 T 2 0 0 0 4 29 40 1 0 Lockpicks 5
179 Magic Lockpicks Lockpicks 56 T 4 0 0 0 4 30 90 1 0 Lockpicks 8
180 Orb of Sight Orb 78 Si 0 0 0 0 1 0 300 1 0 Magic Map 0
181 Smoky Crystal Crystal 77 Nu 0 0 0 0 1 28 100 2 0 Smoky Crystal 0
182 Piercing Crystal Crystal 77 Pi 0 0 0 0 1 0 200 1 0 Dispel Barrier 0
183 Mist Globe Orb 78 Si 0 0 0 0 1 0 200 1 0 Lose Experience 8
184 Mist Globe Orb 78 Si 0 0 0 0 1 0 200 1 0 Add Skill Points 4
185 Mist Globe Orb 78 Si 0 0 0 0 1 0 200 1 0 Party Bliss 9
186 Shielding Crystal Crystal 77 Pi 0 0 0 0 4 0 200 1 0 Add Invulnerability 4
187 Goo Bomb Orb 78 Si 0 0 0 0 1 0 100 1 0 Web Spell 7
188 Orb of Foul Vapors Orb 78 Si 0 0 0 0 1 0 100 1 0 Stinking Cloud 7
189 Dust of Hiding Dust 83 Pi 0 0 0 0 3 0 100 1 0 Party Add Sanctuary 6
190 Dust of Choking Dust 83 Pi 0 0 0 0 6 0 1 1 0 Cause Poison 8
191 Cleansing Powder Dust 83 Pi 0 0 0 0 6 36 150 1 0 Cure Disease 9
192 Gold Statue Figure 84 Si 0 0 0 0 1 0 750 1 0 Summoning 159
193 Ivory Bug Figure 84 Si 0 0 0 0 1 0 200 1 0 Summoning 130
194 Ebony Lizard Figure 84 Si 0 0 0 0 1 0 70 1 0 Summoning 72
195 Horn of Warriors Horn 85 Pi 0 0 0 0 5 0 100 1 0 Mass Summoning 13
196 Scroll: Flame Scroll 53 Si 0 0 0 0 1 0 50 1 0 Flame 7
197 Scroll: Slow Scroll 53 Si 0 0 0 0 1 0 50 1 0 Slow 7
198 Scroll: Poison Scroll 53 Si 0 0 0 0 1 0 100 1 0 Venom 7
199 Scroll: Stealth Scroll 53 Si 0 0 0 0 1 0 150 1 0 Stealth 7
200 Scroll: Kill Scroll 53 Si 0 0 0 0 1 0 400 1 0 Kill 7
201 Scroll: Ice Bolt Scroll 53 Si 0 0 0 0 1 0 200 1 0 Ice Bolt 7
202 Scroll: Fireball Scroll 53 Si 0 0 0 0 1 0 200 1 0 Fireball 7
203 Scroll: Firestorm Scroll 53 Si 0 0 0 0 1 0 300 1 0 Firestorm 7
204 Scroll: Shockstorm Scroll 53 Si 0 0 0 0 1 0 500 1 0 Shockstorm 7
205 Scroll: Shockwave Scroll 53 Si 0 0 0 0 1 0 600 1 0 Shockwave 7
206 Scroll: Charm Scroll 53 Si 0 0 0 0 1 0 250 1 0 Charm Spell 7
207 Scroll: Magic Res. Scroll 53 Si 0 0 0 0 1 0 300 1 0 Party Add Magic Res. 5
208 Alabaster Lizard Figure 84 Si 0 0 0 0 1 0 200 1 0 Summoning 73
209 Prismatic Wand Wand 54 W 0 0 0 0 6 0 150 1 0 Dispel Undead 0
210 Crystal Wand Wand 54 W 0 0 0 0 6 0 100 1 0 Dispel Spirit 0
211 Brew of Knowledge Potion 50 Pi 0 0 0 0 1 0 2000 1 0 Add Spell Points 2
212 Brew of Ironskin Potion 51 Pi 1 0 0 0 1 0 1200 1 0 Add Invulnerability 4
213 Brew of Battle Potion 52 Pi 0 0 0 0 1 0 900 1 0 Bless User 8
214 Brew of Lethe Potion 50 Pi 0 0 0 0 1 0 500 1 0 Lose Experience 8
215 Diamond Gem 76 Nu 0 0 0 0 1 39 700 1 0
216 Emerald Gem 78 Nu 0 0 0 0 1 40 400 1 0
217 Cursed Helm Helm 66 H 3 4 0 0 0 0 10 14 0
218 Ruby Helm Helm 66 H 4 1 0 0 5 0 150 14 0 Fireball 4
219 Emerald Helm Helm 66 H 4 1 0 0 5 0 120 14 0 Venom 6
220 Helm of Speed Helm 67 H 4 1 0 0 0 0 1400 14 0 Speed 0
221 Runed Helm Helm 66 H 5 0 1 0 0 0 1200 14 0
222 Crystal Crystal 77 Nu 0 0 0 0 0 0 10 0 0
223 Iron Bar Metal Bar 87 Nu 0 0 0 0 0 0 10 20 0
224 Silver Bar Metal Bar 87 Nu 0 0 0 0 0 0 100 20 0
225 Platinum Bar Metal Bar 87 Nu 0 0 0 0 0 0 1000 18 0
226 Nimble Gloves Gloves 68 G 1 0 0 0 0 0 1000 7 0 Thieving 6
227 Ogrish Gauntlets Gauntlets 17 G 3 1 0 0 0 0 1000 10 0 Giant Strength 4
228 Giantish Gauntlets Gauntlets 17 G 3 1 0 0 0 0 3000 10 0 Giant Strength 8
229 Glue Gauntlets Gauntlets 17 G 0 2 0 0 0 0 10 10 0 Cursed
230 Aspskin Gloves Gloves 68 G 1 0 0 0 0 0 800 7 0 Poison Augment 2
231 Micah's Gloves Gloves 68 G 1 0 0 1 0 0 4000 7 0 Intelligence 8
232 Magic Boots Boots 111 Bt 2 0 0 1 0 0 300 8 0
233 Dancing Boots Boots 111 Bt 1 0 0 0 0 0 20 8 0 Slow Wearer 5
234 Boots of Apollo Boots 111 Bt 2 0 0 1 10 0 100 8 0 Speed User 5
235 Boots of Speed Boots 111 Bt 2 0 0 1 0 0 3000 8 0 Speed 3
236 Cursed Boots Boots 111 Bt 1 4 0 0 0 0 10 8 0
237 Crystal Shield Shield 12 Sh 6 2 2 0 0 0 1000 30 0 Prot. from Petrify 4
238 Iceshield Shield 12 Sh 6 2 2 0 0 0 1500 30 0 Cold Protection 5
239 Shield of Khar Shield 12 Sh 6 2 1 0 6 0 200 30 0 Add Health 4
240 Shield of Klin Shield 12 Sh 6 2 1 0 6 0 200 30 0 Bless User 6
241 Lifeshield Shield 12 Sh 7 2 2 0 1 0 5000 30 0 Life Saving 0
242 Shield of Klud Shield 12 Sh 6 2 1 0 5 0 150 30 0 Bliss 3
243 Martyr's Shield Shield 13 Sh 5 2 2 0 5 0 100 30 0 Add Martyr's Shield 4
244 Runeshield Shield 13 Sh 6 0 2 0 0 0 1500 30 0
245 Cursed Shield Shield 13 Sh 4 5 0 0 0 0 10 30 0
246 Strong Curing P. Potion 50 Pi 3 0 0 0 1 0 350 5 0 Cure Poison 8
247 Strong Healing P. Potion 50 Pi 3 0 0 0 1 0 350 5 0 Add Health 8
248 Strong Energy P. Potion 50 Pi 3 0 0 0 1 0 600 5 0 Add Spell Points 8
249 Strong Strength P. Potion 50 Pi 3 0 0 0 1 0 160 5 0 Bless User 8
250 Strong Speed P. Potion 50 Pi 3 0 0 0 1 0 200 5 0 Speed User 8
251 Strong Invuln. P. Potion 50 Pi 3 0 0 0 1 0 600 5 0 Add Invulnerability 8
252 Strong Skill P. Potion 50 Pi 3 0 0 0 1 0 1600 5 0 Add Skill Pts. 4
253 Medium Curing P. Potion 50 Pi 1 0 0 0 1 0 120 5 0 Cure Poison 5
254 Medium Healing P. Potion 50 Pi 1 0 0 0 1 0 180 5 0 Add Health 5
255 Medium Energy P. Potion 50 Pi 1 0 0 0 1 0 300 5 0 Add Spell Points 5
256 Medium Strength P. Potion 50 Pi 1 0 0 0 1 0 80 5 0 Bless User 5
257 Medium Speed P. Potion 50 Pi 1 0 0 0 1 0 100 5 0 Speed User 5
258 Medium Invuln. P. Potion 50 Pi 1 0 0 0 1 0 300 5 0 Add Invulnerability 5
259 Medium Skill P. Potion 50 Pi 1 0 0 0 1 0 800 5 0 Add Skill Pts. 2
260 Weak Curing P. Potion 50 Pi 0 0 0 0 1 0 40 5 0 Cure Poison 2
261 Weak Healing P. Potion 50 Pi 0 0 0 0 1 0 60 5 0 Add Health 2
262 Weak Energy P. Potion 50 Pi 0 0 0 0 1 0 100 5 0 Add Spell Points 2
263 Weak Strength P. Potion 50 Pi 0 0 0 0 1 0 40 5 0 Bless User 2
264 Weak Speed P. Potion 50 Pi 0 0 0 0 1 0 50 5 0 Speed User 2
265 Weak Invuln. P. Potion 50 Pi 0 0 0 0 1 0 150 5 0 Add Invulnerability 2
266 Weak Skill P. Potion 50 Pi 0 0 0 0 1 0 400 5 0 Add Skill Pts. 1
267 Ambrosia Potion 50 Pi 0 0 0 0 1 0 400 5 0 Add Health 10
268 Potion of Bliss Potion 50 Pi 0 0 0 0 1 0 250 5 0 Bliss 7
269 Poison Potion Potion 50 Pi 0 0 0 0 1 0 10 5 0 Cause Poison 7
270 Potion of Doom Potion 50 Pi 0 0 0 0 1 0 20 5 0 Doom 5
271 Brew of Lethe Potion 50 Pi 0 0 0 0 1 0 50 5 0 Lose Experience 8
272 Potion of Clarity Potion 50 Pi 0 0 0 0 1 0 200 5 0 Cure Dumbfound 8
273 Dart of Returning Darts 48 Tm 4 0 2 0 1 0 250 1 0 Returning 0
274 Lightning Rods Javelins 11 Tm 8 0 0 0 4 35 25 1 0 Lightning 20
275 Regenerating Arrow Arrows 47 Ba 9 0 1 0 1 0 1000 1 0 Returning 0
276 Arrows of Light Arrows 47 Ba 9 0 2 0 5 0 150 1 0 Demon Slayer 8
277 Arrows of Life Arrows 47 Ba 9 0 2 0 6 0 75 1 0 Undead Slayer 8
278 Burning Arrows Arrows 47 Ba 9 0 1 0 6 0 30 1 0 Flaming Weapon 7
279 Exploding Arrows Arrows 47 Ba 9 0 1 0 4 0 150 1 0 Exploding 25
280 Archer's Bow Bow 10 B 0 0 3 5 0 0 2000 1 0
281 Bow of Kag Bow 10 B 0 0 0 0 0 0 200 1 0 Drain Missiles 0
282 Poison Darts Darts 48 Tm 4 0 3 0 6 0 18 1 0 Poisoned Weapon 8
283 Wand of Venom Wand 54 W 0 0 0 0 8 0 80 8 0 Venom 5
284 Wand of Fireballs Wand 54 W 0 0 0 0 6 0 120 8 0 Fireball 5
285 Wand of Flame Wand 54 W 0 0 0 0 8 0 60 8 0 Flame 5
286 Wand of Carrunos Wand 54 W 0 0 0 0 6 0 40 8 0 Strengthen Target 5
287 Wand of Slow Wand 54 W 0 0 0 0 8 0 20 8 0 Slow 5
288 Wand of Death Wand 54 W 0 0 0 0 4 0 400 8 0 Kill 5
289 Wand of Charming Wand 54 W 0 0 0 0 6 0 80 8 0 Charm Spell 5
290 Wand of Nullity Wand 54 W 0 0 0 0 5 0 80 8 0 Antimagic Cloud 5
291 Wand of Vorb Wand 54 W 0 0 0 0 6 0 10 8 0 Lose Health 10
292 Wand of Rats Wand 54 W 0 0 0 0 6 0 60 8 0 Summoning 78
293 Gold Ring of Regen. Ring 69 R 2 0 0 0 0 0 2500 1 0 Regenerate 9
294 Gold Ring of Prot. Ring 69 R 2 0 0 7 0 0 675 1 0
295 Gold Ring of AccuracyRing 69 R 2 0 0 0 0 0 540 1 0 Accuracy 8
296 Gold Ring of Skill Ring 69 R 2 0 0 0 0 0 1400 1 0 Skill 8
297 Gold Ring of Weight Ring 69 R 0 4 0 0 0 0 50 1 0 Heavier Object 8
298 Gold Ring Ring 69 R 0 0 0 0 0 0 270 1 0
299 Gold Serpent Ring Ring 69 R 2 0 0 0 3 0 180 1 0 Mass Summoning 99
300 Silver Ring of Reg Ring 69 R 1 0 0 0 0 0 1000 1 0 Regenerate 5
301 Silver Ring of Prot. Ring 69 R 1 0 0 5 0 0 300 1 0
302 Silver Ring of Accur Ring 69 R 1 0 0 0 0 0 240 1 0 Accuracy 5
303 Silver Ring of Skill Ring 69 R 1 0 0 0 0 0 600 1 0 Skill 5
304 Silver Ring of WeightRing 69 R 0 3 0 0 0 0 20 1 0 Heavier Object 5
305 Silver Ring Ring 69 R 0 0 0 0 0 0 100 1 0
306 Silver Serpent Ring Ring 69 R 1 0 0 0 7 0 40 1 0 Summoning 100
307 Bronze Ring of Reg Ring 69 R 0 0 0 0 0 0 500 1 0 Regenerate 2
308 Bronze Ring of Prot. Ring 69 R 0 0 0 3 0 0 150 1 0
309 Bronze Ring of Accur Ring 69 R 0 0 0 0 0 0 120 1 0 Accuracy 2
310 Bronze Ring of Skill Ring 69 R 0 0 0 0 0 0 300 1 0 Skill 2
311 Bronze Ring of WeightRing 69 R 0 2 0 0 0 0 10 1 0 Heavier Object 2
312 Bronze Ring Ring 69 R 0 0 0 0 0 0 60 1 0
313 Bronze Serpent Ring Ring 69 R 0 0 0 0 3 0 40 1 0 Summoning 99
314 Ring of Warmth Ring 69 R 0 0 0 0 0 0 1000 1 0 Cold Protection 4
315 Ring of Fire Res. Ring 69 R 0 0 0 0 0 0 1200 1 0 Fire Protection 4
316 Ring of Speed Ring 69 R 0 0 0 0 0 0 3000 1 0 Speed 3
317 Ring of Will Ring 69 R 0 0 0 0 0 0 800 1 0 Will 7
318 Aescal's Ring Ring 69 R 0 0 0 0 5 0 750 1 0 Major Healing 2
319 Silver Ankh Necklace 74 N 0 0 0 0 0 0 600 1 0 Protection From Undead 6
320 Amulet of the Cobra Necklace 73 N 0 0 0 0 0 0 500 3 0 Poison Augment 3
321 Ruby Charm Necklace 74 N 0 0 0 0 0 0 1200 3 0 Fire Protection 5
322 Onyx Charm Necklace 73 N 0 0 0 0 0 0 1000 3 0 Magic Protection 5
323 Fang Necklace Necklace 73 N 0 0 0 0 0 0 750 3 0 Occasional Bless 4
324 Fire Orb Necklace Necklace 72 N 0 0 0 0 6 0 150 3 0 Fireball 7
325 Diamond Necklace Necklace 74 N 0 0 0 0 0 0 1000 3 0
326 Gold Necklace Necklace 72 N 0 0 0 0 0 0 400 3 0
327 Lifesaver Amulet Necklace 72 N 0 0 0 0 1 0 2000 3 0 Life Saving 0
328 Scale Necklace Necklace 73 N 0 0 0 0 5 0 80 3 0 Summoning 0
329 Amber Necklace Necklace 74 N 0 0 0 0 0 0 600 3 0 Poison Protection 2
330 Feldspar Charm Necklace 73 N 0 4 0 0 0 0 10 3 0 Cursed
331 Ivory Charm Necklace 72 N 0 0 0 4 0 0 700 3 0
332 Silver Necklace Necklace 72 N 0 0 0 0 0 0 400 3 0
333 Uranium Bar Metal Bar 87 Nu 0 0 0 0 0 0 200 20 0 Disease Party 3
334 Gold Bar Metal Bar 112 Nu 0 0 0 0 0 0 750 20 0
335 Graymold Salve Salve 50 Pi 0 0 0 0 1 0 120 3 0 Party Cure Disease 3
336 Ressurection Balm Balm 51 Nu 0 0 0 0 1 0 200 3 0 Ressurection Balm 0
337 Rough Diamond Rock 91 Nu 0 0 0 0 0 0 400 5 0
338 Power Geode Rock 91 Si 3 0 0 0 5 0 150 5 0 Add Spell Points 3
339 Firestone Rock 92 Si 0 0 0 0 9 0 80 0 0 Flame 3
340 Ravage Knife Knife 45 1 4 0 8 0 0 0 800 5 0
341 Assassin's Knife Knife 45 1 6 0 3 0 0 0 1000 5 0 Poisoned Weapon 8
342 Alien Blade Waveblade 7 1 13 0 3 0 0 0 5000 30 0 No ability 3
343 Demonslayer Greatsword 80 2 18 0 5 0 0 0 8000 80 0 Demon Slayer 8
344 Wyrmsbane Broadsword 0 1 12 0 2 0 0 0 4000 30 0 Lizard Slayer 6
345 Flaming Sword Red Sword 0 1 10 0 1 0 0 0 1200 30 0 Flaming Weapon 5
346 Smite Hammer 2 1 10 0 3 0 0 0 4000 30 0 Giante Slayer 8
347 Mace of Disruption Mace 2 1 10 0 2 0 0 0 1250 40 0 Undead Slayer 7
348 Lodestone Rock 92 Nu 0 0 0 0 0 0 100 5 0 Heavier Object 4
349 Airy Stone Rock 91 Nu 0 0 0 0 0 0 400 5 0 Lighter Object 4
350 Basic Powder Powder 83 Si 0 0 0 0 4 41 40 2 0 Party Cure Acid 8
351 Powder of Lethe Powder 83 Si 0 0 0 0 2 42 30 2 0 Party Lose Experience 4
352 Potion of Paralysis Potion 50 Pi 0 0 0 0 1 0 30 4 0 Cause Paralysis 10
353 Ring of Free Action Ring 69 R 0 0 0 0 0 0 1000 2 0 Free Action 7
354 Ring of Resistance Ring 69 R 0 0 0 0 0 0 4000 2 0 Full Protection 6
355 Basic Necklace Necklace 73 N 0 0 0 0 0 0 500 4 0 Acid Protection 4
356 Wand of Paralysis Wand 54 W 0 0 0 0 5 0 170 6 0 Paralysis 6
357 Wand of Acid Wand 55 W 0 0 0 0 7 0 100 7 0 Acid Spray 7
358 Helm of Alertness Helm 66 H 4 0 0 1 0 0 750 20 0 Free Action 3
359 Shield of Kron Shield 13 Sh 6 1 0 2 6 0 250 40 0 Sleep Field 5
360 Boldblade Short Sword 0 1 8 0 0 0 8 0 50 20 0 Flame 3
361 Shield Mace Mace 2 Sh 8 0 0 3 0 0 400 30 0
362 Quicksilver Band Ring 69 R 2 0 0 0 5 0 120 4 0 Speed User 3
363 Holly Holly 59 Nu 0 0 0 0 3 21 10 1 0 Holly/Toadstool 0
364 Comfrey Root Comfrey Root 60 Nu 0 0 0 0 3 22 15 1 0 Comfrey Root 0
365 Glowing Nettle Glowing Nettle 61 Nu 0 0 0 0 3 23 30 1 0 Glowing Nettle 0
366 Wormgrass Wormgrass 59 Nu 0 0 0 0 3 24 50 1 0 Crypt Shroom/Wormgrass 0
367 Asptongue Mold Asptongue Mold 60 Nu 0 0 0 0 3 50 70 1 0 Asptongue Mold 0
368 Graymold Graymold 60 Nu 0 0 0 0 2 25 90 1 0 Graymold 0
369 Ember Flowers Ember Flowers 61 Nu 0 0 0 0 2 26 120 1 0 Ember Flowers 0
370 Mandrake Root Mandrake Root 60 Nu 0 0 0 0 2 27 400 1 0 Mandrake Root 0
371 Asp Fangs Asp Fangs 116 Nu 0 0 0 0 1 0 40 1 0 Asptongue Mold 0
372 Cursed Axe Axe 3 1 3 0 0 0 0 0 10 20 0 Cursed
373 Cursed Broadsword Broadsword 0 1 6 0 0 0 0 0 10 25 0 Cursed
374 Cursed Greatsword Greatsword 1 2 8 0 0 0 0 0 10 45 0 Cursed
375 Cursed Knife Knife 45 1 1 0 0 0 0 0 10 8 0 Cursed
376 Cursed Shield Shield 13 Sh 1 2 0 0 0 0 10 30 0 Cursed
377 Cursed Mace Mace 2 1 1 0 0 0 0 0 10 20 0 Cursed
378 Cursed Ring Ring 69 R 0 3 0 0 0 0 10 1 0 Cursed
379 Cursed Halberd Halberd 5 2 8 0 0 0 0 0 10 50 0 Cursed
380 Silver Ore Ore 91 Nu 0 0 0 0 1 46 8 3 0
381 Gold Ore Ore 92 Nu 0 0 0 0 1 47 15 3 0
382 Mithral Broadsword Broadsword 0 1 10 0 6 0 0 0 3000 25 0
383 Empty
384 Empty
385 Empty
386 Empty
387 Empty
388 Empty
389 Empty
390 Empty
391 Empty
392 Empty
393 Empty
394 Empty
395 Empty
396 Empty
397 Empty
398 Empty
399 Empty

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Alternate Party Maker
by Ryan Thompson
This party builder was meant to be an alternative to Tarl Kudrick's party builder, as it goes more in detail and requires the party to complete a short combat section. This is to assure that the party is ready to go into your scenario. There is no password, just don't edit out the part of the intro text that gives me credit.
Instructions to designers:
<EFBFBD>All places in the party maker where dialog boxes say {scenario name}, you should fill in your scenario name.
<EFBFBD>Change the name of utility.exs to something that connects with your scenario. For example: If your scenario is lostguys.exs, this file should be something like lostgupm.exs.
<EFBFBD>Change the scenario's graphic to match the one that you gave your scenario. If your scenario uses the graphic with the sword in the rock, this one should too.
<EFBFBD>In the scenario Read-Me file, warn the party that gold is easily wasted.
The scenario was beta-tested by Olivier Monnin and Janet Cone.
Special thanks to -- Andrew Barton and Dale Mertes
If any bugs are found, email me at thompson@ziplink.net
Version History
---------------
2.1.0 --
Again Edited Dark Wyrm Lords at Request of Alex Kane
Removed Useless Items
Changed Prices of Items
Corrected Item Abilities
Corrected Zog
Corrected Dialogue
Fixed 'Buy' Buttons For Several Salesmen
Edited Scenario Information
Changed Gold Levels Again
Changed Experience Nodes
Corrected Inconsistencies
Corrected Another SDF Glitch
Made More User-Friendly
2.0.0 --
Revamped Combat Monsters
Made Combats Easier
Made Teleportation Smoother
Fixed SDF Glitch
Fixed Minor Bugs
Synchronized Novah
Added Dialogue
Adjusted Item Costs
Changed Items Sold
Added More Gold
Fixed Inconsistencies
Added to Nodes
Enhanced General Feel
1.2.0 --
Toned Down Dark Wyrm Lords
Upload to Web
Second Release
1.0.1 --
Fixed Major Bugs
First Release

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Though it doesn't make a big difference, I recommend playing the accompanying scenario before reading this file. It explains the general principles of Frame Animation in a more user-friendly manner, while this file deals more with specifics.
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<P>Frame Animation is a new system of creating 'movies' in the BoE editor, based on somewhat different principles to previous animation techniques. Most animations are done by changing the scene around the party. Frame Animation creates an illusion of this by moving the party rapidly between a number of scenes, each slightly different to the last. <B>Note:</B> All coordinates given in the code are only examples.
<P ALIGN="CENTER"><IMG SRC="frames.jpg" ALIGN="RIGHT" BORDER="0" WIDTH="380" HEIGHT="405" TARGET="_top"></IMG>
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<P>In this picture you can see the four 'frames' of a goblin walking up to a skeleton. To make an animation from those 'frames' the party is moved from the center of frame 1 (where the seat is) to the center of frame 2, to the center of frame 3 to the center of frame 4. In between each movement I play a 'step' sound to increase the time that the party sees each frame, and to make the animation seem more real. Instead of using move party nodes to move the party from frame to frame, I use stairway nodes. This is because stairway nodes take longer to process, and so slow the animation down enough so that the player can actually see what is happening. In fact, I usually use two stairway nodes per frame to increase the time that each frame is displayed.
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<P>The code for the goblin animation would look something like this:
<P>0. Stairway to 5,5 in Town 0 (Always Change Level)
<P>1. Play Sound 49 (Step 1)
<P>2. Stairway to 5,5 in Town 0 (Always Change Level)
<P>3. Stairway to 15,5 in Town 0 (Always Change Level)
<P>4. Play Sound 50 (Step 2)
<P>5. Stairway to 15,5 in Town 0 (Always Change Level)
<P>6. Stairway to 25,5 in Town 0 (Always Change Level)
<P>7. Play Sound 49 (Step 1)
<P>8. Stairway to 25,5 in Town 0 (Always Change Level)
<P>9. Stairway to 35,5 in Town 0 (Always Change Level)
<P>10. Play Sound 50 (Step 2)
<P>11. Stairway to 35,5 in Town 0 (Always Change Level)
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<P ALIGN="CENTER"><FONT SIZE="5">Attacking and Casting</FONT>
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<P><IMG SRC="frames3.jpg" ALIGN="RIGHT" BORDER="0" WIDTH="428" HEIGHT="192" TARGET="_top"></IMG>
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<P>As with anything else done with Frame Animation, remember that each of these frames must exist in a static form. There is no movement, it only appears that way. A couple of custom graphics are necessary here, specifically those of the aggressor in his/her/its attacking stance and the red 'splat'. In this example, both are easily found in BoE's graphics files. You will need to create new items/monsters/terrain types that use these graphics. Playing appropriate sounds is, as always, a very good idea. It makes the animation look more real and helps slow everything down enough for the player to take it in.
<P>
<P>The code for it would look something like this:
<P>0. Stairway to 5,5 in Town 0 (Always Change Level)
<P>1. Play Sound 49 (Step 1)
<P>2. Stairway to 5,5 in Town 0 (Always Change Level)
<P>// Goblin steps up to skeleton
<P>3. Stairway to 15,5 in Town 0 (Always Change Level)
<P>4. Play Sound 69 (Sword 1)
<P>5. Stairway to 15,5 in Town 0 (Always Change Level)
<P>// Goblin attacks skeleton
<P>6. Stairway to 25,5 in Town 0 (Always Change Level)
<P>7. Play Sound 39 (Monster dying 4)
<P>8. Stairway to 25,5 in Town 0 (Always Change Level)
<P>//Skeleton dies
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<P><IMG SRC="frames2.jpg" ALIGN="RIGHT" BORDER="0" WIDTH="406" HEIGHT="239" TARGET="_top"></IMG>
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<P>Spellcasting works on the same principle. Again, a custom graphic of the caster in his/her/its attacking stance is necessary here. It is impossible to say exactly what should happen here, because of the diverse nature of spells. For an aggressive spell, a sound followed by a sfx burst and the victim being replaced by a bloodstain in the next frame works quite well. Other spells you may wish to simulate (say, Unlock) will require some adaptation.
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<P>The code for it would look something like this:
<P>0. Stairway to 5,5 in Town 0 (Always Change Level)
<P>1. Play Sound 49 (Step 1)
<P>2. Stairway to 5,5 in Town 0 (Always Change Level)
<P>//Apprentice mage walks onto screen
<P>3. Stairway to 15,5 in Town 0 (Always Change Level)
<P>4. Play Sound 74 (Firball swoosh)
<P>5. Do SFX Burst on 13,3 (fire) // (SFX burst is on top of the Goblin.)
<P>//Apprentice mage casts spell
<P>6. Stairway to 25,5 in Town 0 (Always Change Level)
<P>7. Play Sound 39 (Monster dying 2)
<P>8. Stairway to 25,5 in Town 0 (Always Change Level)
<P>// Goblin dies
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<P><IMG SRC="Goodbye Goblin.jpg" ALIGN="RIGHT" BORDER="0" WIDTH="108" HEIGHT="132" TARGET="_top"></IMG>
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<P>Aside from simply running around and killing each other, you may want characters in your scenario to say something. There are a couple of ways to do this. One way is simply to make a dialog box pop up with the graphic of the speaker and his/her/its words beside it. The biggest problem with this is it interrupts the flow of the animation. There is another, more complicated way of doing this, but it has its own drawbacks. The method is to type out what you want to make a monster say and place these words in your custom graphics folder. Create a monster/item/terrain type with this graphic. Create a single frame with this monster/item/terrain type above the speaker. You will probably have to send the party through this scene about eight times, just so the player has time to read everything. There are a couple of ways of coding this.
<P>
<P>The code for the first method would look something like this:
<P>0. Stairway to 5,5 in Town 0 (Always Change Level)
<P>1. Stairway to 5,5 in Town 0 (Always Change Level)
<P>2. Stairway to 5,5 in Town 0 (Always Change Level)
<P>3. Stairway to 5,5 in Town 0 (Always Change Level)
<P>4. Stairway to 5,5 in Town 0 (Always Change Level)
<P>5. Stairway to 5,5 in Town 0 (Always Change Level)
<P>6. Stairway to 5,5 in Town 0 (Always Change Level)
<P>7. Stairway to 5,5 in Town 0 (Always Change Level)
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<P>The code for the second method would look something like this:
<P>0. Stairway to 5,5 in Town 0 (Always Change Level)
<P>1. Increment SDF 250,0 by 1
<P>2. IF SDF 250,0 &gt;= '8' THEN GOTO 3.; ELSE GOTO 0.
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<P>Choose according to preference. The second version is more efficient, but when you are working with a node limit counted in the thousands (more on this later), five nodes here or there won't make much difference and some people may find it easier.
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<P>Again, this method of creating speech has some pretty clear disadvantages. It really is only of limited use.
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<P ALIGN="CENTER"><FONT SIZE="5">Involving the Party</FONT>
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<P><IMG SRC="frames5.jpg" ALIGN="RIGHT" BORDER="0" WIDTH="375" HEIGHT="533" TARGET="_top"></IMG>
<P>It may very well be that you would like the party to be taking part in proceedngs rather than just sitting and watching. The principle, as always, is the same. Change the scene around the party, playing a few footstep sounds and doing whatever else is appropriate, and it will look like the party is moving. Alternatively, you could just have the one big area and move the party around that with Stairway nodes. This may be the better option if you intend the party to play a major part in the animation.
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<P>The code for it would look something like this:
<P>0. Stairway to 5,5 in Town 0 (Always Change Level)
<P>1. Play Sound 49 (Step 1)
<P>2. Stairway to 5,5 in Town 0 (Always Change Level)
<P>3. Stairway to 15,5 in Town 0 (Always Change Level)
<P>4. Play Sound 50 (Step 2)
<P>5. Stairway to 15,5 in Town 0 (Always Change Level)
<P>6. Stairway to 25,5 in Town 0 (Always Change Level)
<P>7. Play Sound 49 (Step 1)
<P>8. Stairway to 25,5 in Town 0 (Always Change Level)
<P>9. Stairway to 35,5 in Town 0 (Always Change Level)
<P>10. Play Sound 50 (Step 2)
<P>11. Stairway to 35,5 in Town 0 (Always Change Level)
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<P ALIGN="CENTER"><FONT SIZE="5">Making the Party Talk</FONT>
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<P><IMG SRC="Farewell.jpg" ALIGN="RIGHT" BORDER="0" WIDTH="116" HEIGHT="139" TARGET="_top"></IMG>
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<P>You may want to make the party speak to other characters around them. Again, you could do this by the dialog box method, but you would need to find or create a graphic for the party (such as the one used in Doom Moon II). Failing that, use custom graphics for the speech text and place the monster/item/terrain type with the graphic in question immediately above the party. Again it can be coded in a couple of ways, as follows.
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<P>The code for the first method would look something like this:
<P>0. Stairway to 5,5 in Town 0 (Always Change Level)
<P>1. Stairway to 5,5 in Town 0 (Always Change Level)
<P>2. Stairway to 5,5 in Town 0 (Always Change Level)
<P>3. Stairway to 5,5 in Town 0 (Always Change Level)
<P>4. Stairway to 5,5 in Town 0 (Always Change Level)
<P>5. Stairway to 5,5 in Town 0 (Always Change Level)
<P>6. Stairway to 5,5 in Town 0 (Always Change Level)
<P>7. Stairway to 5,5 in Town 0 (Always Change Level)
<P>
<P>
<P>The code for the second method would look something like this:
<P>0. Stairway to 5,5 in Town 0 (Always Change Level)
<P>1. Increment SDF 250,0 by 1
<P>2. IF SDF 250,0 &gt;= '8' THEN GOTO 3.; ELSE GOTO 0
<P>
<P>
<P ALIGN="CENTER"><FONT SIZE="5"></FONT>
<P ALIGN="CENTER"><FONT SIZE="5">Beating the 50 Node limit</FONT>
<P>
<P>Wouldn't you know it, there are two ways to do this too. For the first method, in the town where you step on the space that starts the animation, paste (using the paste command on the toolbar) several nodes onto the same space. Each of the nodes starts a chain that plays part of the animation. When the party steps on the space, then the chains are called one after another. The chain that starts with the node with the lowest number is called first, followed by the chain that begins with the node with the next lowest number, and so on, until all the nodes on the space have been called. The problem with this method is that every node chain must end with the party in the same town as the 'stacked' nodes. You can move the party through as many towns as you want, but if you want the next chain to be called, then it must end in the first town.
<P>
<P>The second method exploits a somewhat odd BoE bug you may have encountered whilst designing. If you take a stairway at a set of coordinates (e.g. 25,25) to a new level, if there is a special on the same set of coordinates (25,25) in the new level, that special will be called after the chain started by the first node ends. This can be repeated almost indefinitely. Alternatively, the two methods can be combined by stacking several nodes on the 'bugged' coordinates.
<P>
<P>
<P ALIGN="CENTER"><FONT SIZE="5">Animation Base Town</FONT>
<P>
<P><IMG SRC="map.jpg" ALIGN="RIGHT" BORDER="0" WIDTH="266" HEIGHT="275" TARGET="_top"></IMG>
<P>
<P>
<P>
<P>
<P>
<P>
<P>
<P>
<P>
<P>
<P>
<P>
<P>
<P>
<P>In the included scenario you will find a town called Animation Base Town (town 1). This is a base town I used to make this and other animations. It is split up into frames and the nodes are set up to send the party through the first 30 frames, playing alternate footstep sounds and pausing on each frame for the appropriate amount of time. This chews up ninety nodes, the remaining ten are left free to use for various extra effects. These nodes are split into two chains of 45 five nodes each, the first going from 0-44 and the second going from 45-89. The starting node of the second chain is located at 32,32 (the center of town). This node setup, of course, will need a great deal of chopping and changing before it becomes something you want for your scenario, but I have found it to be a good base to start from. If you wish to use this town yourself, the scenario is unpassworded, so you are free to export it. <B>A word of warning:</B> all Stairway nodes are set to take you to town 1. You will probably need to edit this.
<P>
<P>Well, that's pretty much everything you need to create some brilliant animations. Good luck, and enjoy!
<P>
<P>-The Creator.
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CUSTOMISED CUSTOM SPELLS by Flamefiend
--------------------------------------
***PURPOSE***
To allow the player to create and cast their own custom spells in-game.
***INCLUDED FILES***
You should have all of these files:
- CUSTSPEL.TXT: This text file.
- CUSTSPEL.EXS: A BoE scenario file demonstrating the techniques described in this text file (see next section)
- CUSTSPEL.GIF: A flowchart in the form of a GIF file, illustrating the workings of the complex "Spell execution" node sequence.
***EXAMPLE SCENARIO FILE***
The example scenario was created for two purposes; firstly to iron out any bugs, and secondly to provide you with a better understanding of the workings of the techniques outlined in this text file. It's not meant to be a great specimen of BoE scenario writing or design, and as such it has a few cosmetic flaws. Also, there are no sounds; you will probably wish to include some sounds in your scenario.
Ask the Help Spectre (near the pedestal) for instructions. Also make sure you read the intro text.
Note that many messages are displayed in the lower-right hand corner of the screen, rather than in message boxes.
***USE***
Aside from just being a fancy gimmick, this could be used as a puzzle; e.g. to progress further in the game, you need to cast a certain custom spell.
***METHOD IN BRIEF***
A Stuff Done Flag is used to store the "spell ID". A spell ID is the sum of two Symbols' number codes.
The player can choose two of several special items, called Symbols. The player then either uses another special item (called "Combine Symbols" or something similar) or steps on a special encounter. The special encounter (or special item) sets an SDF to the sum of the "number code" of each special item (as per the table "Number Codes" below). Each combination of special items will produce a unique spell ID.
When the player wishes to cast the spell, they use their "Symbol Wand" (another special item). The special item's special node system checks the value of the SDF, and executes whatever special nodes are necessary to "cast" the desired custom spell.
***NUMBER CODES AND EXAMPLE SYMBOLS***
The following "table" is really two lists, to give you an idea of how the system works. The number codes follow the system which is often used for setting eight true/false flags for every byte of information in computers; any one of a large number of "computing principles"-type books will tell you about this. All you need to know is that every sum of combinations of "number codes" (not the term which is usually used in computing, but it will do) will yield a number unique to that combination.
The example symbols are very generalised, and probably not much use.
EXAMPLE SYMBOL NAME NUMBER CODE
Fire 1
Haste\Large qty 2
Poison 4
Healing 8
Party 16
Area 32
Enemy 64
Friend 128
***SPELL IDs***
The following list of possible spell IDs (along with the number codes that create them) is for 8 symbols. For less than 8, omit all spell IDs that have a number code which is not used in your version.
For example, say you are only using 7 symbols. The only unused number code is 128, for symbol number 8. Therefore, omit spell IDs 129 to 192. With 6 symbols, the highest spell ID is 48. With 5, 24; with 4, 12; and with 3, 6.
ID# Number codes
1) 3 1+2
2) 5 1+4
3) 6 2+4
4) 9 1+8
5) 10 2+8
6) 12 4+8
7) 17 1+16
8) 18 2+16
9) 20 4+16
10) 24 8+16
11) 33 1+32
12) 34 2+32
13) 36 4+32
14) 40 8+32
15) 48 16+32
16) 65 1+64
17) 66 2+64
18) 68 4+64
19) 72 8+64
20) 80 16+64
21) 96 32+64
22) 129 1+128
23) 130 2+128
24) 132 4+128
25) 136 8+128
26) 144 16+128
27) 160 32+128
28) 192 64+128
***EXAMPLE COMBINATION RESULTS***
In this example, there are a mere three symbols; damage, healing, and poison.
POISON HEALING
------ -------
DAMAGE -- Poison party Damage party a little, then heal them a lot
HEALING -- Cure party N/A
If you don't want the party to be able to cast certain powerful combinations (e.g. a combination of "All enemies" and "Death" being an instantly-kill-all-enemies spell), display a message when the party attempts to cast it stating that this spell is far too powerful for the party to ever hope to cast. Alternatively, you could check the current town number and only allow casting of the spell in a particular town (giving an excuse about lots of "surplus magic" floating around in the area).
***LIMITATIONS***
- Max symbols:
8
- Scenario node usage (can be decreased if less Symbols are used):
1 per Symbol + 13
- Town node usage:
6 per Symbol + 3
- Special item usage:
1 per symbol
***POSSIBLE MODIFICATIONS***
- Consider giving each custom spell a limited number of charges, or a need to recharge (which takes a certain amount of time). Otherwise the player could use it repeatedly to achieve greater results; for example, a "Light Heal All" custom spell, which heals the party 8 hitpoints, could be used 10 times in a row to heal the party 80 hitpoints, and there would be no penalties for doing so.
- Instead of having one special item (the "Wand") to cast every custom spell, you could use a separate special item for each spell. This would mean you could name each one according to the current custom spell, as well as being able to have more than 8 Symbols!
- Provided the number of Symbols available is small, these sequences could theoretically be adapted to use more than two Symbols in each combination. This would significantly increase node usage and complexity, however. The same system of spell IDs could be utilised.
- The "Spell execution" node sequence is designed to be used for eight Symbols. With less Symbols, the number of nodes required could be reduced.
- You could make the system mobile by creating two special items for each Symbol; one "on" and one "off". The "on" special items are the equivalent of the single special items used here (I suggest making the "on" special items' names all uppercase). As well as making the "on" Symbol be dropped when it's used, give the player the "off" special item. The "off" special item, when used, is dropped and the "on" special item is given to the player.
You would also need to have an extra special item called "Combine Symbols" (or something similar) which runs the Spell Assembly sequence.
This also presents the possibility of having the Symbols spread around the scenario; perhaps as rewards for quests or thorough exploration. The player would start with neither the "on" or "off" special items for that Symbol, and would be able to gain the "off" special item at some point.
***RECREATING THIS SYSTEM IN SEVEN SIMPLE STEPS***
1. Plan ahead. Decide how many Symbols you wish to use and what they will be, what each combination of Symbols will yield, what modifications (if any) you wish to make, etc.
2. If you wish to link the Spell Assembly sequence to a special item, create that special item (called "Combine Symbols" throughout this text file). Create the Spell Assembly sequence and link it to the special item's Use button.
3. Create a special item for each Symbol. Create a unique copy of the Drop Symbol sequence for each Symbol's special item, and link each copy of the sequence to the corresponding special item's Use button.
4. Lay out the area where the player can pick up each Symbol's special item (and "assemble" the spells, if you're not using a special item for this purpose). Create and place a Symbol Pickup sequence for every Symbol. Place a sign and/or graphic next to each Symbol Pickup sequence to clearly indicate which sequence picks up which Symbol. (See custspel.exs for an example that doesn't use custom graphics.)
5. If you're _NOT_ using a Combine Symbols special item, also create and place the Spell Assembly sequence in the above mentioned area, perhaps on a pedestal surrounded by runes, or any appropriate magical device.
6. Create a special item called the "Wand". Create the Spell Execution sequence (along with the custom spell sequences), and link it to the Wand's "Use" button.
7. You're done! Now you can test out your new "custom spell creation system"! Remember to try all the Symbol combinations to make sure they work as desired.
***SPECIAL NODE SEQUENCES***
--Symbol pickup
//Use a unique copy of this sequence for every symbol's location. It should be obvious to the player where each symbol can be picked up.
//Replace the '1' in node 0 with the number of the special item that represents the appropriate symbol. Also substitute "Symbol 1" in node 2 with the appropriately named symbol. (Fire Symbol, Enemy Symbol, etc.)
//Fill in the blank in node 3 with the name of the symbol (Fire, Enemy, Cold, etc.).
//SDF (1,0) = the number of Symbols the player is currently carrying.
//If the player already has this symbol, forget about it; otherwise continue
0. IF Have Special Item '1', THEN END
//Give them the symbol
1. Give Special Item "Symbol 1" (Give)
//Increment number-of-Symbols SDF
2. Increment SDF 1,0 by 1
//Display discrete message advising them that they've picked up a specific Symbol
3. Display Sm Msg "You've picked up the symbol for ____."; END
--Drop symbol
//Call a unique copy of this sequence from each symbol's Use button. It takes the symbol away from the player.
//For example, if you attach this to the Fire symbol, replace the text within quotes with "Fire Symbol".
//SDF (1,0) = the number of Symbols the player is currently carrying.
//Drop the symbol
0. Give Special Item "(Insert Appropriate Symbol Here)" (Take)
//Subtract 1 from symbol counter
1. Increment SDF 1,0 by -1
--Spell assembly
//Put this sequence in one of two places; attach it to the "use" ability of the "Combine Symbols" special item, or place it on the ground in a town, somewhere near the place where you can pick up the Symbols.
//Special items 1 to "X" - the symbols' special items
//SDF (1,0) = the number of Symbols the player is currently carrying
//SDF (1,1) = the sum of the two Symbols' number codes; in other words the combination's unique ID number.
//Check number of Symbols
0. IF SDF 1,0 = 2 THEN GOTO 2
//Player has a number of Symbols other than 2; display message and end sequence
1. Display Msg "You must have exactly 2 symbols to create a spell - no more, and no less. Use a symbol to drop it; pick a symbol up at its designated location."; END
//Now we need to determine the selected combination's ID number. Set the ID to zero, then add the appropriate number for each symbol the player is carrying.
//Reset ID number
2. Set SDF 1,1 = 0
//Make sure player has the Wand special item
3. Give Special Item "Wand" (Give)
//Display discrete "Spell assembled" message
4. Display Sm Msg "Spell assembled! Use your Wand to cast."
//Check for first symbol
5. IF Have Special Item '1', THEN GOTO 5 ELSE GOTO 6
//Add number code (1) to the ID (SDF 1,1)
6. Increment SDF 1,1 by 1
//Check for second symbol
7. IF Have Special Item '2' THEN GOTO 7 ELSE GOTO 8
//Add number code (2)
8. Increment SDF 1,1 by 2
//Check for third symbol
9. IF Have Special Item '3' THEN GOTO 9 ELSE GOTO 10
//Add number code (4)
10. Increment SDF 1,1 by 4
//Check for fourth symbol
11. IF Have Special Item '4' THEN GOTO 11 ELSE GOTO 12
//Add number code (8)
12. Increment SDF 1,1 by 8
// ---NOTE: Keep repeating the above pairing (If Have Special Item, Increment SDF) until all the Symbols have been checked for and their number codes added if necessary. Use appropriate substitutions for special item numbers (usually consecutive) and flag increments (the number codes).
//The last two nodes (the ones that check for the last symbol) should look like this (assuming that 17 is the next available special node; substitute the last symbol's number in place of `X` and replace `Y` with the appropriate number code):
17. If Have Special Item 'X' THEN GOTO 15 ELSE END
18. Increment SDF 1,1 by Y; END
--Spell execution
//Attach this to the Wand special item. It simply checks the ID and calls the nodes for the custom spells. Note that the custom spell sequences are entirely up to the designer; they will vary widely from scenario to scenario. Also note that this sequence is akin (sort of) to a series of IF-THEN-ELSEIF statements, or a SELECT...CASE statement (for those familiar with actual computer programming languages) in that it selects different actions depending on varying conditions (in this case the spell ID). However, it is optimised to do this with as few choices as possible -- this speeds it up slightly, but more importantly uses less special nodes.
//It is recommended that you program this sequence with sequential nodes set aside specifically for this purpose, to avoid confusion.
//This sequence uses a "branching tree" type checking system, rather than a straight "If-Then-ElseIf-Then-ElseIf..." sequence. This can significantly reduce the amount of nodes needed; nearly by half in some cases.
//In the following sequence, there are "GOTO" instructions with "--spell#xx--" after them (where xx is replaced by the appropriate spell ID; note that spell IDs are often not consecutive. The first three are 3, 5, and 6; to calculate spell IDs, add the number codes of the two symbols that together make up that spell). Replace these with whatever special node you want to call to cast the appropriate custom spell.
//This sequence assumes that there are 8 symbols, and therefore 28 combinations. You may have to adjust the sequence to fit the number of combinations possible in your scenario. Of course, you don't have to do this; you can program the entire tree and only use the combinations that are possible in your particular scenario. However, doing this would waste scenario special node space.
//NOTE: Do not confuse "IF SDF (...) = #" with "IF SDF (...) >= #". These are DIFFERENT from each other. The first is "Stuff Done Equal?", and the second is "Stuff Done Flag?".
//See the accompanying GIF file for a flowchart of this sequence. The flowchart will be helpful if you wish to modify this sequence.
// SDF (1,1) = the spell's ID number
0. IF SDF (1,1) >= 37 THEN GOTO 1; IF < 36 THEN GOTO 7; ELSE GOTO --spell#36--
1. IF SDF (1,1) >= 97 THEN GOTO 2; IF < 96 THEN GOTO 5; ELSE GOTO --spell#96--
2. IF SDF (1,1) >= 137 THEN GOTO 3; IF < 136 THEN GOTO 4; ELSE GOTO --spell#136--
3. IF SDF (1,1) >= 161 THEN GOTO --spell#192--; IF < 160 THEN GOTO --spell#144--; ELSE GOTO --spell#160--
4. IF SDF (1,1) >= 131 THEN GOTO --spell#132--; IF < 130 THEN GOTO --spell#129--; ELSE GOTO --spell#130--
5. IF SDF (1,1) >= 73 THEN GOTO --spell#80--; IF < 72 THEN GOTO 6; ELSE GOTO --spell#72--
6. IF SDF (1,1) >= 49 THEN GOTO --spell#68--; IF < 48 THEN GOTO -spell#40--; ELSE GOTO 13
7. IF SDF (1,1) >= 18 THEN GOTO 8; IF < 17 THEN GOTO 10; ELSE GOTO --spell#17--
8. IF SDF (1,1) >= 34 THEN GOTO --spell#34--; IF < 33 THEN GOTO 9; ELSE GOTO --spell#33--
9. IF SDF (1,1) >= 21 THEN GOTO --spell#24--; IF < 20 THEN GOTO --spell#18--; ELSE GOTO --spell#20--
10. IF SDF (1,1) >= 10 THEN GOTO 11; IF < 9 THEN GOTO 12; ELSE GOTO --spell#9--
11. IF SDF (1,1) = 12 THEN GOTO --spell#12--; ELSE GOTO --spell#10--
12. IF SDF (1,1) >= 6 THEN GOTO --spell#6--; IF < 5 THEN GOTO --spell#3; ELSE GOTO --spell#5--
13. IF SDF (1,1) >= 66 THEN GOTO --spell#66--; IF < 65 THEN GOTO 14; ELSE GOTO --spell#65--
14. IF SDF (1,1) = 40 THEN GOTO --spell#40--; ELSE GOTO --spell#48--

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MAKING THE PARTY DEPENDENT ON SOME SUBSTANCE
A BoE Programming Sequence by Brett Bixler
PURPOSE
The purpose of this programming sequence is to make the party dependent on some substance for their survival. This particular example will use water as the dependent substance. You can substitute virtually any substance you desire, however. Please don't use this to make the party drug dependent. Drug dependency is a serious issue and should never be treated lightly, even in a fantasy game. The whole Scribbane issue in Exile III always bothered me a great deal.
SETUP
Timers
Set a Global General Timer, 1200 moves, CALL Global Spec 0
Special Items
Create 10 Special Items (1 = 1 Unit of Water to 10 = 10 Units of Water)
Special Item 1 Description = "You should replenish your supply as soon as possible!"
Special Item 2 Description = "You are running low."
Special Item 3 Description = "You are at 1/3 capacity."
Special Item 4 Description = "You are at slightly less than half capacity."
Special Item 5 Description = "You are at half capacity."
Special Item 6 Description = "You are at slightly more than half capacity."
Special Item 7 Description = "You are at roughly 2/3 capacity."
Special Item 8 Description = "You are at 3/4 capacity."
Special Item 9 Description = "You are at slightly less than full capacity."
Special Item 10 Description = "You are at full capacity."
As the party uses up a Unit of Water (based on a set time interval) the current special item
(say Special Item 10) is removed and the next lowest Special Item (Special Item 9) is given to the party.
Finding a source of water at any time removes all Special Items 1-10, then gives the party Special Item 10.
In other words, the party fills up on water units.
Stuff Done Flags Needed
SDF 240,0 is the counter for Units of Water the Party current is carrying. SDF 240,1 and 240,2
are used to illustrate examples of water acquisition routines.
When SDF 240,0 = 20 the party has 10 Units of water.
This counter is decremented by 1 via a global set timer interval until it reaches 10,
indicating no water remains.
Finding a source of water at any time resets this counter to 20.
The counter continues to decrement by 1 after the party runs out of water, causing the following effects:
At SDF 240,0 = 10 there is no water. A warning message appears.
At SDF 240,0 = 9 health damage occurs between 8-20 points. Another warning message appears.
At SDF 240,0 = 8 health damage occurs between 18-50 points and the party is dumbfounded.
A final warning message appears.
At SDF 240,0 = 7 the party dies.
Water Sources
There are two types of water sources: limited and unlimited.
A limited source may be usable only one or possibly several times.
An unlimited source is usable indefinitely.
Creating a Limited Water Source
To create a limited source, use a Stuff Done Flag of your choice, assign it an initial value,
and decrement it by 1 each time the party uses the source. When the SDF = 0, the source is depleted.
For example, if you were using SDF 240,1 at a limited water location and wanted water available
to the party only three times, you would set SDF 240,1 = 3 via a one-shot node
either at the beginning of the scenario, or when a special is stepped upon:
0 One-Time and Set [240,2]
1 Set SDF 240,1=3
Then use this code sequence within the town/dungeon/outdoor location:
0 IF SDF 240,1 >= 1 GOTO 2; IF < 1 THEN GOTO 1
1 Display Msg. ("This water source has dried up! Too bad."); END
//Set Water Unit Counter to Max.
2 Set SDF 240,0=20 ("You top off your water supply! This water source is drying up;
it may not be of use in the future.")
//Now Call the Global Water Unit Routine.
3 Increment SDF 240,1 by -1
4 Call Global Spec 0; END
Creating an Unlimited Water Source
When the party arrives at an unlimited water source (a lake, river, etc.), use this code sequence:
0 - Set SDF 240,0 = 20 ("You top off your water supply!")
1 - Call Global Spec 0; END
Global Code
//Sequence for using up a unit of water. Called every 1200 turns.
//Remove all Special Item Water Units.
0 Give Special Item 1 "1 Unit of Water" (Take Away)
1 Give Special Item 2 "2 Units of Water" (Take Away)
2 Give Special Item 3 "3 Units of Water" (Take Away)
3 Give Special Item 4 "4 Units of Water" (Take Away)
4 Give Special Item 5 "5 Units of Water" (Take Away)
5 Give Special Item 6 "6 Units of Water" (Take Away)
6 Give Special Item 7 "7 Units of Water" (Take Away)
7 Give Special Item 8 "8 Units of Water" (Take Away)
8 Give Special Item 9 "9 Units of Water" (Take Away)
9 Give Special Item 10 "10 Units of Water" (Take Away)
//Determine & give current Units.
//10 Units
10 IF SDF 240,0 >= 20 GOTO 11; IF < 20 THEN GOTO 13
11 Give Special Item 10 "10 Units of Water" (Give)
12 Display Sm Msg ("You have 10 Units of water."); GOTO 50
//9 Units
13 IF SDF 240,0 >= 19 GOTO 14; IF < 19 THEN GOTO 16
14 Give Special Item 9 "9 Units of Water" (Give)
15 Display Sm Msg ("You have 9 Units of water."); GOTO 50
//8 Units
16 IF SDF 240,0 >= 18 GOTO 17; IF < 18 THEN GOTO 19
17 Give Special Item 8 "8 Units of Water" (Give)
18 Display Sm Msg ("You have 8 Units of water."); GOTO 50
//7 Units
19 IF SDF 240,0 >= 17 GOTO 20; IF < 17 THEN GOTO 22
20 Give Special Item 7 "7 Units of Water" (Give)
21 Display Sm Msg ("You have 7 Units of water."); GOTO 50
//6 Units
22 IF SDF 240,0 >= 16 GOTO 23; IF < 16 THEN GOTO 25
23 Give Special Item 6 "6 Units of Water" (Give)
24 Display Sm Msg ("You have 6 Units of water."); GOTO 50
//5 Units
25 IF SDF 240,0 >= 15 GOTO 26; IF < 15 THEN GOTO 28
26 Give Special Item 5 "5 Units of Water" (Give)
27 Display Sm Msg ("You have 5 Units of water."); GOTO 50
//4 Units
28 IF SDF 240,0 >= 14 GOTO 29; IF < 14 THEN GOTO 31
29 Give Special Item 4 "4 Units of Water" (Give)
30 Display Sm Msg ("You have 4 Units of water."); GOTO 50
//3 Units
31 IF SDF 240,0 >= 13 GOTO 32; IF < 13 THEN GOTO 34
32 Give Special Item 3 "3 Units of Water" (Give)
33 Display Sm Msg ("You have 3 Units of water."); GOTO 50
//2 Units
34 IF SDF 240,0 >= 12 GOTO 35; IF < 12 THEN GOTO 37
35 Give Special Item 2 "2 Units of Water" (Give)
36 Display Sm Msg ("You have 2 Units of water."); GOTO 50
//1 Unit
37 IF SDF 240,0 >= 11 GOTO 38; IF < 11 THEN GOTO 40
38 Give Special Item 1 "1 Unit of Water" (Give) ("You have only 1 Unit of water!
You better replenish your supply as soon as possible!")
39 Display Sm Msg ("You have 1 Unit of water."); GOTO 50
//Out of water
40 IF SDF 240,0 >= 10 GOTO 41; IF < 10 THEN GOTO 42
41 Display Msg ("You are out of water! You better replenish your supply as soon as possible!"); GOTO 50
//Out of water a second time
42 IF SDF 240,0 >= 9 GOTO 43; IF < 9 THEN GOTO 44
43 Do Damage 3d5 + 5; Type = Physical
("You are out of water! Thirst racks your bodies as dehydration set in! You better replenish your supply as soon as possible!"); GOTO 50
//Out of water a third time
44 IF SDF 240,0 >= 8 GOTO 46; IF < 8 THEN GOTO 49
45 Do Damage 8d5 + 10; Type = Physical
("You are out of water! Thirst racks your bodies as severe dehydration continues! You are near death! You MUST replenish your supply as soon as possible!")
46 Affect Dumbfounding by 3 (Adds); GOTO 50
//Party is dead, Jim.
47 Kill/Raise Dead; Dust (Kill)
("Falling to your knees in a haze of dry agony, the world goes black around you... You die of dehydration.")
48 Kill/Raise Dead; Dust (Kill)
49 End Scenario; END
//Decrement SDF 240,0 by 1 to indicate a drop in Units
50 Increment SDF 240,0 by -1
//Play a swallowing sound
51 Play Sound 56; END
Possible Variations
Many exist. Here are the more obvious:
* Instead of 10 units, use only 5 or less. Less coding, less use of Special Items.
The current programming sequence uses 1/5 of the available Special Items and a large chunk of global code.
This may cause difficulties in larger scenarios.
* Prolong the agony of the party after they run out of the substance.
Currently, the party dies when lacking the substance after being checked three times.
With the current setup, you could add as many as 7 more checks.
* Make the "punishment" for not having the substance more severe.
* To increase the challenge, decrease the global timer from 1200 to 900, 700, etc.
This will increase the use of the substance.
* Add code to turn the global timer off and on.
In this example, you may decide to check the water supply only in desert conditions.
* Have the supply robbed from the party, forcing an immediate panic. Great chase possibilities here.
* Instead of making the substance naturally available, force the party into quests, etc. to acquire it.
For example, oxygen for the Chlorine Swamps.
* Provide places where only a Unit or two is available.
See the Code Sequence in Action
The code sequence is programmed in the accompanying "Water" scenario,
Town 0 and the Global Code for the scenario.

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Doomguard Armor
v 2.0
Created by Zaloopa
e-mail: zal_avoi@yahoo.com
webpage: http://www.zaloopa.com
This is a utility to give your party some very powerful weapons. This is not intended for cheating through scenarios, it is intended for testing scenarios without using the debug, or for just general goofing off in a scenario you've already beaten.

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Creating a Special Spell that Simulates An Anti-Magic Cloud Spell
A BoE Programming Sequence by Chris Risberg
PURPOSE
The purpose of this sequence is to simulate an Anti-Magic Cloud cast by a monster. Special Spells
are of course widely used and well known, but this sequence, first used in my scenario Shadow Of
The Stranger, creates a new challenge for the party.
The walls that block a party via a Can't Enter Special Node were first used (to my knowledge) by
Alcritas in his scenario Lamentations, and documented in the Designer's Forum article
"Some More Innovations".
NOTES
As there is no Special Node for placing an Anti-Magic Cloud, this is faked by placing a creature
in the walls around the party that radiates Anti-Magic fields. These creatures are invisible, have
no attacks, and set to radiate 100% of the time. As it is not intended that the party be able to
kill these creatures, they should be immune to everything and given maximum health and armor.
They need to be Hostile and able to move, otherwise they won't radiate any fields.
In order to allow these creatures to move, the walls around the party (a narrow hallway is by far
the best application for this) need to be Walk Through, Opaque, but call a Can't Enter Local
Special Node. In this way the creatures can walk through the walls and radiate freely, but the
party is blocked.
To prevent these creatures from leaving the walls, the terrain around them must be either Blocked
or have the Special Property Blocked To Monsters. This means that the hallway that the party is
in must also be Blocked to Monsters, and that "normal" monsters should also be blocked from the
squares next to these special walls, otherwise they too will be able to roam through these walls
as well. In the example included, there are monsters in the hallway with the party, but they
are given the Can't Move property to avoid this problem.
LIMITATIONS
As mentioned above, a narrow hallway is probably the best implementation for this special spell,
otherwise the party can easily move away from the Anti-Magic cloud. A two-square wide hallway
could also be used, with the monsters on either side.
Caution should also be used with monsters nearby that can summon other creatures, something I
carelessly overlooked in my scenario. These summoned monsters could be placed next to the
special walls, creating "magical" Shades or Sliths or whatever that can seemingly walk through
walls.
TOWN AND SPECIAL NODES
Monsters of type 215 (see below) are sprinkled in the walls around the party where the effect is
desired, and given the property Special Encounter Group #2. The rest of the hostile monsters are
Special Encounter Group #1.
Hallway is Blocked To Monsters, and any monsters that appear in the hallway (to block the party's
progress), must be set to Can't Move. Any open terrain on the other side of the walls must also
be Blocked To Monsters.
Wall Properties:
Terrain number: 249
Terrain Type Name: Basalt wall
Terrain Blockage: Walk through, Opaque
Special Properties: Call local special
Number of special to call: 50
Monster Properties:
Monster number: 215
Monster type name: Basalt wall
level: 40
health: 2500
speed: 1
type: Important
attacks: all 0
attitude: Hostile A
Special Ability: Invisible
Create Monster/fields: Radiate antimagic fields 100%
Resistances: immune all
37 LOOKING BLOCK GOTO 52 // Called when party steps on space in hallway (24,10)
52 Destroy All Monsters (Friendly) GOTO 38 // Not important for Special Spell sequence
38 One-Time Town Enc [22,6] 1, "You are attacked!" GOTO 42 // Place hostile monsters
42 Change Terrain 24,8 to 'Closed Portcullis' GOTO 33 // Party is trapped in hallway
33 Set SDF (22,5) = 0 GOTO 39
39 Display Sm Msg "Empire Wizard Casts: Anti-Magic Cloud" GOTO 40
40 Play Sound 25 GOTO 41 // Cast Mage Spell sound
41 One-Time Town Enc [-1,-1] 2, GOTO 44 // Places wall monsters
44 . . . // Nodes continue, but not relevant for AM Cloud special spell
50 Can't Enter (no enter) // Called whenever party moves into a wall around the hallway
EXAMPLE
Enter the fort (town 0) just to the west of the starting town, and pass through the portcullis
to start the battle! Do not play in Debug Mode, otherwise the wall monsters will not radiate
Anti-Magic clouds. In this example the monsters have been significantly weakened, but in my
scenario the Empire Centurion and the others in the hallway are rather tough, meaning the party
must spend several turns hacking, without the benefit of Major Blessing or Haste spells.
Once you are finished, the exit is through the southern passage.

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Creating a Scenario Clock and Towns That Alternate Between Day and Night
A BoE Programming Sequence by Chris Risberg
PURPOSE
The purpose of this sequence is to create a reliable scenario clock that the designer can use to
track time in his or her scenario, and show day and night passing by having the party enter
different versions of towns, using Variable Town Entry. This was first extensively used in my
scenario Shadow Of The Stranger, and inspired by the scenario Election, by Nick Jones, where a
simpler (but still effective) version of day/night was used.
NOTES
In this implementation, "time" only passes outdoors. This is done to avoid the intricacies of a
day/night transition inside a town, which is rather difficult to do with the current Blades
engine. I chose to enter this version into the contest because of its simplicity and the fact
that it can be used or customized relatively easily by most developers.
This code borrows the use of SDF (291,0) which was first used in Stareye's Spy's Quest, and is a part
of Skyle's Alternative Bladbase v1.3. This flag is used to create pseudo-random outdoor and cave
sounds, which I further enhanced to create different surface sounds, based on the time of day.
This is well documented in Skyle's Bladbase release, and is not repeated here.
GLOBAL SPECIALS AND TIMERS
BoE documentation states that a day in engine time is approximately 3700 moves. Therefore, the
clock timer should be called every 370 moves, effectively splitting the day into 10 pieces.
This was done in an attempt to keep day and night synchronized with the BoE engine Day counter,
but it has been reported this is not always the case. The designer should NOT assume that the
IF DAY REACHED? Special Node will always be consistent with this counter.
SDF (200,0) is used as increment clock, and time of day or night check.
SDF (200,1) is used as day/night flag, and for Variable Town Entry,
(200,1) = 0, day.
(200,1) = 1, night.
SDF (291,0) is set based on the type of outdoors,
(291,0) = 1, surface - time messages.
(291,0) = 2, caves - no time messages.
(291,0) >= 2, elsewhere - no time messages.
Day time is defined as (200,0) = 0 to 5, night time is 6 to 9. When (200,0) is incremented to 10,
it is immediately reset to 0. This is of course adjustable.
Set Scenario Event Timer, 370 moves, call Global Special 0
0 Town Block (Can Enter), if not blocked GOTO 2 // Time does NOT pass in towns.
2 Increment (200,0) by 1 GOTO 3
3 IF (200,0) >= 7 THEN GOTO 5; if < 6 THEN STOP, ELSE GOTO 4
4 FLIP (200,1) GOTO 7
5 IF (200,0) >= 10 THEN GOTO 6; IF < 10 THEN STOP
6 SET (200,0) = 0 GOTO 4
7 IF (200,2) >= 1 THEN STOP; IF < 1 THEN GOTO 8 // Transition messages can be turned off by setting (200,2) = 1
8 IF (291,0) >= 2 THEN STOP; IF < 1 THEN STOP, ELSE GOTO 9
9 IF (200,1) >= 1 THEN GOTO 10; IF < 1 THEN GOTO 11
10 DISPLAY SM MSG "The sun sets. It's now dark outside."
11 DISPLAY SM MSG "The sun rises. Another day is here."
TOWNS
Any town that has day and night versions should use (200,1) as its Variable Town Entry Flag.
Plan carefully, as there are only ten slots available for this!
The night version of the town must immediately proceed the day version. If town 11 is Warrior's
Grove during the day, then town 12 must be Warrior's Grove at night. In the example that comes
with this entry, Bobling (day) is town 1, and Bobling (night) is town 2.
SPECIAL ITEMS
You can also make a Special Item that allows the player to check the time, if the party is in a
location that would allow them to do so.
Name Of Special Item = "What Time Is It?"
Special Item Description = "When you use this special item, you will be told what time of day or night it is."
When Used, call Global Special 16
16 IF (291,0) >= 3 THEN GOTO 65; IF < 2 THEN GOTO 18, ELSE GOTO 17
17 DISPLAY SM MSG "You have no way to know what time it is here."
18 IF (200,0) >= 4 THEN GOTO 21; IF < 2 THEN GOTO 19, ELSE GOTO 20
19 DISPLAY SM MSG "It's early in the morning."
20 DISPLAY SM MSG "The sun is high in the sky."
21 IF (200,0) >= 8 THEN GOTO 23; IF < 6 THEN GOTO 22, ELSE GOTO 24
22 DISPLAY SM MSG "It's late in the day."
23 DISPLAY SM MSG "It's the middle of the night."
24 DISPLAY SM MSG "It's early in the evening."
65 // Any further time messages, perhaps specific to location, can be determined and displayed here.
EXAMPLE
See towns 1 and 2 in the .exs file. You enter town one during the day, and if you leave and wait
long enough, night will come. Then re-enter the town, and the party will enter a different town,
requiring Light spells or torches, with new personalities, sleeping people, locked doors, or
however the designer wishes to change the town.
As a tip for designers, I have found that, to minimize repeated town design, it is best to
finish the town drawing first, and any Special Node sequences that are required both during the
day and night. Then copy the town, so that the day and night versions look identical. At this
point it is easy to make customizations to the day or night without affecting the other, and
you won't have to draw the same building twice!

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Erika's Tower:
------------------
An Utility Scenario by: S.M Adventurer
Introduction:
This is my remake of Erika's Tower from Exile 3. It may not look exactly the same but's that
just because of the many Blades of Exile limits. Some rooms may look smaller or bigger or might
have been moved.
Important Details:
- Erika has a personality set. It's not really that great right now, but feel free to modify
it as you please.
- Be sure not to erase the sign with my name credit in Erika's Tower, near the southern
enterance of the tower.
- Be sure to credit me if you do decide to use Erika's Tower in your scenario.
If you wish to contact me, email me at: srmboe2@yahoo.com

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Thank you for downloading my replication project! This scenario is a hopefully complete terrain replication of all the 'Exile II, Chapter 1' towns and dungeons in a Blades of Exile format, so that you can use these towns in a BoE scenario setting. PLEASE NOTE THAT THIS IS JUST A TERRAIN REPLICATION! THERE ARE NO MONSTERS AND HARDLY ANY SPECIALS IN THIS SCENARIO!
This scenario should not be opened in Blades of Exile, because your party will not be able to go anywhere. There is virtually nothing in the outdoors section (to be replicated later). Use the Scenario Editor! If you do decide to use these towns in a scenario, please let me know via e-mail (darobinbot@netscape.net). If you notice anything I might have missed during the replication process, please tell me, again, via e-mail.
Anyway, that's about it. I hope you can put these to good use!
--Robinator
Town List
Town 0--Fort Draco-----------Medium
Town 1--Fort Ganrick---------Small
Town 2--Under Fort Draco-----Small (Accessible only through Fort Draco)
Town 3--Spider Cave----------Medium
Town 4--Tiny Slith Fort-------Small
Town 5--Swampy Cave--------Small
Town 6--Solberg's Tower------Small
Town 7--Clearing-------------Small
Town 8--Formello------------Large
Town 9--Isolated Home--------Small (Accessible only with 'Flight' spell)
Town 10-Cave of Motrax-------Medium
Town 11-Ruined Town---------Small (Accessible only through Formello)
Town 12-Island Hut-----------Small (Accessible only through Formello / boat needed)
Town 13-Lizard Lair----------Small
Town 14-Lizard Lair (L2)------Small (Accessible only through Lizard Lair)
Town 15-Little Vale----------Small
Town 16-Gunston Homestead---Small
Town 17-Hidden Nephilim Cave-Small (In outdoor secret passage directly north of Nephilim Castle)
Town 18-Brigand Lair (L2)-----Small (Accessible only through Verdant Valley)
Town 19-Aranea Web----------Medium
Town 20-Blasted Ruins--------Medium
Town 21-Nephilim Castle------Large
Town 22-Verdant Valley-------Large
Town 23-Fiery Pit-------------Small (Accessible only through Verdant Valley)
P.S. Does anyone think an Exile replication contest at the Lyceum would be fun?

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"The Goblin Grotto" is a scenario trainer utility for
general use. Unlike other training scenarios, the Goblin
Grotto is designed for insertion INTO another scenario,
eliminating the need for an additional .exs file, useful
given the limited number the Blades of Exile game can display
at any given time. If you have any comments, questions,
concerns, or complains, feel free to contact me at:
klinkham@juno.com.
You may use and modify "The Goblin Grotto" is any way
you see fit, so long as credit is given in your scenario,
or the scenario's documents. You may also freely distribute
this utility, so long as the distributed copy does not
vary in any way from the original.
To use "The Goblin Grotto", create a large town in your
scenario, and choose the import function. Select town
#1, and choose ggrotto.exs from the menu. "The Goblin Grotto"
will have been imported into your scenario.
Things of note:
1. "The Goblin Grotto" uses SDFs 157,0 to 157,5.
Hopefully, these are random enough to prevent duplication
in your scenario. If not, you will have to change one
of the two duplicated flags.
2. There are two NPCs in "The Goblin Grotto". If you
import 'Grotto' into a town # that is NOT #1, you will
need to adjust their personalities to the correct town #.
(Eg, if you import 'Grotto' into town # 13, change their
personalities #'s from 10 and 11, to 130 and 131 respectively.)
3. "The Goblin Grotto" uses six monster classes:
#1 Townsperson
#38 Goblin
#39 Goblin Fighter
#115 Wolf
#116 Worg
#169 Dryad
If you have modified any of these monster classes, you may wish
to make alterations accordingly.
4. "The Goblin Grotto" uses the following default items:
#0 Gold, #1 Bread and Meat, #25 Torches
If you have modified any of these items, you will likely
wish to make correcting alterations.
In the default settings, the party will receive 2500 gold,
50 food, and 6 torches at the start of the dungeon. In
addition, 5000 gold can be found in the Goblin's fort.
5. Fred the merchant will provide the following services in
the default setting:
He will train the party.
He will identify items for 1 gold each.
He will buy all items.
He will sell all bronze melee weapons.
He will sell all bucklers (including the magic buckler) and
all regular shields except the magic shield.
He will sell both leather suits and all bronze suits of armor.
He will sell torches.
Fred will sell mage and priest spells, as well as alchemy
recipes. The default setting for each has him selling only
the first item in each list.
Fred also has a "unique item" he will sell. The default setting
for this is lamps.
All prices for Fred begin at -2- (pretty average) where appropriate.
6. Idraine the Dryad will provide a reward for the party if
found, once all the Goblins/Worgs/Wolves are killed. The
default setting rewards the party with 1000 gold, and a
medium energy potion. To change this, adjust special
node #18.
7. The main feature of "The Goblin Grotto" is that every time
an enemy is killed, a special node is called awarding the
party with a set number of experience points, allowing rapid
advancement. The utility allows for the setting of three
levels - easy, average, and hard. The easy setting gives
the party the bonus from special nodes #3, #5, and #7.
Average awards the party from special nodes #3 and #5, whereas
hard only give the party #3.
Using the default settings, a beginner level party will
advance to levels 8-10 on hard, 12-14 on average, 16-18
on easy. The utility allows the party to choose which
setting they want, the default is hard.
8. Every creature's (both friendly and hostile) life flag
is set to the same value, so as soon as the party kills
any creature, and then leaves the town, is will be empty
when they return.

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The Nexius is a testing land for adventurers.
Parties can enter the towers and see just how effective their defensive spells are against Affect Party - (Curse, Disease, Dumbfound, Poison, remove Invulnerability, Slow, etc.).
The Defensive spells - like Major Haste, Major Blessing, Protection, Restore Mind, Cure All, Bless Party, Avatar, etc - may be cumulative. I know casting a lot of Bless Partys can make it last over 80 rounds and I'm sure there has to be maximum Blessing effect (for the to hit percentage, extra damage, and damage reduced from attacks).
The towers are self-explanatory. The officials have information as well as the runes display a small message as you step on them.
Fighting monsters:
The Tower of Combat is the only place with monsters. The designer has to use the Scenario Editor to change the town encounter groups 1 (within the 4 runes) and 2 (usually near the middle of the tower).
As these are One-time place town encounters, you need to reset the towns in any of the other towers by pressing ">" - this should allow repeated testing with the encounter group in the Tower of Combat. Setting the flag to 0 doesn't work, this 250 thing truly makes it a one-time thing.
Ideal use of this part of The Nexus:
Use the Scenario Editor to change the monsters (type, number, placement)
Talk to the official to set up the encounters (group 1, group 2, eliminate all monsters, or play on the runes)
Step on the runes and observe the effects
Use time and Defensive spells to remove the effects
If you want, use the portals to stairway to the Tower of Combat and attack the desired group of monsters
Designing Affect Party special spells
A designer can take a typical party that would be in the scenario through the towers and see what Affect Party special spells would do - for example, a Curse 7 and Slow 3 before the party fights 7 Vahnatai (encounter group 2).
Of course, since these spells are considered Mage or Priest level 8 or higher, they would be used by only the very high level hostile spell casters (Erika, Rentar-Ihrno, Order mages, Dragons, etc.)
The Crater of Sounds is self-explanatory, talk to Echoer.
The sounds of Blades of Exile
11 - boom 3 Fast Booms
87 - attk Attack - Bite
86 - Attack - Claw
88 - Attack - Slime
89 - Attack - Zap
1 - beep Beep - low
0 - Beep - high
4 - bles Bless noise
48 - boat Boat move
8 - bubb Bubbles (brewing potions)
34 - butt Button press 1
37 - Button press 2
15 - creg Cash register
25 - cast Cast mage spell
24 - Cast priest spell
6 - chew Chewing
76 - chrp Chirp 1
77 - Chirp 2
91 - Chirp 3
58 - door Open door
59 - Close door
9 - Lock click
72 - club Club
38 - coin Coin on counter
39 - Coins jingling
75 - cold Cold damage
3 - cogh Cough (PC at 0 hp)
17 - Cough - short (being poisoned)
97 - dama Damage - Uh
7 - cool Cool (PC level gain)
42 - Dang (acid damage)
41 - Darn (failed lockpicked door)
66 - dise Disease
65 - dran Draining noise (scared uh uh)
78 - drip Drip 1
79 - Drip 2
95 - entr Enter dungeon
5 - expl Explosion
73 - fire Fire impact
74 - Fireball swoosh
85 - gall Gallop
32 - ghit Getting hit 1
33 - Getting hit 2
46 - grwl Growl
67 - huhm Huh?
62 - Mmmmmm.
68 - idns Identify noise
94 - levr Lever
12 - lbow Longbow
51 - mnos Magic noise 1
52 - Magic noise 2
53 - Magic noise 3
98 - misl Missile hit
44 - mbre Monster breathe
27 - mdie Monster dying 1
29 - Monster dying 2
30 - Monster dying 3
31 - Monster dying 4
84 - neig Neigh
45 - owho On who?
63 - owww Ow (stepping on lava)
90 - parl Paralyze
13 - deth Party death sound
21 - pcdy PC Dying
54 - scrm Scream
20 - yawn Yawn
96 - Sleep
60 - sbom Small boom (monster breaks a barrier)
57 - spec Special noise
36 - shel Spider Hello
35 - Spider Hi
64 - spit Spit
23 - outd Start outdoor combat
49 - step Step 1
50 - Step 2
47 - Walk - gravel
55 - Walk - squish
43 - ston Stoning noise
61 - summ Summoning
56 - swal Swallow
18 - swda Sword - drawing
93 - Sword - sheathe
2 - Sword Swish
19 - Sword swish
69 - swdb Sword 1
70 - Sword 2
71 - Sword 3
10 - tele Teleportation sound
40 - thnk Thank you very much
14 - tmis Thrown missile
16 - town Town entry
28 - watr Waterfall (with scream of excitement)
Animal sounds (click to look at them)
82 - Baa
80 - Bark
92 - Chicken
26 - Gremlin laugh
81 - Meow
83 - Moo
36 - Spider Hello
35 - Spider Hi
22 - N/A Opening music (Can't call this sound)

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Alternate Party Maker
by Ryan Thompson
This party builder was meant to be an alternative to Tarl Kudrick's party builder, as it goes more in detail and requires the party to complete a short combat section. This is to assure that the party is ready to go into your scenario. There is no password, just don't edit out the part of the intro text that gives me credit.
Instructions to designers:
<EFBFBD>All places in the party maker where dialog boxes say {scenario name}, you should fill in your scenario name.
<EFBFBD>Change the name of utility.exs to something that connects with your scenario. For example: If your scenario is lostguys.exs, this file should be something like lostgupm.exs.
<EFBFBD>Change the scenario's graphic to match the one that you gave your scenario. If your scenario uses the graphic with the sword in the rock, this one should too.
<EFBFBD>In the scenario Read-Me file, warn the party that gold is easily wasted.
The scenario was beta-tested by Olivier Monnin and Janet Cone.
Special thanks to -- Andrew Barton and Dale Mertes
If any bugs are found, email me at thompson@ziplink.net
Version History
---------------
2.1.0 --
Again Edited Dark Wyrm Lords at Request of Alex Kane
Removed Useless Items
Changed Prices of Items
Corrected Item Abilities
Corrected Zog
Corrected Dialogue
Fixed 'Buy' Buttons For Several Salesmen
Edited Scenario Information
Changed Gold Levels Again
Changed Experience Nodes
Corrected Inconsistencies
Corrected Another SDF Glitch
Made More User-Friendly
2.0.0 --
Revamped Combat Monsters
Made Combats Easier
Made Teleportation Smoother
Fixed SDF Glitch
Fixed Minor Bugs
Synchronized Novah
Added Dialogue
Adjusted Item Costs
Changed Items Sold
Added More Gold
Fixed Inconsistencies
Added to Nodes
Enhanced General Feel
1.2.0 --
Toned Down Dark Wyrm Lords
Upload to Web
Second Release
1.0.1 --
Fixed Major Bugs
First Release

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THE PORTAL by Bain-Ihrno
Thank you for taking a look at my Portal utility. Here's
how it works. You will need to indicate this in your
scenario if you use it.
There are two panels. The first panel has two options,
the second has 5. Different settings cause the portal
to take you to different places. There are 10 destinations
you can go to. I put in random scenes in the utility
so you can try the portal out. Here is a list:
0,0 = Town 1
0,1 = Town 2
0,2 = Town 3
0,3 = Town 4
0,4 = Town 5
1,0 = Town 6
1,1 = Town 7
1,2 = Town 8
1,3 = Town 9
1,4 = Town 10
------------------------
In your scenario, it will actually take you to the towns,
not just scenes, of course!
You are allowed to make any additions/changes to the utility
if you decide to use it. For example, you can build a
town around the portal. You can change the grass to cave floor!
You can even make it so the party can't enter the control
room without paying/completing a quest/etc!
If you're making a larger scenario, and you're skilled
with the editor too, you are more than welcome to add
more destinations on your own.
Of course, please give me credit if you use the portal.
Thank you.
Enjoy the utility, and check out all the towns!
Bain-Ihrno (bihrno@yahoo.com)

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Sound Showcase Readme v.1.3.0
This is the second release of this utility. I've added a lot, including this readme. Other
additions include a small graphics file, more Logical Combinations, and the Sound String
Generation Laboratory.
I also changed the alignment of the sounds in the Buttons Galore rooms so that it is easier to
navigate them in order. Portals are auto staircases for easier navigation as well. (After waiting
for the first 10-20 teleporting graphics and sounds I decided it best to bypass this in favor of
ease.)
In the Generation Lab you can choose up to ten sounds to play in a row be they the same or
different. Set-up takes a significant bit of time but it sure beats entering it into the editor,
quiting the editor, starting the game, and fighting through to the place where you have it set up.
Most of the scenarios that I've played really lack in the use of sounds and I hope that this
utility will open the way for more designers to choose to use sound to enhance their games.
If you have any questions, comments, or bug reports, please send them to me at
tracihedlund@charter.net.

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Blades Coding Contest Entry
By: Stareye
This entry contains five pieces of code. All are accessed within the Global Special nodes. They are as follows:
0-5 -- Simple Special Spell
6-14 -- Simple Counterspell
15-51 -- Complex Counterspell/Special Spell Sequence
52-62 -- Soul Crystal (Conditional spells)
63-69 -- NPC Town Encounter Saver
Demonstrations of the first four sequences can be accessed simply by playing the scenario. The fifth, the NPC Town Encounter Saver, does not lend itself to demonstration because it prides itself on its ability NOT to be noticed so it is not included. Note that only the global special nodes and the demonstration itself are to be judged. This does not include the internal mechanics (i.e. the town nodes), but does include their execution.
*** Simple Special Spell ***
The purpose of this sequence is to illustrate perhaps one of the simplest sequences of special spells producable. Basically, the engine calls a sequence of nodes that simulates the casting of a spell. This is generally called during a battle. The sequence is connected to a timer and is recalled every so often until the monster that is "casting" the spell dies.
This specific spell is called 'Fireblast' which damages the party with fire.
100,0 -- Monster L/D
0 - IF SDF 100,0 = 0 THEN GOTO 1; ELSE END
1 - Disp Sm Msg ("Wizard casts: Fireblast")
2 - Play Sound
3 - Do Damage
4 - Start General Timer, x moves, CALL 0; END
* The 'Play Sound' and the 'Do Damage' nodes have been left blank in this example because which sound is played is the designer's preference. Suggested sounds are 24 or 25 which are cast Priest and Mage spells respectively.
* Note that you may wish to call a One-Time Place Town Enc node before this sequence to place the monster that is casting the spell.
5 - Set SDF 100,0 = 1; END
* This is the flag you want attached to the monster. Note that it is possible to just have the flag set through the Advanced Monster Details, but it is often nice to display a message after the monster is killed. Also note that the flags in the Advanced Monster Details have been known to fail periodically for unknown reasons.
*** Simple Counterspell ***
If monsters can cast these evil special spells, it would be nice to provide a way to block them. Now there is! The counterspell is simply a flag that is checked upon the casting of the special spell. If the flag indicates the party has the counterspell, the special spell is interrupted.
100,0 -- Monster L/D
105,0 -- Have Counterspell?
0 - No; 1 - Yes
6 - IF SDF 100,0 = 0, THEN GOTO 7; ELSE END
7 - Disp Sm Msg ("Wizard casts: Fireblast")
8 - Play Sound
9 - IF SDF 105,0 = 1, THEN GOTO 12; ELSE GOTO 10
10 - Do Damage
11 - Start General Timer; x moves, CALL 6; END
12 - Disp Sm Msg ("Spell Countered!")
13 - Play Sound; END
* The sequence begins much as the previous one did with the monster "casting" the spell.
* However, before the PCs receive the ill effects, the engine checks SDF 105,0 to see if the party has the counterspell.
* If the party does not have the counterspell, the special spell proceeds as in the last entry.
* If the party does have the counterspell, instead of the effects, the party is notified that the special spell has been countered and the sequence terminates since there is no point to casting a spell again that will be countered.
* An excellent sound is the magical boom (sound 53) after the counter.
* Note that it may be desireable to have the counterspell be delivered on a percentage chance by using an IF Random Number? node. You would probably want the sequence to repeat after the spell is countered in this case.
14 - Set SDF 105,0 = 1; END
* This is the special that gives the counterspell. It's pretty simple.
* Note that you could make this more elaborate by making a book on a pedestal and implementing mage lore checks.
*** Complex Special Spell/Counterspell Sequence ***
The best way to understand special spells is to actually see them in action in a fairly complex way. This sequence is much like the previous one, however, it is a bit more complex. Basically, the monster "casts" its special spells, but this time it has three (Arctic Fury, Excommunicate, Mindshock) of them at its disposal. There is a 25% chance of each being cast and a 25% chance of the monster "resting" and not casting a spell during that cycle.
In addition, counterspells are worked into the example. Once a special spell is countered, a sequence will prevent it from being cast again and instead randomly cast another spell that has not been countered. The sequence only terminates if all the special spells are countered or the monster is killed.
Note that you can play the scenario to see this variation worked out.
110,0 -- Monster L/D
111,0 -- Have Arctic Fury Counterspell?
111,1 -- Have Excommunicate Counterspell?
111,2 -- Have Mindshock Counterspell?
112,0 -- Arctic Fury Blocked?
112,1 -- Excommunicate Blocked?
112,2 -- Mindshock Blocked?
15 - IF SDF 110,0 = 0, THEN GOTO 16; ELSE END
16 - IF Random Number? < 50 THEN GOTO 17; ELSE GOTO 34
17 - IF Random Number? < 50 THEN GOTO 18; ELSE GOTO 27
18 - IF SDF 112,0 = 0, THEN GOTO 19; ELSE GOTO 41
19 - Disp Sm Msg ("Wizard casts: Arctic Fury")
20 - Play a Sound (25)
21 - IF SDF 111,0 = 1, THEN GOTO 24; ELSE GOTO 22
22 - Do Damage (Ice)
23 - Start General Timer; 5 moves, CALL 15; END
24 - Set SDF 112,0 = 1
25 - Disp Sm Msg ("Spell Countered!")
26 - Play a Sound (53), GOTO 23
27 - IF SDF 112,1 = 0, THEN GOTO 28; ELSE GOTO 45
28 - Disp Sm Msg ("Wizard casts: Excommunicate")
29 - Play a Sound (24)
30 - IF SDF 111,1 = 1, THEN GOTO 33; ELSE GOTO 31
31 - Affect Curse (4)
32 - Affect Slow (4); GOTO 23
33 - Set SDF 112,1 = 1; GOTO 25
34 - IF Random Number? < 50 THEN GOTO 35; ELSE GOTO 23
35 - IF SDF 112,2 = 0, THEN GOTO 36; ELSE GOTO 48
36 - Disp Sm Msg ("Wizard casts: Mindshock")
37 - Play a Sound (53)
38 - IF SDF 111,2 = 1, THEN GOTO 40; ELSE GOTO 39
39 - Affect Dumbfounding (2); GOTO 23
40 - Set SDF 112,2 = 1; GOTO 25
41 - IF Random Number? < 50 THEN GOTO 42; ELSE GOTO 44
42 - IF SDF 112,1 = 0, THEN GOTO 28; ELSE GOTO 43
43 - IF SDF 112,2 = 0, THEN GOTO 36; ELSE END
44 - IF SDF 112,2 = 0, THEN GOTO 36; ELSE GOTO 42
45 - IF Random Number? < 50 THEN GOTO 46; ELSE GOTO 47
46 - IF SDF 112,0 = 0, THEN GOTO 19; ELSE GOTO 42
47 - IF SDF 112,2 = 0, THEN GOTO 36; ELSE GOTO 46
48 - IF Random Number? < 50 THEN GOTO 49; ELSE GOTO 50
49 - IF SDF 112,0 = 0, THEN GOTO 19; ELSE GOTO 42
50 - IF SDF 112,1 = 0, THEN GOTO 28; ELSE GOTO 49
51 - Set SDF 110,0 = 1; END
* The node sequence is fairly self-explanatory (if you know how special spells and counterspells work) until you reach 40.
* In case it is not, the concept is as follows: The engine randomly assigns the cycle to one of three subcycles, one for each special spell. Note there is a fourth which simply returns the cycle to the timer to repeat the loop.
* In each subcycle, the engine checks to see if the respective special spell has been countered. If so, it jumps to nodes 40-50 which assign another special spell. If not, the monster casts the spell. Before the effects, the engine checks to see if the party has the appropriate counterspell. If they do, the spell is countered and the engine takes note that the spell was countered so it will not be cast should the subcycle be selected again. If they do not have the counterspell, the effects occur and the engine returns to the timer to select a new subcycle and repeats until the monster is killed.
* Nodes 40-50 are fairly complicated and difficult to explain. Basically, it is split into three parts, one for each special spell subcycle. These randomly assign one of the other two special spells to be cast. Before casting it, however, the engine checks to see if that one too has been countered. If so, it selects the other, if not, the other spell is cast. If all spells have been countered, then the sequence will terminate as there is no reason to cast any further spells. The purpose of this is to give the monster some artificial intelligence in casting its special spells and to stop annoying the play with constant "Spell Countered!" messages.
* Note that 40-50 seem kind of messy at first glance, often having redundant checks. The purpose of this design was to limit the node usage. As these sequences tend to long, it is a good idea to save as much space as possible.
* Node 51 is called when the monster is killed.
*** Soul Crystal (Conditional Spells) ***
One of the features lacking in the Blades Editor is the Soul Crystal. For those who have not played the Exile trilogy, the Soul Crystal was a special item which was necessary to have in order to cast Capture Soul and Simulacrum. Now it is possible to simulate a Soul Crystal.
115,0 - Know Capture Soul?
115,1 - Know Simulacrum?
Special Item 0 - Soul Crystal
// Call this sequence when you find Capture Soul (not in a shop)
52 - Set SDF 115,0 = 1 ("You learned Capture Soul!")
53 - If Have Special Item 0, THEN GOTO 54; ELSE END
54 - Give Mage Spell (Capture Soul); END
// Call this sequence when you find Simulacrum (not in a shop)
55 - Set SDF 115,1 = 1 ("You learned Simulacrum!")
56 - If Have Special Item 0, THEN GOTO 57; ELSE END
57 - Give Mage Spell (Simulacrum); END
// Call this sequence when you find the Soul Crystal
58 - Give Special Item 0 ("You found a Soul Crystal!")
59 - IF SDF 115,0 = 1 THEN GOTO 60; ELSE GOTO 61
60 - Give Mage Spell (Capture Soul)
61 - IF SDF 115,1 = 1 THEN GOTO 62; ELSE END
62 - Give Mage Spell (Simulacrum); END
* Basically what the first two sequences do is record via a flag that the spell was found but does not actually give the spell unless the party has a Soul Crystal.
* The third sequence gives the Soul Crystal and checks to see if the party has located the other two spells and actually gives them if they have already found them.
* Note that you cannot sell these spells in shops for this to work.
* Also this can be applied to all sorts of other things beyond spells such as special items and such.
*** NPC Town Enc Saver ***
NPCs have become very popular recently. Several designers have complained that the number of NPCs that they could use was heavily limited by the number of Town Monster Encounters available. This sequence eliminates that problem by only requiring one Town Encounter. It does this by placing all of the NPCs in one encounter and then destorying any that are not in the party. This all occurs so fast that the player does not notice the unwanted NPCs.
This sequence should be placed in the scenario specials so it can be called conveniently at the start of every battle.
120,0 - NPC 1
120,1 - NPC 2
120,2 - NPC 3
Values:
0 - Not joined party
1 - In party
2 - Dead
63 - One-Time Place Town Enc (Place NPCs)
64 - IF SDF 120,0 = 1, THEN GOTO 66; ELSE GOTO 65
65 - Destroy Monster (NPC 1)
66 - IF SDF 120,1 = 1, THEN GOTO 68; ELSE GOTO 67
67 - Destroy Monster (NPC 2)
68 - IF SDF 120,2 = 1, THEN END; ELSE GOTO 69
69 - Destory Monster (NPC 3)
* Note this sequence is designed for three NPCs. This number can be expanded simply by continuing the sequence.

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The Staten Library
-------------------
By: S.M Adventurer
Version v1.01
This is the huggest library in the world! It has 3 floors. Outside, there is a inn that you can
rest at. To enter the library, you will need to buy a pass from Sara. She lives to the west.
In the library, you can learn some spells and recipes and things. It is a very huge place.
To people who will like to use the Staten Library in
their scenario:
-----------------------------------------------------
If you want to use the Staten Library in your scenario, that's find with me. But please do
these things:
1. You can just use one floor, but be sure to put in the special item for that level.
2. If you want to use all three floors, be sure to create the three special items.
3. If you want, you can delete the three special items, and the special nodes in the library
that use them.
4. If your using just one level, delete the stairway to the next level.
5. Don't mess with the personaliies, because that will really ruin the library.
6. If you find a bug, tell me please.
7. Please credit me if you do use the Staten Library in your scenario.
The List of the Three Special Items:
-------------------------------------
The Staten Library Pass - This will let you into the library. Buy from Sara to the west of the
enterace to the library.
Museum Ticket - This ticket lets you into the museum on the lower level of the library. Buy
from Ticket Woman right near the enterace to the museum.
Private Collection Pass - This pass lets you into the private collection on thhe upper level
of the library. Buy from Greta, right near enterace to the private collection.
----------------------------------------
Enjoy your visit to the Staten Library!
----------------------------------------

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Tower of Magi
By Terror's Martyr
I guess you couldn't really call this a scenario, but it is a great place for one to start. I made all of the Tower of Magi in exile 1.0 (except for Linda's Lab with a small sub-quest,) and that includes dialogue, nodes, and terrain. A lot of Tower remakes have sucked tremendously, but I think mine is okay. The password is 0, so that's pretty easy to remember. Play with it, bend it around, add a second floor! Do whatever you want, but if you decide to start a scenario off of it, please give me a bit of credit! This piece of text will do nicely:
Tower of Magi section by Terror's Martyr
http://www.geocities.com/terrorsmartyr/
Thank you for your patronage!

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Tower of Magi Scenario Utility v1.01:
---------------------------------------
By S.M Adventurer
This is my Tower of Magi. Feel free to use it in your scenario, but do not erase the
name credit sign in the hallway near the enterance.
The scenario is unpassworded, so feel free to modify it as you please.
The Tower contains personality nodes and Stuff Done Flags, so you will need to modify
those if you choose to use this Tower of Magi in your scenario.
Anyway, I hope you will find this utility useful.
My Website: http://srmboe0.tripod.com
Contact Information:
Email Address: srmboe2@yahoo.com
Updates:
v1.01 - Fixed a few bugs.

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THE FIFTH TOWER OF MAGI by Bain-Ihrno
Thanks for taking a look at this ToM. It is an (almost)
exact replica of E3's ToM. It is for use in your
scenario(s) (Why, oh why?)
This does require extensive set-up, so...
1. Create a NEW TOWN, and make it a large town.
2. Import Town 1 from magitowr.exs.
3. The characters are set up to have dialogue written,
but it isn't pre-written. You'll need to write your own
dialogue.
4. To set up the Robbery Curse in your scenario, go to Scenario
Event Timers, enter the desired number of moves, and then...
STUFF DONE FLAG?
(1,6)
If Flag=1, call Combat Black (can enter).
If not blocked, call 'Do Damage.'
Type a message, and enter the desired amounts of damage in.
Use whatever 'condition' specials you want.
5. If you plan to use either portal in your scenario, make
towns to hook them up.
- - - - - - - - - - - - - -
Questions? Comments? Email at: bihrno@yahoo.com
Please give me credit in the readme if you use this ToM
in your scenario.
Enjoy

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Scenerio Intro Text
This two level 48*48 Tower of the Magi is similar to the Exile series (central garden, memorial statues, outer walk ring, water area in central south, school of magic, and X's spot).
Due to some shrinkage, some rooms were reduced, rearranged, or combined, but the placement is similar to the originals. Like in any house, if there's some space, it should be used, or else the wall around that space was too long.
Key names: Triad of X, Solberg, Selentine; teachers Ambrin, Konig, Kyannan; priest Clarisse; extras = old sage Menlo, sellers of Vincent and Piglet, portal offical Vidrain, student mage Carrie.
In the laboratory there is a stairway to a lower level which can be a third town. Obviously, the main laboratory where dangerous experiments are done would be an add on. A 32*32 town should handle that.
If these levels are imported into a scenerio, you will need to change the 4 stairways (Garden upper left, center left Laboratory, center right Meeting Room, X's private stairway) depending on town numbers.
The password is 0. Some personalities have been added, be sure to change dialogue numbers in the town's dialogue list to match the creature's personality number (which will change based on town number).
Stuff Done Flags:
0,5 Church's chest = 10 first donation, 20 second and others, 240 steal
0,6 Portal effect = 240 if portal into TofMagi for a delayed effect
0,7 One time Garden of Remembrance message
0,8 ECM Chest trap
0,9 ECM gold counter for party 1 per 5,000 gp
Note: The altar only increases the party's intelligence by 2 and not by 2s up to 15 or 16 as in Exile 3.
Personalities
0 Mage Carrie
1 Townsman Vincent
2 Old witch Piglet
3 High Priest Clarisse
4 Wizard Konig
5 Wizard Portal Wizard
10 Order Mage Solberg
11 Order Mage Selentine
12 Order Mage X
13 Old Witch Menlo
Any bugs, suggestions, or other comments are welcomed.
Jamie Clark (jamclark@kfalls.net)

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>>>>>>>>>>>>>>>>>>>>>>>>>>>> The Ultimate Equipment <<<<<<<<<<<<<<<<<<<<<<<<<<<<
by Slith Lord
This is a scenario for parties at Lvl. 50 who want to get the best equipment avaible for no money, or for parties who are about Lvl.35-50 and don<6F>t want to get stronger by an editor.
This little scenario (utility) was not made for specific scenarios, so you won<6F>t find anything that has to do with another scenario. Use this scenario Only if you are at least a bit over Lvl. 35, otherwise you won<6F>t survive everything!
The scenario includes:
1. All pieces of equipment for 1 Person (enter the scenario again if you got more than one guy), with 1 weapon for each class + Lockpicks, a Rifle, Poison for your weapon, a very strong scroll and a perfect version of Ambrosia;
2. A popular and dead Vahnatai who will train you;
3. Special Enemies which can be fought in a small arena to gain skill points and XP;
4. A neverending source of gold and food;
5. A second half-hidden level of the tower you are in with four small Remembrance Halls for each known race on Ermarian;
6. A hidden gift item, which can be VERY useful;
and 7. an altar for praying to any god(s) who will take you back to the BoE main screen.
If you find any bugs (I don<6F>t think so), have any comments or something else contact me through my e-mail adress: slithlord@gmx.net
Have fun with this little world!

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Mac Users! You will need to create a MEG file for this
scenario. However, the graphics in it are irrelevant (so
long as they're 40 rows or less). Just make a copy of
the "Valley of the Dying Things" meg, and rename it
yada.meg.
"The Debug Check"
The principal things to remember for the Debug Check are:
1. Make sure you place the two creatures somewhere the party
(or quickfire the party unleashes) can get to. The best place
is a single, enclosed room.
2. Make sure that either one monster is always guaranteed to lose
the fight, or that both monsters have the same life flag.
3. Make sure the monsters are set to types that will fight each
other.
4. Make sure the monsters can see each other. In dark areas,
include a light source near them.
5. Finally, make sure the party cannot progress without the
key stuff done flag being set to 1.
Obviously, customization of "The Debug Check" is entirely up
to you. You can attempt to integrate it into the scenario proper
(See generally "An Apology") or just leave it lying out there
with no justification whatsoever ("Falling Stars").
"The Shadow Effect"
Things to keep in mind here:
1. It works best on PCs. MAC users see a bunch of funky colors.
2. It needs a graphics file to operate.
3. You can play around with terrain, but I've found that often
becomes nothing more than headache. Still, if you can find a
good use, go for it!
"The Way Out"
Things to keep in mind here:
1. Make sure the party either (A) starts with "The Way Out" or
(B) gains possession of it very early on.
2. Make sure you've checked the "Special Item Can Be Used" box.
The coding for the way out:
(Where the special item calls scenario special node #1)
1. Display Dialogue, "Are you sure you want to quit the scenario?"
Yes/No Options. If yes, go to 2. If no, do nothing.
2. End Scenario.

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Thanks for downloading Yada Yada Yada, Part II! This is a short,
utility scenario by Alcritas (boelyceum@hotmail.com). All of the
graphics contained in this scenario are by Alcritas, and may be used
freely, except the stairway graphics, which are by Drizzt.
If you are on a Mac, you'll need to convert the graphics file into
a .meg file. Good luck with that.

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Alternate Party Maker
by Ryan Thompson
This party builder was meant to be an alternative to Tarl Kudrick's party builder, as it goes more in detail and requires the party to complete a short combat section. This is to assure that the party is ready to go into your scenario. There is no password, just don't edit out the part of the intro text that gives me credit.
Instructions to designers:
<EFBFBD>All places in the party maker where dialog boxes say {scenario name}, you should fill in your scenario name.
<EFBFBD>Change the name of utility.exs to something that connects with your scenario. For example: If your scenario is lostguys.exs, this file should be something like lostgupm.exs.
<EFBFBD>Change the scenario's graphic to match the one that you gave your scenario. If your scenario uses the graphic with the sword in the rock, this one should too.
<EFBFBD>In the scenario Read-Me file, warn the party that gold is easily wasted.
The scenario was beta-tested by Olivier Monnin and Janet Cone.
Special thanks to -- Andrew Barton and Dale Mertes
If any bugs are found, email me at thompson@ziplink.net
Version History
---------------
2.1.0 --
Again Edited Dark Wyrm Lords at Request of Alex Kane
Removed Useless Items
Changed Prices of Items
Corrected Item Abilities
Corrected Zog
Corrected Dialogue
Fixed 'Buy' Buttons For Several Salesmen
Edited Scenario Information
Changed Gold Levels Again
Changed Experience Nodes
Corrected Inconsistencies
Corrected Another SDF Glitch
Made More User-Friendly
2.0.0 --
Revamped Combat Monsters
Made Combats Easier
Made Teleportation Smoother
Fixed SDF Glitch
Fixed Minor Bugs
Synchronized Novah
Added Dialogue
Adjusted Item Costs
Changed Items Sold
Added More Gold
Fixed Inconsistencies
Added to Nodes
Enhanced General Feel
1.2.0 --
Toned Down Dark Wyrm Lords
Upload to Web
Second Release
1.0.1 --
Fixed Major Bugs
First Release