More documentation updates, mostly to the TOCs
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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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