More documentation updates, mostly to the TOCs
This commit is contained in:
@@ -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>
|
||||
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
|
||||
|
Reference in New Issue
Block a user