More documentation updates, mostly to the TOCs

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2015-06-27 10:10:09 -04:00
parent e539327e08
commit 010f5c65e8
24 changed files with 278 additions and 183 deletions

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@@ -17,7 +17,7 @@
properties. As mentioned before, something marked (Advanced) can be ignored by people who
aren't interested in making more complicated scenarios.</p>
<h2>The File Menu</h2>
<h2 id='file'>The File Menu</h2>
<p>You use the File menu to load new scenarios and save scenarios youve edited.</p>
<ul>
@@ -35,7 +35,7 @@ if you would like to save first.</li>
<p>Scenarios made in Macintosh and Windows are interchangeable. A scenario edited on the
Mac can be run on a Windows machine, and vice versa.</p>
<h3>Creating a scenario</h3>
<h3 id='new'>Creating a scenario</h3>
<p>When you make a new scenario, two dialog boxes will come up, asking you for
information about the scenario to make:</p>
@@ -61,7 +61,7 @@ Warrior's Grove, a pre-made town.</p>
that cancelling from the Save dialog does not cancel the creation of your scenario; it
just skips saving it to disk,</p>
<h2>The Scenario Menu</h2>
<h2 id='scenario'>The Scenario Menu</h2>
<p>A lot of things for your scenario are set using the Scenario menu.</p>
@@ -163,7 +163,7 @@ and all of the scenario's special messages will be dumped into a file titled Sce
This may take a while - be patient.</li>
</ul>
<h3>Making a New Town</h3>
<h3 id='newtown'>Making a New Town</h3>
<p>When you select Create New Town, a dialog box will come up asking for information on
the town to create, which will then be added to the end of the current town list. The text
@@ -173,7 +173,7 @@ terrain type to select the terrain the town will start with.</p>
<p>You will automatically be editing the new town. The scenario must be saved before you
can create a new town.</p>
<h2>The Main Menu</h2>
<h2 id='main'>The Main Menu</h2>
<div class="figure">
<img src="../img/editormainmenu.png" alt="The Main Menu"></p>
<p>Figure 1: The Main Menu</p>
@@ -221,7 +221,7 @@ appear to the right. For more information on how to edit dialogue, see the chapt
next section on dialogue.</li>
</ul>
<h2>Special Items (Advanced)</h2>
<h2 id='specitems'>Special Items (Advanced)</h2>
<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.
@@ -229,7 +229,7 @@ next section on dialogue.</li>
<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>
<h2>Quests (Advanced)</h2>
<h2 id='quests'>Quests (Advanced)</h2>
<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.