From 010f5c65e88798d788fb977cdbcec96def1c25e5 Mon Sep 17 00:00:00 2001 From: Celtic Minstrel Date: Sat, 27 Jun 2015 10:10:09 -0400 Subject: [PATCH] More documentation updates, mostly to the TOCs --- doc/editor/Contents.html | 55 +++++++++++++++++++-- doc/editor/Dialogue.html | 22 ++++----- doc/editor/Editing.html | 14 +++--- doc/editor/Outdoors.html | 14 +++--- doc/editor/Specials.html | 16 +++---- doc/editor/Towns.html | 12 ++--- doc/editor/appendix/Examples.html | 4 +- doc/editor/appendix/Items.html | 20 ++++---- doc/editor/appendix/Magic.html | 4 +- doc/editor/appendix/Messages.html | 4 +- doc/editor/appendix/Monsters.html | 24 ++++++---- doc/editor/appendix/Sounds.html | 4 +- doc/editor/appendix/Specials.html | 38 +++++++++------ doc/editor/appendix/Terrain.html | 4 +- doc/game/About.html | 19 ++++---- doc/game/Contents.html | 51 +++++++++++++------- doc/game/Credits.html | 77 +++++++++++++++++------------- doc/game/Intro.html | 14 +++--- doc/game/Mage.html | 14 +++--- doc/game/Menus.html | 16 +++---- doc/game/Misc.html | 8 ++-- doc/game/Priest.html | 27 +++++------ doc/img/gobtn.gif | Bin 878 -> 0 bytes doc/img/screen.png | Bin 155504 -> 0 bytes 24 files changed, 278 insertions(+), 183 deletions(-) delete mode 100644 doc/img/gobtn.gif delete mode 100644 doc/img/screen.png diff --git a/doc/editor/Contents.html b/doc/editor/Contents.html index 94b969c4..79937a17 100644 --- a/doc/editor/Contents.html +++ b/doc/editor/Contents.html @@ -14,20 +14,68 @@
  • About the Blades of Exile Scenario Editor
  • Scenario Building: A Step By Step Guide
  • Making and Editing Scenarios
  • +
  • Editing the Outdoors
  • +
  • Editing Towns
  • +
  • Editing Terrain Types
  • Editing Monster Types
  • Editing Items
  • Advanced Topics Introduction
  • Special Encounters
  • +
  • Dialogue
  • +
  • Customizing Graphics
  • Testing and Distributing Your Scenario
  • Appendices

    1. Special Encounter Node Types
    2. +
    3. Monster Ability Types
    4. Item Ability Types
    5. Starting Terrain Types
    6. Blades Sound Effects
    7. @@ -43,9 +91,10 @@

      Technical support

      If you are having trouble with the game, use the following resources to get help.

      Spiderweb Software

      -

      Special Items (Advanced)

      +

      Special Items (Advanced)

      Special items are given to the party during special encounters, and other special encounters can check for their presence. A key to a locked door might be a special item, and when the door is reached, the party will only be let through if they have that item. @@ -229,7 +229,7 @@ next section on dialogue.

      The first two text areas are for the item's name and description (the description appears when the player uses the Special Item screen). If you want the party to start with the item, click the first button. If you want them to be able to use it, click the second button. When a special item is used, the game will call a given Scenario special node. To create or edit this special node, press the Create/Edit button. Special encounters are described in great depth in the next section. -

      Quests (Advanced)

      +

      Quests (Advanced)

      Quests give a way to remind the party what they need to do next. They can also be used to create a job bank, similar to Exile III. diff --git a/doc/editor/Outdoors.html b/doc/editor/Outdoors.html index 908426fd..f5f7925a 100644 --- a/doc/editor/Outdoors.html +++ b/doc/editor/Outdoors.html @@ -15,7 +15,7 @@ outdoor editing screen. Here, you can edit your outdoor sections terrain, special encounters, wandering monsters, etc.

      -

      The Outdoor Editing Screen

      +

      The Outdoor Editing Screen

      The areas of the outdoor editing screen are as follows:

      -

      Editing Terrain

      +

      Editing Terrain

      In all probability, the bulk of your scenario editing time will be spent painting the terrain onto the empty canvas of a blank town or outdoor section. While this can often be @@ -108,7 +108,7 @@ floor. When grass walkways (the second of the two, marked with a G) are rounded is drawn. Make sure to only use cave walkways around cave floor, and grass walkways around grass floor.

      -

      Editing Buttons

      +

      Editing Buttons

      Terrain Editing Buttons @@ -184,7 +184,7 @@ on this space. dot on the space.
    -

    The Outdoor Menu

    +

    The Outdoor menu also has a number of important features.

    @@ -219,7 +219,7 @@ the outdoor section's signs are listed to the right. Click on a message to edit or alt click to clear it. -

    Outdoor Details

    +

    Outdoor Details

    This dialog lets you set a few important details about this outdoor section.

    @@ -239,7 +239,7 @@ and outdoor combat, unless an individual town overrides it. If any of these are
  • Comment: This is a space for you to add notes to yourself.
  • -

    Outdoor Wandering Encounters

    +

    Outdoor Wandering Encounters

    No outdoor travel would be complete without a few fights. Your main tool for providing action outdoors is the outdoor encounter editing windows (accessed by selecting Outdoor @@ -273,7 +273,7 @@ node to be called when the party defeats the encounter. node to be called when the party escapes the encounter. -

    Special Icons

    +

    Special Icons

    Display Symbols

    Figure 2: Meanings of the Display Symbols

    diff --git a/doc/editor/Specials.html b/doc/editor/Specials.html index a455240f..59b24147 100644 --- a/doc/editor/Specials.html +++ b/doc/editor/Specials.html @@ -31,7 +31,7 @@ called, they are all created in the same way, and Blades of Exile runs through t same way. Before this will make much sense, though, there needs to be some background on how exactly special encounters work.

    -

    Special Nodes

    +

    Special Nodes

    The basic ingredient of a special encounter is called a special node. Each town and outdoor section has a list of special nodes, and the scenario itself has a bunch of them @@ -56,7 +56,7 @@ three long.

    a set of global nodes. This multitude of special nodes will be the clay with which you can sculpt a wild, elaborate adventure.

    -

    Pointers (Advanced)

    +

    Pointers (Advanced)

    Pointers are an advanced feature of the special node engine. A pointer is a negative number that references a Stuff Done Flag, allowing you to directly use the value of a @@ -88,7 +88,7 @@ targeted space. targeted space. -

    Simple Examples

    +

    Simple Examples

    Confused yet? Understandable. Creating a special encounter is a lot like writing a short computer program. Writing computer programs is not incredibly difficult, but it does @@ -148,7 +148,7 @@ see the text. After the encounter, notice that the white spot has disappeared. W put a One Shot special on a space with a white spot, Blades of Exile will make the spot disappear after the special has been visited.

    -

    Third Example:

    +

    Third Example

    Finally, we will create the earlier example of a chain of specials. This encounter will put up a text message, damage the party, and poison them as well.

    @@ -190,7 +190,7 @@ stairways to move the party from one level to another, or fill areas with fire b ice walls. Read on, to find out the basics of special nodes, and how to work with them.

    -

    The Editing Dialog

    +

    The Editing Dialog

    There are almost 200 different sorts of special nodes. These nodes, their effects, and the values you need to give to determine exactly what they do are listed in the Special @@ -255,7 +255,7 @@ will be assigned a new node. Make that node the desired type (in this case, Dama Party), and set the Jump To field in the new node to 17. Voila! The chain is now 3 nodes long.

    -

    Other Ways to Edit Specials

    +

    Other Ways to Edit Specials

    When you select Edit Special Nodes from the Scenario, Town, or Outdoor menus, you will see a list of all of the scenario, current town, or current outdoor section nodes. Click @@ -266,7 +266,7 @@ remember the number of the first special node in the chain, and enter it into th appropriate place (such as Special To Call When Town Entered in the Advanced Town Properties window).

    -

    What Nodes are Called When

    +

    What Nodes are Called When

    If you put a special encounter on the ground in town, it is called when the party walks onto it. If you put a special encounter on a space the party can't walk onto, it is called @@ -299,7 +299,7 @@ scenario (select Set Scenario Event Timers from the Scenario menu).

    Very importantly, you can have special nodes called during conversation. This is described in more detail in the chapter on dialogue.

    -

    Time Passing

    +

    Time Passing

    When a party begins a scenario, the scenario will be set on day 1, and they won't have done anything or completed any quests. As time passes and the party does things, you might diff --git a/doc/editor/Towns.html b/doc/editor/Towns.html index 2af02511..d7826428 100644 --- a/doc/editor/Towns.html +++ b/doc/editor/Towns.html @@ -14,7 +14,7 @@

    Editing a town is very similar to editing an outdoor section. The basic mechanics are the same. There are simply more options.

    -

    Editing Buttons

    +

    Editing Buttons

    There are 45 buttons for use while editing the towns (see the figure in the previous chapter for a diagram of button positions). Most of these buttons have the same effect as @@ -85,7 +85,7 @@ space. enhance the atmosphere of the level. -

    Town Menu

    + -

    Town Details

    +

    Town Details

    There are two dialog boxes to edit the town details and advanced town details, which are accessed through the Town menu.

    @@ -193,7 +193,7 @@ this town. Generally, this should be set in the starting town, but you may also it in other towns, especially if you can't return to the starting town later. -

    Placing Items

    +

    Placing and Editing Items

    You can place preset items in towns for the party to find. To place an item, click the sword icon at the right of the tool palette, select an item from the grid above, and click @@ -220,7 +220,7 @@ Note that if there's both a container and a crate/barrel on the space, the item always be inside the crate/barrel, not the container. -

    Placing And Editing Monsters

    +

    Placing And Editing Monsters

    Placing and editing monsters works like editing items. Click the person icon at the right of the tool palette, select a monster from the grid above, and click on the spot for @@ -294,7 +294,7 @@ monster you only want the party to be able to kill once. -

    Special Icons

    +

    Special Icons

    Display Symbols

    Figure 2: Meanings of the Display Symbols

    diff --git a/doc/editor/appendix/Examples.html b/doc/editor/appendix/Examples.html index 6b308e93..22b3aa46 100644 --- a/doc/editor/appendix/Examples.html +++ b/doc/editor/appendix/Examples.html @@ -1,7 +1,7 @@ - + Special Encounter Examples - BoE Scenario Editor Guide @@ -12,7 +12,7 @@
    -

    Appendix 8 - Special Encounter Examples

    +

    Appendix H - Special Encounter Examples

    Extra examples can be very useful when making special encounters. Here are a few quick sets of instructions for making popular types of encounters.

    diff --git a/doc/editor/appendix/Items.html b/doc/editor/appendix/Items.html index ea5f9ca1..02856442 100644 --- a/doc/editor/appendix/Items.html +++ b/doc/editor/appendix/Items.html @@ -11,7 +11,7 @@
    -

    Appendix 3 - Item Ability Types

    +

    Appendix B - Item Ability Types

    Each item type can have a special ability. The types of abilities available range from shooting fireballs to weapons doing special damage to dragons to items being ingredients @@ -44,24 +44,24 @@ these items is calculated the same way as for Usable abilities.

    There are four different classes of item ability type, each with its own properties and -varieties of items that can possess it. Three of these classes are inherent abilities. THe +varieties of items that can possess it. Three of these classes are inherent abilities. The categories are listed below:

      -
    • Weapon Abilities: Abilities of this type can be given to weapons. Some of these +
    • Weapon Abilities: Abilities of this type can be given to weapons. Some of these abilities can only be given to missiles (like darts or arrows). None of these abilities require charges.
    • -
    • General Abilities: Abilities of this type can be given to non-missile items +
    • General Abilities: Abilities of this type can be given to non-missile items which can be equipped (e.g. rings, armor, sword, but not arrows) but not to items that can't (e.g. wands, potions). Only a few of these ability types require that the items having them have charges.
    • -
    • Usable Abilities: Most abilities of this type change the status of the party or +
    • Usable Abilities: Most abilities of this type change the status of the party or individual character in some way, such as making them more or less poisoned, or raising or lowering health. A few instead cast a spell or have a similar effect such as summoning monsters. Abilities of these types can be given to any item that's not a missile (e.g. arrows, bolts). Being usable item abilities, any item having one of these abilities must have charges.
    • -
    • Reagents: Items with these abilities are alchemical ingredients, spell +
    • Reagents: Items with these abilities are alchemical ingredients, spell reagents (e.g. smoky crystals, sapphires), or similar substances. All items with an ability of this type must have charges, and must be of variety Non-use Object.
    @@ -77,7 +77,7 @@ the extra data fields and Magic Item Adjust affect it are described below.

    The item has no special ability.
    -

    Weapon Abilities (Inherent)

    +

    Weapon Abilities (Inherent)

    For each of these abilities, the Ability Strength is a number from 0 to 10, which represents the strength of the ability (0 is weakest, 10 is most powerful). The Magic Item @@ -139,7 +139,7 @@ Strength. (So, an ability strength of 1 has no effect.)

    The weapon calls a special node every time it hits.
    -

    General Abilities (Inherent)

    +

    General Abilities (Inherent)

    For each of these abilities (unless otherwise stated), the Ability Strength is a number from 0 to 10, which represents the strength of the ability (0 is weakest, 10 is most @@ -251,7 +251,7 @@ it is.

    Drains missiles twice as fast. This is typically given to bows and crossbows.
    -

    Usable Abilities

    +

    Usable Abilities

    Most of these item abilities affect a character's statistics (e.g. health, spell points) or status (e.g. poison, flying) when the item is used.

    @@ -364,7 +364,7 @@ Item Adjust setting is ignored. are the extra data fields.. -

    Reagents (Inherent)

    +

    Reagents (Inherent)

    To perform alchemy or cast certain spells, the alchemist/caster must have items with certain abilities in his/her inventory. For example, to make a Weak Poison potion, the diff --git a/doc/editor/appendix/Magic.html b/doc/editor/appendix/Magic.html index ba363870..e6283876 100644 --- a/doc/editor/appendix/Magic.html +++ b/doc/editor/appendix/Magic.html @@ -1,7 +1,7 @@ - + Spell and Alchemy Lists - BoE Scenario Editor Guide @@ -11,7 +11,7 @@

    -

    Appendix 7 - Spell and Alchemy Lists

    +

    Appendix G - Spell and Alchemy Lists

    You can set special encounter nodes to give the party mage spells, priest spells, and alchemical recipes. These lists contains the numbers you enter to give specific diff --git a/doc/editor/appendix/Messages.html b/doc/editor/appendix/Messages.html index b96e609e..d520c565 100644 --- a/doc/editor/appendix/Messages.html +++ b/doc/editor/appendix/Messages.html @@ -1,7 +1,7 @@ - + Text Messages - BoE Scenario Editor Guide @@ -11,7 +11,7 @@

    -

    Appendix 6 - Text Messages

    +

    Appendix F - Text Messages

    You can edit the text messages for the scenario, a town, or an outdoor section. This gives you the chance to directly edit the adventure text, without going through the diff --git a/doc/editor/appendix/Monsters.html b/doc/editor/appendix/Monsters.html index da07aec3..ea6a9a1f 100644 --- a/doc/editor/appendix/Monsters.html +++ b/doc/editor/appendix/Monsters.html @@ -1,7 +1,7 @@ - + Monster Ability Types - BoE Scenario Editor Guide @@ -11,7 +11,7 @@

    -

    Appendix 5 - Monster Abilities

    +

    Appendix C - Monster Ability Types

    When adding a new monster ability, you may have noticed that there are fourteen custom options to choose from at the end of the list. These options don't fill in the ability @@ -22,7 +22,15 @@ dialog. You can also get there by editing an existing ability.

    rather than Cancel. Clicking Cancel will cause the ability to be added with default values (generally all zeroes).

    -

    The Basics

    + + +

    The Basics

    When editing any monster ability, you'll see four informational fields.

    @@ -42,7 +50,7 @@ from a list. The options depend on the ability type.
  • Delete - You can delete the ability by clicking this button.
  • -

    Missile Abilities

    +

    Missile Abilities

    Monsters will not use most missile abilities when adjacent to their target. Missile abilities offer the following "subtypes":

    @@ -73,7 +81,7 @@ this ability. hitting. -

    General Abilities

    +

    General Abilities

    General abilities cover several categories with a variety of effects. Some of these are obvious, others less so. Even when ranged, monsters will also use most of these abilities @@ -139,7 +147,7 @@ depends on the ability type. the meaning is obvious. Click Choose to select one from a list. -

    Radiate Field Abilities

    +

    Radiate Field Abilities

    Monsters that radiate fields are automatically immune to their own fields. Since radiate abilities are passive, they take no action points. A radiate ability provides no @@ -153,7 +161,7 @@ fields, so generally something like barriers or forcecages is a poor choice.Affected Area - The area to effect. Click Choose to select one. -

    Summoning Abilities

    +

    Summoning Abilities

    Since summon abilities are passive, they take no action points to activate. They do have the following subtypes:

    @@ -177,7 +185,7 @@ range.
  • Chance - The percent chance each turn of summoning.
  • -

    Other Abilities

    +

    Other Abilities

    There are several other abilities that can be added to monsters. They don't have a dedicated "Custom Ability" option, but you can edit them after adding for some increased diff --git a/doc/editor/appendix/Sounds.html b/doc/editor/appendix/Sounds.html index c0f7712b..e300cfd3 100644 --- a/doc/editor/appendix/Sounds.html +++ b/doc/editor/appendix/Sounds.html @@ -1,7 +1,7 @@ - + Blades Sound Effects - BoE Scenario Editor Guide @@ -11,7 +11,7 @@

    -

    Appendix 5 - Blades Sound Effects

    +

    Appendix E - Blades Sound Effects

    There are several places in the editor where you are asked for the number of a sound effect. These are the available Blades effects:

    diff --git a/doc/editor/appendix/Specials.html b/doc/editor/appendix/Specials.html index ce2053e9..90c54d0c 100644 --- a/doc/editor/appendix/Specials.html +++ b/doc/editor/appendix/Specials.html @@ -1,7 +1,7 @@ - Blades of Exile Editor Documentation [14-A1] Special Encounter Node Types + Special Encounter Node Types - BoE Scenario Editor Guide @@ -11,18 +11,28 @@
    -

    Appendix 1 - Special Encounter Node Types

    +

    Appendix A - Special Encounter Node Types

    -

    These are the many types of special encounter nodes. They are divided into six +

    These are the many types of special encounter nodes. They are divided into seven different categories, and given with examples and descriptions of what the various editing fields do.

    -

    General Use Specials

    + + +

    General Use Specials

    This is the class of special encounters which can be called at practically any time. Most of them can always be called. A few can't - these are noted in the encounter description.

    -

    General notes

    +

    General notes

    Stuff done 1, Stuff done 2:
    Some of these nodes change a Stuff Done flag. A Stuff Done flag is described by two values: Stuff done 1 and Stuff done 2. The legal range @@ -522,7 +532,7 @@ with the saved game.
    Extra 1a:
    The sign to swap with.
    -

    One-Shot Specials

    +

    One-Shot Specials

    This is the class of specials you generally only want to occur one time, such as giving items.

    @@ -537,7 +547,7 @@ Special, and the specified Stuff Done flag in that node is 250, then the white d disappears. Thus, specials that don't do anything anymore aren't marked by a special dot.

    -

    General notes:

    +

    General notes:

    Stuff done 1, Stuff done 2:
    All of these nodes change a Stuff Done flag. A Stuff Done flag is described by two values: Stuff done 1 and Stuff done 2. The legal range @@ -703,7 +713,7 @@ the trap.
    must disarm the trap to be able to take any of the items in the chest.
    -

    Affect PC/Party/Monster Specials

    +

    Affect PC/Party/Monster Specials

    All of these special encounters do something to one character, to the party, or to a monster. Who they affect depends on several factors.

    Special node 80 (Select a Target) asks the player to select one of their PCs. Once this @@ -723,7 +733,7 @@ affect the whole party; they ignore the currently selected target.

    Note that when one of these specials does something bad (e.g. diseases or poisons) a character, all resistances (e.g. protection from poison rings) apply.

    -

    General notes:

    +

    General notes:

    Stuff done 1, Stuff done 2:
    None of these special node types use these fields.
    Mess 1, Mess 2:
    All of these special node types (except Select a PC) can @@ -1055,7 +1065,7 @@ add 1000 to it.
    PCs. -

    If-Then Specials

    +

    If-Then Specials

    These special node types don't do anything by themselves. Instead, they choose from several choices which node to call next. For example, if you want something to happen when the party has the Crown of Might and something different to happen when they don't, you @@ -1409,14 +1419,14 @@ completed, 3 - failed), the special in Extra 1c is called.

    Jumpto:
    Otherwise, this special is called.
    -

    Town Mode Specials

    +

    Town Mode Specials

    These special nodes only have an effect in town mode (where most of the game takes place). If called outdoors, all of these nodes immediately jump to the Jump To special.

    For all of these special types, unless the description specifically says it ends the special encounter, once done, each node calls the Jump To node.

    -

    General notes:

    +

    General notes:

    Mess 1, Mess 2:
    All of these special node types can display one or two messages. If you don't want a message displayed, just leave these at -1.
    @@ -1825,7 +1835,7 @@ at the top of the space. placed.
    -

    Rectangle Specials:

    +

    Rectangle Specials

    These nodes all do things to a rectangle of terrain that you select. Most of them work both in town and outdoors, but the first few only work in town. For these nodes, the values have slightly different meanings than before:

    @@ -1911,7 +1921,7 @@ unlockable (or unlockable and bashable), it becomes unlocked (i.e. is changed to locked terrain type). -

    Outdoor Mode Specials

    +

    Outdoor Mode Specials

    These special nodes only have an effect in outdoor mode. If called anywhere but outdoors, all of these nodes immediately jump to the Jump To special.

    For all of these special types, unless the description specifically says it ends the diff --git a/doc/editor/appendix/Terrain.html b/doc/editor/appendix/Terrain.html index bfd9f8ea..984576d5 100644 --- a/doc/editor/appendix/Terrain.html +++ b/doc/editor/appendix/Terrain.html @@ -1,7 +1,7 @@ - + Starting Terrain Types - BoE Scenario Editor Guide @@ -11,7 +11,7 @@

    -

    Appendix 4 - Starting Terrain Types

    +

    Appendix D - Starting Terrain Types

    There are 256 premade terrain types (numbered 0 - 255) in the basic scenario you start with. Many of them have special properties, or need to be handled in different ways. diff --git a/doc/game/About.html b/doc/game/About.html index 50b4379e..36a76c18 100644 --- a/doc/game/About.html +++ b/doc/game/About.html @@ -14,7 +14,7 @@

    About Blades of Exile

    -

    About this copy

    +

    About this copy

    This is Blades of Exile, a huge, highly-detailed fantasy role-playing system for the PC. This remarkable set of programs contains nearly infinite possibilities for adventure. First, the game itself comes with three full, exciting scenarios, filled with excitement, @@ -25,28 +25,31 @@ and play through them yourself. Even when you've finished the scenarios that com Blades, you've only started to tap the potential for fun this product offers you!

    In 2007, ten years after the original release of BoE, the source code of the game was released, and the tedious process of updating the game to modern standards began.

    -

    About Open Source

    -

    This program is being distributed and licensed under the GNU General Public license. -You should have received a copy of this license with the game – if you haven't, it may be -found online at this -site. This copy should, when you first receive it, contain a copy of the game, data +

    This copy should, when you first receive it, contain a copy of the game, data files, four scenarios, and two utility programs (the character editor and the scenario editor).

    +

    About Open Source

    +

    This program is being distributed and licensed under the GNU General Public license. +You should have received a copy of this license with the game – if you haven't, it may be +found online at this +site.

    The source code of this game is available at its Github repo. If you wish to contribute in any way, email one of the project owners or post in the forum to express your interest. Or, if you have an IRC client, point it to the Blades of Exile channel.

    -

    Comments and Bugs

    +

    Comments and Bugs

    Any bug reports or feature requests should be submitted using the form at the Issues page. Comments can be posted on the forum or in the IRC channel (linked above). Please do so. We love to hear from you, and any comments can serve to make this game better.

    -

    System Requirements

    +

    System Requirements

    Blades of Exile should work on most modern computers, as its requirements were originally for old Classic Macs and Windows 3.x. The modern, updated version requires Mac OSX 10.7 (it may or may not work on earlier version) or Windows 7 (it may work on Vista but probably won't work on XP).

    +

    It will run on Linux under WINE, provided you have at least version 1.7.31. There is +currently no native Linux version.

    diff --git a/doc/game/Contents.html b/doc/game/Contents.html index 20b6d133..a4bf9626 100644 --- a/doc/game/Contents.html +++ b/doc/game/Contents.html @@ -13,21 +13,22 @@
  • About Blades of Exile
  • -
  • Playing Tips for Beginners
  • +
  • Playing Tips for Beginners
  • Getting Started
  • The Exile Screen
  • @@ -42,15 +43,31 @@
  • Miscellaneous
  • -
  • Mage Spells
  • +
  • Mage Spells (Level +1 +2 +3 +4 +5 +6 +7) +
  • -
  • Priest Spells
  • +
  • Priest Spells (Level +1 +2 +3 +4 +5 +6 +7) +
  • Hints for Getting Started
  • diff --git a/doc/game/Credits.html b/doc/game/Credits.html index e759f5a8..e2848425 100644 --- a/doc/game/Credits.html +++ b/doc/game/Credits.html @@ -14,49 +14,58 @@

    Credits

    Original Game

    -

    Ayatollah of Rock-n-Rollah: Jeff Vogel (SpidWeb@spidweb.com)

    -

    Graphics: Andrew Hunter (Wormius@aol.com)

    -

    Office Manager, Design Assistant: >Mariann Krizsan (krizsan@spidweb.com)

    -

    Opening Screen Graphic: James Ernest (ernest@speakeasy.org)

    -

    Beta Testing: AFA Alice (AOL), BGraceFild, Jeremy Braz, Donald Burke, Chris Gerhard, +

      +
    • Ayatollah of Rock-n-Rollah: Jeff Vogel (SpidWeb@spidweb.com)
    • +
    • Graphics: Andrew Hunter (Wormius@aol.com)
    • +
    • Office Manager, Design Assistant: Mariann Krizsan (krizsan@spidweb.com)
    • +
    • Opening Screen Graphic: James Ernest (ernest@speakeasy.org)
    • +
    • Beta Testing: AFA Alice (AOL), BGraceFild, Jeremy Braz, Donald Burke, Chris Gerhard, Don Henson, Farand "Bob" Koo, Seanachai, SerSpense, Och-Med, Edward Spencer, Luke Steele, -Jesse Thrall, Christopher Tucker, Jake "Maxx" Wallace.

      +Jesse Thrall, Christopher Tucker, Jake "Maxx" Wallace.
    • +

    Thanks to

    -

    Mariann Krizsan - For tolerating my neurosis and being the best damn employee money can -buy.

    -

    Shirley Monroe - For invaluable support early on.

    -

    My Beta Testers - For working so hard for so long.

    +
      +
    • Mariann Krizsan - For tolerating my neurosis and being the best damn employee money can +buy.
    • +
    • Shirley Monroe - For invaluable support early on.
    • +
    • My Beta Testers - For working so hard for so long.
    • +

    Television Avatars

    -

    The History Channel - For showing Movies In Time in the early afternoon, and thus -providing invaluable spiritual support in times of need.

    -

    A&E - For showing Northern Exposure and Law & Order in the late afternoon, and -thus providing invaluable spiritual support in times of need.

    -

    Comedy Central - For showing the Daily Show, South Park, and the Daily Show again late -at night, and thus providing invaluable spiritual support in times of need.

    -

    Wizards of the Coast - For creating Magic: the Gathering, which provided a welcome +

      +
    • The History Channel - For showing Movies In Time in the early afternoon, and thus +providing invaluable spiritual support in times of need.
    • +
    • A&E - For showing Northern Exposure and Law & Order in the late afternoon, and +thus providing invaluable spiritual support in times of need.
    • +
    • Comedy Central - For showing the Daily Show, South Park, and the Daily Show again late +at night, and thus providing invaluable spiritual support in times of need.
    • +
    • Wizards of the Coast - For creating Magic: the Gathering, which provided a welcome distraction for the labors of creating a public scenario editor. We do accept Moxes as -payment for shareware.

      -

      Me - For getting through writing this thing. Writing a scenario editor sucks.

      +payment for shareware.
    • +
    • Me - For getting through writing this thing. Writing a scenario editor sucks.
    • +

    — Jeff Vogel
    Spiderweb Software, Inc.
    Seattle, WA 1997

    Open Source Version

    -

    Khoth - for porting the Mac version of the game and the scenario editor to Carbon.

    -

    Niemand - for doing the same with the Mac character editor, and providing help and -small fixes here and there.

    -

    Ormus - for porting the Windows version to 32-bit.

    -

    Ishad Nha - for jumpstarting active development with his work on the Windows -editor.

    -

    Chokboyz - for fixing many bugs in the Windows version.

    -

    Celtic Minstrel - working on feature enhancements and bugfixes in the Mac version.

    -

    Mistb0rn - for creating many wonderful new graphics

    -

    The Almighty Doer of Stuff (ADoS) - for insight into what is and is not a good idea, -and for some new graphics.

    -

    Stareye - for early work on the Mac version which will hopefully be merged into the -main source.

    -

    Thuryl - Extensive help with deciding whether a change would break legacy -compatiability.

    +
      +
    • Khoth - for porting the Mac version of the game and the scenario editor to Carbon.
    • +
    • Niemand - for doing the same with the Mac character editor, and providing help and +small fixes here and there.
    • +
    • Ormus - for porting the Windows version to 32-bit.
    • +
    • Ishad Nha - for jumpstarting active development with his work on the Windows +editor.
    • +
    • Chokboyz - for fixing many bugs in the Windows version.
    • +
    • Celtic Minstrel - working on feature enhancements and bugfixes in the Mac version, +and responsible for porting from Carbon to Cocoa.
    • +
    • Mistb0rn - for creating many wonderful new graphics
    • +
    • The Almighty Doer of Stuff (ADoS) - for insight into what is and is not a good idea, +and for some new graphics.
    • +
    • Stareye - for early work on the Mac version which will hopefully be merged into the +main source.
    • +
    • Thuryl - Extensive help with deciding whether a change would break legacy +compatiability.
    • +
    diff --git a/doc/game/Intro.html b/doc/game/Intro.html index ffcb509c..b521c8e2 100644 --- a/doc/game/Intro.html +++ b/doc/game/Intro.html @@ -11,7 +11,7 @@

    Getting Started

    -

    Starting Quickly

    +

    Starting Quickly

    Blades of Exile is designed to be as simple as possible to learn and play. If you, like many game-players, dislike reading the manual before jumping into the game, go ahead. It is recommended you read the Introduction (the next section), the overview of the most @@ -22,7 +22,7 @@ the section describing what the skills are.

    Souls, or Exile III: Ruined World, you will have a very easy time getting into the swing of things here. The commands are basically the same, and the differences will be pretty easy to pick up as you go along.

    -

    Introduction to the World of Exile

    +

    Introduction to the World of Exile

    The world of Exile is a huge place. Actually, it's two very different worlds in one. First, there's the surface world. The surface world is ruled by the Empire. That's what its called. The Empire. Not the Empire of Something, or the Something Empire. Just the @@ -112,7 +112,7 @@ forces of rebellion keep poking up all around. The Vahnatai want to be safe. The and slithzerikai fight to survive, often at the expense of others.

    It's a tumultuous world, filled with combat and confusion. What better environment for a group of adventurers (like you) to make their fortunes?

    -

    Starting the game

    +

    Starting the game

    Once you run Blades of Exile and see the title screen, you have five options:

    Load Saved Game
    @@ -134,13 +134,13 @@ which comes with Blades of Exile. Click on the scenario to play.

    button by the scenario you want to enter it.

    When you are just starting, you'll want to select Make New Party...

    -

    What is going on?

    +

    What is going on?

    Before you can do anything, you will need to create a band of adventurers for yourself to control. This group of adventurers, called a party, will be your agents in the strange worlds you find yourself in. You can control them, talk to people through them, and sometimes even get them killed. You have to have a party before you can start an adventure. To make a party, select Make New Party on the title screen.

    -

    What is a party?

    +

    What is a party?

    A party is the group of up to 6 adventurers, called player characters (PCs for short). You can play a party of your own making, or get a prefabricated party provided by the game. When you first run the game, select 'Make New Party' from the opening screen. You @@ -152,7 +152,7 @@ Create button. When your party is how you want it, press the Done button to star game.

    Using the party creation window, you can select each of your character's names, graphics, race, advantages/disadvantages, and skills.

    -

    Race, PC Traits

    +

    Race, PC Traits

    Each of your characters can be one of three different races, and have any of several advantages or disadvantages. These traits will help or hinder your character in various ways. They will also affect how quickly your character gains strength. If you take a @@ -279,7 +279,7 @@ your warrior to be a woman, select a female graphic and appropriate name.

    Certain towns (usually the town you start the scenario in) allow you to create PCs in them. Go to such a town, and select Create New PC from the Options menu.

    To find out what all these skills are good for, keep reading...

    -

    Getting To Know Your Characters:

    +

    Getting To Know Your Characters

    Your little computerized people are, basically, a whole bunch of numbers, each determining how well he or she deals with the horrid threats the game will come up with. These are the most important statistics.

    diff --git a/doc/game/Mage.html b/doc/game/Mage.html index cf30fcdc..df5776d7 100644 --- a/doc/game/Mage.html +++ b/doc/game/Mage.html @@ -17,7 +17,7 @@ three levels of spells automatically. The higher level spells must be found or b spells, on the other hand, can only affect monsters sufficiently nearby. The number in parenthesis after the name is the cost of the spell in spell points. When there is an R and a number, the second number is the range for the spell.

    -

    Level 1

    +

    Level 1

    -

    Level 2

    +

    Level 2

    -

    Level 3

    +

    Level 3

    -

    Level 4

    +

    Level 4

    -

    Level 5

    +

    Level 5

    -

    Level 6

    +

    Level 6

    -

    Level 7

    +

    Level 7

    -

    Actions Menu

    +

    Actions Menu

    -

    Mage Spells, Priest Spells

    +

    Mage Spells, Priest Spells

    These menus constantly list the spells the active PC can currently cast. Select a spell to cast it.

    diff --git a/doc/game/Misc.html b/doc/game/Misc.html index c56b8f64..ed8aa97c 100644 --- a/doc/game/Misc.html +++ b/doc/game/Misc.html @@ -11,7 +11,7 @@

    Miscellaneous

    -

    Material Wealth

    +

    Material Wealth

    There are three sorts of possessions you can come across:

  • Gold: Well, this isn't always literal chunks of gold. It's gold nuggets or silver coins or trade goods or anything else you can give people to get stuff. You start with a @@ -28,7 +28,7 @@ When equipping items, you only have two hands, and some weapons take up both of You can only wear two rings, and one necklace (too many magic items interfere with each other in bizarre ways). Beware. When you equip a cursed item, you will need to find a healer to take the curse off.
  • -

    Magic

    +

    Magic

    There are seven levels of spells. Your characters begin the game knowing most spells up to third level. They can cast a mage spell of a given level if they have enough spell points, and Mage Spells skill of that level (and the same goes for priest spells). Upon @@ -59,7 +59,7 @@ wall. You can rotate this before placing it. Do so by hitting space.

    little dumbfounded prevents you from casting high level spells. The more dumbfounded you are, the more spells you lose access to. The priest spell Restore Mind, healers, and certain magic items can undo the effects of dumbfounding.

    -

    Magical Walls and Barriers

    +

    Magical Walls and Barriers

    Both you and your foes have the capability to create a wide variety of magical fields and barriers, each with different effects and durations.

    There are fire, force, ice, and blade walls, which damage anyone entering and fade with @@ -76,7 +76,7 @@ quickfire is loose, running is your only real option.

    died down.

    Fire and Force Barriers: These barriers last until they are dispelled. The former damages anyone entering, and the latter prevents anyone from entering at all.

    -

    Summoned Monsters

    +

    Summoned Monsters

    Both you and your foes can magically bring forth creatures to aid you. These summoned monsters fight for a short time, and then disappear. If killed, they leave no treasure.

    diff --git a/doc/game/Priest.html b/doc/game/Priest.html index d96ce0b5..9d7ff344 100644 --- a/doc/game/Priest.html +++ b/doc/game/Priest.html @@ -15,8 +15,7 @@

    As with mage spells, all PCs start with the first three levels of priest spells, and some only work within a certain range.

    - -

    Level 1

    +

    Level 1

    -

    Level 2

    + +

    Level 2

    -

    Level 3

    + +

    Level 3

    -

    Level 4

    + +

    Level 4

    -

    Level 5

    + +

    Level 5

    -

    Level 6

    + +

    Level 6

    -

    Level 7

    + +

    Level 7