More documentation updates, mostly to the TOCs
This commit is contained in:
@@ -14,20 +14,68 @@
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<li><a href='About.html'>About the Blades of Exile Scenario Editor</a></li>
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<li><a href='Building.html'>Scenario Building: A Step By Step Guide</a></li>
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<li><a href='Editing.html'>Making and Editing Scenarios</a></li>
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<ul>
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<li><a href='Editing.html#file'>File Menu</a></li>
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<li><a href='Editing.html#scenario'>Scenario Menu</a></li>
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<li><a href='Editing.html#main'>The Main Menu</a></li>
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<li><a href='Editing.html#specitems'>Special Items (Advanced)</a></li>
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<li><a href='Editing.html#quests'>Quests (Advanced)</a></li>
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</ul>
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<li><a href='Outdoors.html'>Editing the Outdoors</a></li>
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<ul>
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<li><a href='Outdoors.html#screen'>The Outdoor Editing Screen</a></li>
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<li><a href='Outdoors.html#ter'>Editing Terrain</a></li>
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<li><a href='Outdoors.html#buttons'>Editing Buttons</a></li>
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<li><a href='Outdoors.html#menu'>Outdoor Menu</a></li>
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<li><a href='Outdoors.html#detail'>Outdoor Details</a></li>
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<li><a href='Outdoors.html#encounter'>Outdoor Wandering Encounters</a></li>
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<li><a href='Outdoors.html#icons'>Special Icons</a></li>
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</ul>
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<li><a href='Towns.html'>Editing Towns</a></li>
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<ul>
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<li><a href='Towns.html#buttons'>Editing Buttons</a></li>
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<li><a href='Towns.html#menu'>Town Menu</a></li>
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<li><a href='Towns.html#detail'>Town Details</a></li>
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<li><a href='Towns.html#items'>Placing and Editing Items</a></li>
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<li><a href='Towns.html#monster'>Placing and Editing Monsters</a></li>
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</ul>
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<li><a href='Terrain.html'>Editing Terrain Types</a></li>
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<li><a href='Monsters.html'>Editing Monster Types</a></li>
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<li><a href='Items.html'>Editing Items</a></li>
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<li><a href='Advanced.html'>Advanced Topics Introduction</a></li>
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<li><a href='Specials.html'>Special Encounters</a></li>
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<ul>
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<li><a href='Specials.html#intro'>Special Nodes</a></li>
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<li><a href='Specials.html#pointer'>Pointers (Advanced)</a></li>
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<li><a href='Specials.html#example'>Simple Examples</a></li>
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<li><a href='Specials.html#edit'>The Editing Dialog</a></li>
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<li><a href='Specials.html#other'>Other Ways to Edit Specials</a></li>
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<li><a href='Specials.html#calling'>What Nodes are Called When</a></li>
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<li><a href='Specials.html#time'>Time Passing</a></li>
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</ul>
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<li><a href='Dialogue.html'>Dialogue</a></li>
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<ul>
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<li><a href='Dialogue.html#intro'>Writing Dialogue</a></li>
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<li><a href='Dialogue.html#nodes'>Dialogue Node Types</a></li>
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<ul>
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<li><a href='Dialogue.html#nodes-basic'>Basic Conversation</a></li>
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<li><a href='Dialogue.html#nodes-cond'>If-Then</a></li>
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<li><a href='Dialogue.html#nodes-shop'>Shopping</a></li>
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<li><a href='Dialogue.html#nodes-button'>Item Button</a></li>
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<li><a href='Dialogue.html#nodes-buy'>Buying</a></li>
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<li><a href='Dialogue.html#nodes-end'>End Conversation</a></li>
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<li><a href='Dialogue.html#nodes-spec'>Special Encounter</a></li>
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</ul>
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<li><a href='Dialogue.html#buy-sell'>The Buy and Sell buttons</a></li>
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<li><a href='Dialogue.html#shop'>Defining Shops</a></li>
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</ul>
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<li><a href='Graphics.html'>Customizing Graphics</a></li>
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<li><a href='Testing.html'>Testing and Distributing Your Scenario</a></li>
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</ol>
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<h2>Appendices</h2>
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<ol style='list-style-type:upper-alpha'>
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<li><a href='appendix/Specials.html'>Special Encounter Node Types</a></li>
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<li><a href='appendix/Monsters.html'>Monster Ability Types</a></li>
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<li><a href='appendix/Items.html'>Item Ability Types</a></li>
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<li><a href='appendix/Terrain.html'>Starting Terrain Types</a></li>
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<li><a href='appendix/Sounds.html'>Blades Sound Effects</a></li>
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@@ -43,9 +91,10 @@
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<h2>Technical support</h2>
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<p>If you are having trouble with the game, use the following resources to get help.</p>
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<ul>
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<li><a href="http://code.google.com/p/openexile/">Google Code Project</a></li>
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<ul><li><a href="http://code.google.com/p/openexile/issues/list">Bug Tracker</a></li></ul>
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<li><a href="http://www.ironycentral.com/forum/ubbthreads.php?ubb=postlist&Board=22&page=1">Blades of Exile Forum at Spiderweb Software</a></li>
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<li><a href="https://github.com/calref/cboe">Github Repository</a></li>
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<ul><li><a href="https://github.com/calref/cboe/issues">Bug Tracker</a></li></ul>
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<li><a href="http://spiderwebforums.ipbhost.com/index.php?/forum/12-blades-of-exile/">Blades of Exile Forum at Spiderweb Software</a></li>
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<li><a href='irc://irc.freenode.net/openboe'>Blades of Exile IRC channel</a></li>
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</ul>
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<h3>Spiderweb Software</h3>
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<ul>
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@@ -25,7 +25,7 @@ press Select Monster, click on the monster, and put the personality number in th
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Personality area. Now that the personality is there, you just need to write the
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dialogue.</p>
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<h2>Writing Dialogue</h2>
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<h2 id='intro'>Writing Dialogue</h2>
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<p>Press Edit Town Dialogue to edit a town's 10 personalities. A character always responds
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to name, look, and job, and has a response for when the party asks about something weird.
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@@ -77,11 +77,11 @@ press Go Back.</p>
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text can each be 256 characters long, there isn't room for more than 400 characters on the
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talking screen. Test your dialogue to make sure it is all fitting.</p>
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<h2>Special Node Types</h2>
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<h2 id='nodes'>Dialogue Node Types</h2>
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<p>The talking node types (and the meanings of the A, B, C, and D fields) are:</p>
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<h3>Basic Conversation Talking Nodes</h3>
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<h3 id='nodes-basic'>Basic Conversation Talking Nodes</h3>
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<p>These are the basic talking node types, the talking nodes you will use the most
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often.</p>
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@@ -106,7 +106,7 @@ the quality of the inn (Range 0 ... 3). If the party can afford it, the characte
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Text 1, and the party is moved to (C,D). Otherwise, they are told Text 2 and conversation
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continues.</p>
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<h3>If-Then Talking Nodes</h3>
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<h3 id='nodes-cond'>If-Then Talking Nodes</h3>
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<p>What the character says when one of these talking nodes is called depends on
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circumstances, such as what town the party is in or whether a certain Stuff Done flag has
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@@ -122,7 +122,7 @@ on passing time).</p>
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<p><b>Node Type 6 - Depends On Town</b> Response depends on what town the party is in. If
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the party is in town A, the response is Text 1. Otherwise, its Text 2.</p>
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<h3>Shopping Talking Nodes</h3>
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<h3 id='nodes-shop'>Shopping Talking Nodes</h3>
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<p>When one of these nodes is a response, conversation temporarily ends, and a different
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sort of screen appears.</p>
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@@ -156,7 +156,7 @@ show. If the job board is angry at you for failing too many jobs, no job board w
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shown and the response will be Text 2. Text 1 is currently ignored, but reserved to be a
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name for the job board.</p>
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<h3>Item Button Talking Nodes</h3>
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<h3 id='nodes-button'>Item Button Talking Nodes</h3>
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<p>Each of these talking node types makes a button appear by certain items in the PC
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Inventory Screen. Pressing these buttons does something with the item, such as sell it or
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@@ -177,7 +177,7 @@ by all of the character's identified, non-magical weapons. A is the sort of ench
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party can buy (0 - +1, 1 - +2, 2 - +3, 3 - shoot flame spells, 4 - flaming weapon, 5 - +5,
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6 - blessed)</p>
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<h3>Buying Talking Nodes</h3>
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<h3 id='nodes-buy'>Buying Talking Nodes</h3>
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<p>All of these talking nodes try to sell the party something (such as the location of a
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town) but are not regular shops, and don't bring up a shopping screen.</p>
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@@ -231,7 +231,7 @@ and they will be able to see and enter town/dungeon number B. Otherwise, they ar
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Text 2. If the party already knows where this town is, no gold is taken.</p>
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<p>Note: If you set the cost to 0, the party is always told where the town is.</p>
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<h3>End Conversation Talking Nodes</h3>
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<h3 id='nodes-end'>End Conversation Talking Nodes</h3>
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<p>When one of these node types is the response to something the player asks, the
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conversation ends immediately. Only the Record and Bye buttons at the bottom will be
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@@ -249,7 +249,7 @@ character has a Go Away Permanently Stuff Done flag chosen for it, that flag is
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and the character will disappear permanently.</p>
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<p>Uses: A dying character who tells the party one last thing and expires.</p>
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<h3>Special Encounter Talking Nodes</h3>
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<h3 id='nodes-spec'>Special Encounter Talking Nodes</h3>
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<p>These highly important node types provide the way to have elaborate special encounters
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embedded in conversations. When a talking node of one of these types is the response, a
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@@ -293,7 +293,7 @@ in the Scenario special node list instead of the Town special node list.</p>
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<p>Note: If a town special is called, only a town message will be shown. If a scenario
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node is called, a scenario message will be shown.</p>
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<h2>The Buy and Sell Buttons</h2>
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<h2 id='buy-sell'>The Buy and Sell Buttons</h2>
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<p>When the game is in talk mode, there are Buy and Sell buttons at the bottom of the
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talking area. The player will expect that, when the former is pressed, the game will go
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@@ -308,7 +308,7 @@ this word.</p>
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"training"), and "ench" (for "enchant"), in that order. So, if your character responds to
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one of those, you don't need to also make them respond to "purc".</p>
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<h2>Defining Shops</h2>
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<h2 id='shop'>Defining Shops</h2>
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<p>To edit shop definitions, click Edit Shops on the main screen and select a shop from
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the list on the right, or click Create New to make a new one. A dialog comes up, showing
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@@ -17,7 +17,7 @@
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properties. As mentioned before, something marked (Advanced) can be ignored by people who
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aren't interested in making more complicated scenarios.</p>
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<h2>The File Menu</h2>
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<h2 id='file'>The File Menu</h2>
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<p>You use the File menu to load new scenarios and save scenarios youve edited.</p>
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<ul>
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@@ -35,7 +35,7 @@ if you would like to save first.</li>
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<p>Scenarios made in Macintosh and Windows are interchangeable. A scenario edited on the
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Mac can be run on a Windows machine, and vice versa.</p>
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<h3>Creating a scenario</h3>
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<h3 id='new'>Creating a scenario</h3>
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<p>When you make a new scenario, two dialog boxes will come up, asking you for
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information about the scenario to make:</p>
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@@ -61,7 +61,7 @@ Warrior's Grove, a pre-made town.</p>
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that cancelling from the Save dialog does not cancel the creation of your scenario; it
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just skips saving it to disk,</p>
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<h2>The Scenario Menu</h2>
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<h2 id='scenario'>The Scenario Menu</h2>
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<p>A lot of things for your scenario are set using the Scenario menu.</p>
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@@ -163,7 +163,7 @@ and all of the scenario's special messages will be dumped into a file titled Sce
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This may take a while - be patient.</li>
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</ul>
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<h3>Making a New Town</h3>
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<h3 id='newtown'>Making a New Town</h3>
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<p>When you select Create New Town, a dialog box will come up asking for information on
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the town to create, which will then be added to the end of the current town list. The text
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@@ -173,7 +173,7 @@ terrain type to select the terrain the town will start with.</p>
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<p>You will automatically be editing the new town. The scenario must be saved before you
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can create a new town.</p>
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<h2>The Main Menu</h2>
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<h2 id='main'>The Main Menu</h2>
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<div class="figure">
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<img src="../img/editormainmenu.png" alt="The Main Menu"></p>
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<p>Figure 1: The Main Menu</p>
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@@ -221,7 +221,7 @@ appear to the right. For more information on how to edit dialogue, see the chapt
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next section on dialogue.</li>
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</ul>
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<h2>Special Items (Advanced)</h2>
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<h2 id='specitems'>Special Items (Advanced)</h2>
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<p>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.
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@@ -229,7 +229,7 @@ next section on dialogue.</li>
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<p>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.</li>
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<h2>Quests (Advanced)</h2>
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<h2 id='quests'>Quests (Advanced)</h2>
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<p>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.
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@@ -15,7 +15,7 @@
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outdoor editing screen. Here, you can edit your outdoor sections terrain, special
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encounters, wandering monsters, etc.</p>
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<h2>The Outdoor Editing Screen</h2>
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<h2 id='screen'>The Outdoor Editing Screen</h2>
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<p>The areas of the outdoor editing screen are as follows:</p>
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<ul>
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@@ -47,7 +47,7 @@ right of the editing buttons. The second terrain shown there is the erase terrai
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will be used by the eraser tool or when you click a terrain of the same type on the map.</li>
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</ul>
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<h2>Editing Terrain</h2>
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<h2 id='ter'>Editing Terrain</h2>
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<p>In all probability, the bulk of your scenario editing time will be spent painting the
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terrain onto the empty canvas of a blank town or outdoor section. While this can often be
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@@ -108,7 +108,7 @@ floor. When grass walkways (the second of the two, marked with a G) are rounded
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is drawn. Make sure to only use cave walkways around cave floor, and grass walkways around
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grass floor.</p> <!-- TODO: Didn't this get redone? -->
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<h2>Editing Buttons</h2>
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<h2 id='buttons'>Editing Buttons</h2>
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<div class="figure">
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<img src="../img/edoutbtns.png" alt="Terrain Editing Buttons">
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@@ -184,7 +184,7 @@ on this space.</li>
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||||
dot on the space.</li>
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</ol>
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<h2>The Outdoor Menu</h2>
|
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<h2 id='menu'>Outdoor Menu</h2>
|
||||
|
||||
<p> The Outdoor menu also has a number of important features.</p>
|
||||
|
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@@ -219,7 +219,7 @@ the outdoor section's signs are listed to the right. Click on a message to edit
|
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or alt click to clear it.</li>
|
||||
</ul>
|
||||
|
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<h2>Outdoor Details</h2>
|
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<h2 id='detail'>Outdoor Details</h2>
|
||||
|
||||
<p>This dialog lets you set a few important details about this outdoor section.</p>
|
||||
|
||||
@@ -239,7 +239,7 @@ and outdoor combat, unless an individual town overrides it. If any of these are
|
||||
<li><b>Comment:</b> This is a space for you to add notes to yourself.</li>
|
||||
</ul>
|
||||
|
||||
<h2>Outdoor Wandering Encounters</h2>
|
||||
<h2 id='encounter'>Outdoor Wandering Encounters</h2>
|
||||
|
||||
<p> 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.</li>
|
||||
node to be called when the party escapes the encounter.</li>
|
||||
</ul>
|
||||
|
||||
<h2>Special Icons</h2>
|
||||
<h2 id='icons'>Special Icons</h2>
|
||||
<div class="figure">
|
||||
<img src='../img/editorsymbols.gif' alt="Display Symbols">
|
||||
<p>Figure 2: Meanings of the Display Symbols</p>
|
||||
|
||||
@@ -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.</p>
|
||||
|
||||
<h2>Special Nodes</h2>
|
||||
<h2 id='intro'>Special Nodes</h2>
|
||||
|
||||
<p>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.</p>
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||||
a set of global nodes. This multitude of special nodes will be the clay with which you can
|
||||
sculpt a wild, elaborate adventure.</p>
|
||||
|
||||
<h2>Pointers (Advanced)</h2>
|
||||
<h2 id='pointer'>Pointers (Advanced)</h2>
|
||||
|
||||
<p>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.</li>
|
||||
targeted space.</li>
|
||||
</ol>
|
||||
|
||||
<h2>Simple Examples</h2>
|
||||
<h2 id='example'>Simple Examples</h2>
|
||||
|
||||
<p>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.</p>
|
||||
|
||||
<h3>Third Example:</h3>
|
||||
<h3>Third Example</h3>
|
||||
|
||||
<p>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.</p>
|
||||
@@ -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.</p>
|
||||
|
||||
<h2>The Editing Dialog</h2>
|
||||
<h2 id='edit'>The Editing Dialog</h2>
|
||||
|
||||
<p>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.</p>
|
||||
|
||||
<h2>Other Ways to Edit Specials</h2>
|
||||
<h2 id='other'>Other Ways to Edit Specials</h2>
|
||||
|
||||
<p>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).</p>
|
||||
|
||||
<h2>What Nodes are Called When</h2>
|
||||
<h2 id='calling'>What Nodes are Called When</h2>
|
||||
|
||||
<p>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).</p>
|
||||
<p>Very importantly, you can have special nodes called during conversation. This is
|
||||
described in more detail in the chapter on dialogue.</p>
|
||||
|
||||
<h2>Time Passing</h2>
|
||||
<h2 id='time'>Time Passing</h2>
|
||||
|
||||
<p>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
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
<p>Editing a town is very similar to editing an outdoor section. The basic mechanics are
|
||||
the same. There are simply more options.</p>
|
||||
|
||||
<h2>Editing Buttons</h2>
|
||||
<h2 id='buttons'>Editing Buttons</h2>
|
||||
|
||||
<p>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.</li>
|
||||
enhance the atmosphere of the level.</li>
|
||||
</ol>
|
||||
|
||||
<h2>Town Menu</h2>
|
||||
<h2 id='menu'>Town Menu</h2>
|
||||
|
||||
<ul>
|
||||
<li><em>Town Details</em>: These are described below.</li>
|
||||
@@ -125,7 +125,7 @@ between calling specials too low ... special encounters slow the game down.<!--
|
||||
the '90s. Does this still apply, given our new code and new machines? ---></li>
|
||||
</ul>
|
||||
|
||||
<h2>Town Details</h2>
|
||||
<h2 id='detail'>Town Details</h2>
|
||||
|
||||
<p>There are two dialog boxes to edit the town details and advanced town details, which
|
||||
are accessed through the Town menu.</p>
|
||||
@@ -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.</li>
|
||||
</ul>
|
||||
|
||||
<h2>Placing Items</h2>
|
||||
<h2 id='items'>Placing and Editing Items</h2>
|
||||
|
||||
<p>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.</li>
|
||||
</ul>
|
||||
|
||||
<h2>Placing And Editing Monsters</h2>
|
||||
<h2 id='monster'>Placing And Editing Monsters</h2>
|
||||
|
||||
<p>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.</li>
|
||||
|
||||
</ul>
|
||||
|
||||
<h2>Special Icons</h2>
|
||||
<h2 id='icons'>Special Icons</h2>
|
||||
<div class="figure">
|
||||
<img src='../img/editorsymbols.gif' alt="Display Symbols">
|
||||
<p>Figure 2: Meanings of the Display Symbols</p>
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<title></title>
|
||||
<title>Special Encounter Examples - BoE Scenario Editor Guide</title>
|
||||
<link rel="stylesheet" type="text/css" href="../style.css">
|
||||
</style>
|
||||
</head>
|
||||
@@ -12,7 +12,7 @@
|
||||
</div>
|
||||
<div class="content">
|
||||
|
||||
<h1>Appendix 8 - Special Encounter Examples</h1>
|
||||
<h1>Appendix H - Special Encounter Examples</h1>
|
||||
|
||||
<p>Extra examples can be very useful when making special encounters. Here are a few quick
|
||||
sets of instructions for making popular types of encounters.</p>
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
</div>
|
||||
<div class="content">
|
||||
|
||||
<h1>Appendix 3 - Item Ability Types</h1>
|
||||
<h1>Appendix B - Item Ability Types</h1>
|
||||
|
||||
<p>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.</p>
|
||||
</ul>
|
||||
|
||||
<p>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:</p>
|
||||
|
||||
<ul>
|
||||
<li>Weapon Abilities: Abilities of this type can be given to weapons. Some of these
|
||||
<li><a href='#weapon'>Weapon Abilities</a>: 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.</li>
|
||||
<li>General Abilities: Abilities of this type can be given to non-missile items
|
||||
<li><a href='#general'>General Abilities</a>: 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.</li>
|
||||
<li>Usable Abilities: Most abilities of this type change the status of the party or
|
||||
<li><a href='#usable'>Usable Abilities</a>: 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.</li>
|
||||
<li>Reagents: Items with these abilities are alchemical ingredients, spell
|
||||
<li><a href='#reagent'>Reagents</a>: 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.</li>
|
||||
</ul>
|
||||
@@ -77,7 +77,7 @@ the extra data fields and Magic Item Adjust affect it are described below.</p>
|
||||
<dd>The item has no special ability.</dd>
|
||||
</dl>
|
||||
|
||||
<h2>Weapon Abilities (Inherent)</h2>
|
||||
<h2 id='weapon'>Weapon Abilities (Inherent)</h2>
|
||||
|
||||
<p>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.)</dd>
|
||||
<dd>The weapon calls a special node every time it hits.</dd>
|
||||
</dl>
|
||||
|
||||
<h2>General Abilities (Inherent)</h2>
|
||||
<h2 id='general'>General Abilities (Inherent)</h2>
|
||||
|
||||
<p>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.</dd>
|
||||
<dd>Drains missiles twice as fast. This is typically given to bows and crossbows.</dd>
|
||||
</dl>
|
||||
|
||||
<h2>Usable Abilities</h2>
|
||||
<h2 id='usable'>Usable Abilities</h2>
|
||||
|
||||
<p>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.</p>
|
||||
@@ -364,7 +364,7 @@ Item Adjust setting is ignored.</dd>
|
||||
are the extra data fields..</dd>
|
||||
</dl>
|
||||
|
||||
<h2>Reagents (Inherent)</h2>
|
||||
<h2 id='reagent'>Reagents (Inherent)</h2>
|
||||
|
||||
<p>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
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<title></title>
|
||||
<title>Spell and Alchemy Lists - BoE Scenario Editor Guide</title>
|
||||
<link rel="stylesheet" type="text/css" href="../style.css">
|
||||
</head>
|
||||
<body>
|
||||
@@ -11,7 +11,7 @@
|
||||
</div>
|
||||
<div class="content">
|
||||
|
||||
<h1>Appendix 7 - Spell and Alchemy Lists</h1>
|
||||
<h1>Appendix G - Spell and Alchemy Lists</h1>
|
||||
|
||||
<p>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
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<title></title>
|
||||
<title>Text Messages - BoE Scenario Editor Guide</title>
|
||||
<link rel="stylesheet" type="text/css" href="../style.css">
|
||||
</head>
|
||||
<body>
|
||||
@@ -11,7 +11,7 @@
|
||||
</div>
|
||||
<div class="content">
|
||||
|
||||
<h1>Appendix 6 - Text Messages</h1>
|
||||
<h1>Appendix F - Text Messages</h1>
|
||||
|
||||
<p>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
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<title></title>
|
||||
<title>Monster Ability Types - BoE Scenario Editor Guide</title>
|
||||
<link rel="stylesheet" type="text/css" href="../style.css">
|
||||
</head>
|
||||
<body>
|
||||
@@ -11,7 +11,7 @@
|
||||
</div>
|
||||
<div class="content">
|
||||
|
||||
<h1>Appendix 5 - Monster Abilities</h1>
|
||||
<h1>Appendix C - Monster Ability Types</h1>
|
||||
|
||||
<p>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.</p>
|
||||
rather than Cancel. Clicking Cancel will cause the ability to be added with default values
|
||||
(generally all zeroes).</p>
|
||||
|
||||
<h2>The Basics</h2>
|
||||
<ul>
|
||||
<li><a href='#missile'>Missile Abilities</a></li>
|
||||
<li><a href='#general'>General Abilities</a></li>
|
||||
<li><a href='#radiate'>Radiate Field Abilities</a></li>
|
||||
<li><a href='#summon'>Summoning Abilities</a></li>
|
||||
<li><a href='#other'>Other Abilities</a></li>
|
||||
</ul>
|
||||
|
||||
<h2 id='basics'>The Basics</h2>
|
||||
|
||||
<p>When editing any monster ability, you'll see four informational fields.</p>
|
||||
|
||||
@@ -42,7 +50,7 @@ from a list. The options depend on the ability type.</li>
|
||||
<li><b>Delete</b> - You can delete the ability by clicking this button.</li>
|
||||
</ul>
|
||||
|
||||
<h2>Missile Abilities</h2>
|
||||
<h2 id='missile'>Missile Abilities</h2>
|
||||
|
||||
<p>Monsters will not use most missile abilities when adjacent to their target. Missile
|
||||
abilities offer the following "subtypes":</p>
|
||||
@@ -73,7 +81,7 @@ this ability.</li>
|
||||
hitting.</li>
|
||||
</ul>
|
||||
|
||||
<h2>General Abilities</h2>
|
||||
<h2 id='general'>General Abilities</h2>
|
||||
|
||||
<p>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.</li>
|
||||
the meaning is obvious. Click Choose to select one from a list.</li>
|
||||
</ul>
|
||||
|
||||
<h2>Radiate Field Abilities</h2>
|
||||
<h2 id='radiate'>Radiate Field Abilities</h2>
|
||||
|
||||
<p>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.</li
|
||||
<li><b>Affected Area</b> - The area to effect. Click Choose to select one.</li>
|
||||
</ul>
|
||||
|
||||
<h2>Summoning Abilities</h2>
|
||||
<h2 id='summon'>Summoning Abilities</h2>
|
||||
|
||||
<p>Since summon abilities are passive, they take no action points to activate. They do
|
||||
have the following subtypes:</p>
|
||||
@@ -177,7 +185,7 @@ range.</li>
|
||||
<li><b>Chance</b> - The percent chance each turn of summoning.</li>
|
||||
</ul>
|
||||
|
||||
<h2>Other Abilities</h2>
|
||||
<h2 id='other'>Other Abilities</h2>
|
||||
|
||||
<p>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
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<title></title>
|
||||
<title>Blades Sound Effects - BoE Scenario Editor Guide</title>
|
||||
<link rel="stylesheet" type="text/css" href="../style.css">
|
||||
</head>
|
||||
<body>
|
||||
@@ -11,7 +11,7 @@
|
||||
</div>
|
||||
<div class="content">
|
||||
|
||||
<h1>Appendix 5 - Blades Sound Effects</h1>
|
||||
<h1>Appendix E - Blades Sound Effects</h1>
|
||||
|
||||
<p>There are several places in the editor where you are asked for the number of a sound
|
||||
effect. These are the available Blades effects:</p>
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<title>Blades of Exile Editor Documentation [14-A1] Special Encounter Node Types</title>
|
||||
<title>Special Encounter Node Types - BoE Scenario Editor Guide</title>
|
||||
<link rel="stylesheet" type="text/css" href="../style.css">
|
||||
</head>
|
||||
<body>
|
||||
@@ -11,18 +11,28 @@
|
||||
</div>
|
||||
<div class="content">
|
||||
|
||||
<h2>Appendix 1 - Special Encounter Node Types</h2>
|
||||
<h1>Appendix A - Special Encounter Node Types</h1>
|
||||
|
||||
<p>These are the many types of special encounter nodes. They are divided into six
|
||||
<p>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.</p>
|
||||
|
||||
<h3>General Use Specials</h3>
|
||||
<ul>
|
||||
<li><a href='#gen'>General Use Specials</a></li>
|
||||
<li><a href='#once'>One-Shot Specials</a></li>
|
||||
<li><a href='#affect'>Affect PC/Party/Monster Specials</a></li>
|
||||
<li><a href='#cond'>If-Then Specials</a></li>
|
||||
<li><a href='#town'>Town Mode Specials</a></li>
|
||||
<li><a href='#rect'>Rectangle Specials</a></li>
|
||||
<li><a href='#outdoor'>Outdoor Mode Specials</a></li>
|
||||
</ul>
|
||||
|
||||
<h2 id='gen'>General Use Specials</h2>
|
||||
<p>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.</p>
|
||||
|
||||
<h4>General notes</h4>
|
||||
<h3>General notes</h3>
|
||||
<dl>
|
||||
<dt>Stuff done 1, Stuff done 2:</dt><dd>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.
|
||||
<dt>Extra 1a:</dt><dd>The sign to swap with.</dd></dd>
|
||||
</dl>
|
||||
|
||||
<h3>One-Shot Specials</h3>
|
||||
<h2 id='once'>One-Shot Specials</h2>
|
||||
|
||||
<p>This is the class of specials you generally only want to occur one time, such as giving
|
||||
items.</p>
|
||||
@@ -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.</p>
|
||||
|
||||
<h4>General notes:</h4>
|
||||
<h3>General notes:</h3>
|
||||
<dl>
|
||||
<dt>Stuff done 1, Stuff done 2:</dt><dd>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.</dd>
|
||||
must disarm the trap to be able to take any of the items in the chest.</dd></dd>
|
||||
</dl>
|
||||
|
||||
<h3>Affect PC/Party/Monster Specials</h3>
|
||||
<h2 id='affect'>Affect PC/Party/Monster Specials</h2>
|
||||
<p>All of these special encounters do something to one character, to the party, or to a
|
||||
monster. Who they affect depends on several factors.</p>
|
||||
<p>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.</p>
|
||||
<p>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.</p>
|
||||
|
||||
<h4>General notes:</h4>
|
||||
<h3>General notes:</h3>
|
||||
<dt>Stuff done 1, Stuff done 2:</dt><dd> None of these special node types use these
|
||||
fields.</dd>
|
||||
<dt>Mess 1, Mess 2:</dt><dd>All of these special node types (except Select a PC) can
|
||||
@@ -1055,7 +1065,7 @@ add 1000 to it.</dd>
|
||||
PCs.</dd></dd>
|
||||
</dl>
|
||||
|
||||
<h3>If-Then Specials</h3>
|
||||
<h2 id='cond'>If-Then Specials</h2>
|
||||
<p>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.</dd>
|
||||
<dt>Jumpto:</dt><dd>Otherwise, this special is called.</dd></dd>
|
||||
</dl>
|
||||
|
||||
<h3>Town Mode Specials</h3>
|
||||
<h2 id='town'>Town Mode Specials</h2>
|
||||
<p>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.</p>
|
||||
<p>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.</p>
|
||||
|
||||
<h4>General notes:</h4>
|
||||
<h3>General notes:</h3>
|
||||
<dl>
|
||||
<dt>Mess 1, Mess 2:</dt><dd>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.</dd></dd>
|
||||
@@ -1825,7 +1835,7 @@ at the top of the space.</dd>
|
||||
placed.</dd></dd>
|
||||
</dl>
|
||||
|
||||
<h4>Rectangle Specials:</h4>
|
||||
<h2 id='rect'>Rectangle Specials</h2>
|
||||
<p>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:</p>
|
||||
@@ -1911,7 +1921,7 @@ unlockable (or unlockable and bashable), it becomes unlocked (i.e. is changed to
|
||||
locked terrain type).</dd>
|
||||
</dl>
|
||||
|
||||
<h3>Outdoor Mode Specials</h3>
|
||||
<h2 id='outdoor'>Outdoor Mode Specials</h2>
|
||||
<p>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.</p>
|
||||
<p>For all of these special types, unless the description specifically says it ends the
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<title></title>
|
||||
<title>Starting Terrain Types - BoE Scenario Editor Guide</title>
|
||||
<link rel="stylesheet" type="text/css" href="../style.css">
|
||||
</head>
|
||||
<body>
|
||||
@@ -11,7 +11,7 @@
|
||||
</div>
|
||||
<div class="content">
|
||||
|
||||
<h1>Appendix 4 - Starting Terrain Types</h1>
|
||||
<h1>Appendix D - Starting Terrain Types</h1>
|
||||
|
||||
<p>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.
|
||||
|
||||
Reference in New Issue
Block a user