More documentation updates, mostly to the TOCs
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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
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<head>
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<title></title>
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<title>Special Encounter Examples - BoE Scenario Editor Guide</title>
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<link rel="stylesheet" type="text/css" href="../style.css">
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</style>
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</head>
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</div>
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<div class="content">
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<h1>Appendix 8 - Special Encounter Examples</h1>
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<h1>Appendix H - Special Encounter Examples</h1>
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<p>Extra examples can be very useful when making special encounters. Here are a few quick
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sets of instructions for making popular types of encounters.</p>
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</div>
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<div class="content">
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<h1>Appendix 3 - Item Ability Types</h1>
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<h1>Appendix B - Item Ability Types</h1>
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<p>Each item type can have a special ability. The types of abilities available range from
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shooting fireballs to weapons doing special damage to dragons to items being ingredients
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@@ -44,24 +44,24 @@ these items is calculated the same way as for Usable abilities.</p>
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</ul>
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<p>There are four different classes of item ability type, each with its own properties and
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varieties of items that can possess it. Three of these classes are inherent abilities. THe
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varieties of items that can possess it. Three of these classes are inherent abilities. The
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categories are listed below:</p>
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<ul>
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<li>Weapon Abilities: Abilities of this type can be given to weapons. Some of these
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<li><a href='#weapon'>Weapon Abilities</a>: Abilities of this type can be given to weapons. Some of these
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abilities can only be given to missiles (like darts or arrows). None of these abilities
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require charges.</li>
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<li>General Abilities: Abilities of this type can be given to non-missile items
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<li><a href='#general'>General Abilities</a>: Abilities of this type can be given to non-missile items
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which can be equipped (e.g. rings, armor, sword, but not arrows) but not to items that
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can't (e.g. wands, potions). Only a few of these ability types require that the items
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having them have charges.</li>
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<li>Usable Abilities: Most abilities of this type change the status of the party or
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<li><a href='#usable'>Usable Abilities</a>: Most abilities of this type change the status of the party or
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individual character in some way, such as making them more or less poisoned, or raising or
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lowering health. A few instead cast a spell or have a similar effect such as summoning
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monsters. Abilities of these types can be given to any item that's not a missile
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(e.g. arrows, bolts). Being usable item abilities, any item having one of these abilities
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must have charges.</li>
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<li>Reagents: Items with these abilities are alchemical ingredients, spell
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<li><a href='#reagent'>Reagents</a>: Items with these abilities are alchemical ingredients, spell
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reagents (e.g. smoky crystals, sapphires), or similar substances. All items with an
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ability of this type must have charges, and must be of variety Non-use Object.</li>
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</ul>
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@@ -77,7 +77,7 @@ the extra data fields and Magic Item Adjust affect it are described below.</p>
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<dd>The item has no special ability.</dd>
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</dl>
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<h2>Weapon Abilities (Inherent)</h2>
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<h2 id='weapon'>Weapon Abilities (Inherent)</h2>
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<p>For each of these abilities, the Ability Strength is a number from 0 to 10, which
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represents the strength of the ability (0 is weakest, 10 is most powerful). The Magic Item
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@@ -139,7 +139,7 @@ Strength. (So, an ability strength of 1 has no effect.)</dd>
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<dd>The weapon calls a special node every time it hits.</dd>
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</dl>
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<h2>General Abilities (Inherent)</h2>
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<h2 id='general'>General Abilities (Inherent)</h2>
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<p>For each of these abilities (unless otherwise stated), the Ability Strength is a number
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from 0 to 10, which represents the strength of the ability (0 is weakest, 10 is most
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@@ -251,7 +251,7 @@ it is.</dd>
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<dd>Drains missiles twice as fast. This is typically given to bows and crossbows.</dd>
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</dl>
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<h2>Usable Abilities</h2>
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<h2 id='usable'>Usable Abilities</h2>
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<p>Most of these item abilities affect a character's statistics (e.g. health, spell
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points) or status (e.g. poison, flying) when the item is used.</p>
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@@ -364,7 +364,7 @@ Item Adjust setting is ignored.</dd>
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are the extra data fields..</dd>
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</dl>
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<h2>Reagents (Inherent)</h2>
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<h2 id='reagent'>Reagents (Inherent)</h2>
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<p>To perform alchemy or cast certain spells, the alchemist/caster must have items with
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certain abilities in his/her inventory. For example, to make a Weak Poison potion, the
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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
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<html>
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<head>
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<title></title>
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<title>Spell and Alchemy Lists - BoE Scenario Editor Guide</title>
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<link rel="stylesheet" type="text/css" href="../style.css">
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</head>
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<body>
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</div>
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<div class="content">
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<h1>Appendix 7 - Spell and Alchemy Lists</h1>
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<h1>Appendix G - Spell and Alchemy Lists</h1>
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<p>You can set special encounter nodes to give the party mage spells, priest spells, and
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alchemical recipes. These lists contains the numbers you enter to give specific
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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
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<html>
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<head>
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<title></title>
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<title>Text Messages - BoE Scenario Editor Guide</title>
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<link rel="stylesheet" type="text/css" href="../style.css">
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</head>
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<body>
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</div>
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<div class="content">
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<h1>Appendix 6 - Text Messages</h1>
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<h1>Appendix F - Text Messages</h1>
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<p>You can edit the text messages for the scenario, a town, or an outdoor section. This
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gives you the chance to directly edit the adventure text, without going through the
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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
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<html>
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<head>
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<title></title>
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<title>Monster Ability Types - BoE Scenario Editor Guide</title>
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<link rel="stylesheet" type="text/css" href="../style.css">
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</head>
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<body>
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@@ -11,7 +11,7 @@
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</div>
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<div class="content">
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<h1>Appendix 5 - Monster Abilities</h1>
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<h1>Appendix C - Monster Ability Types</h1>
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<p>When adding a new monster ability, you may have noticed that there are fourteen custom
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options to choose from at the end of the list. These options don't fill in the ability
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@@ -22,7 +22,15 @@ dialog. You can also get there by editing an existing ability.</p>
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rather than Cancel. Clicking Cancel will cause the ability to be added with default values
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(generally all zeroes).</p>
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<h2>The Basics</h2>
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<ul>
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<li><a href='#missile'>Missile Abilities</a></li>
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<li><a href='#general'>General Abilities</a></li>
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<li><a href='#radiate'>Radiate Field Abilities</a></li>
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<li><a href='#summon'>Summoning Abilities</a></li>
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<li><a href='#other'>Other Abilities</a></li>
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</ul>
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<h2 id='basics'>The Basics</h2>
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<p>When editing any monster ability, you'll see four informational fields.</p>
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@@ -42,7 +50,7 @@ from a list. The options depend on the ability type.</li>
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<li><b>Delete</b> - You can delete the ability by clicking this button.</li>
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</ul>
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<h2>Missile Abilities</h2>
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<h2 id='missile'>Missile Abilities</h2>
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<p>Monsters will not use most missile abilities when adjacent to their target. Missile
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abilities offer the following "subtypes":</p>
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@@ -73,7 +81,7 @@ this ability.</li>
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hitting.</li>
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</ul>
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<h2>General Abilities</h2>
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<h2 id='general'>General Abilities</h2>
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<p>General abilities cover several categories with a variety of effects. Some of these are
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obvious, others less so. Even when ranged, monsters will also use most of these abilities
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@@ -139,7 +147,7 @@ depends on the ability type.</li>
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the meaning is obvious. Click Choose to select one from a list.</li>
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</ul>
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<h2>Radiate Field Abilities</h2>
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<h2 id='radiate'>Radiate Field Abilities</h2>
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<p>Monsters that radiate fields are automatically immune to their own fields. Since
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radiate abilities are passive, they take no action points. A radiate ability provides no
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@@ -153,7 +161,7 @@ fields, so generally something like barriers or forcecages is a poor choice.</li
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<li><b>Affected Area</b> - The area to effect. Click Choose to select one.</li>
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</ul>
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<h2>Summoning Abilities</h2>
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<h2 id='summon'>Summoning Abilities</h2>
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<p>Since summon abilities are passive, they take no action points to activate. They do
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have the following subtypes:</p>
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@@ -177,7 +185,7 @@ range.</li>
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<li><b>Chance</b> - The percent chance each turn of summoning.</li>
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</ul>
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<h2>Other Abilities</h2>
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<h2 id='other'>Other Abilities</h2>
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<p>There are several other abilities that can be added to monsters. They don't have a
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dedicated "Custom Ability" option, but you can edit them after adding for some increased
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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
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<html>
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<head>
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<title></title>
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<title>Blades Sound Effects - BoE Scenario Editor Guide</title>
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<link rel="stylesheet" type="text/css" href="../style.css">
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</head>
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<body>
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@@ -11,7 +11,7 @@
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</div>
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<div class="content">
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<h1>Appendix 5 - Blades Sound Effects</h1>
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<h1>Appendix E - Blades Sound Effects</h1>
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<p>There are several places in the editor where you are asked for the number of a sound
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effect. These are the available Blades effects:</p>
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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
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<html>
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<head>
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<title>Blades of Exile Editor Documentation [14-A1] Special Encounter Node Types</title>
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<title>Special Encounter Node Types - BoE Scenario Editor Guide</title>
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<link rel="stylesheet" type="text/css" href="../style.css">
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</head>
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<body>
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@@ -11,18 +11,28 @@
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</div>
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<div class="content">
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<h2>Appendix 1 - Special Encounter Node Types</h2>
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<h1>Appendix A - Special Encounter Node Types</h1>
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<p>These are the many types of special encounter nodes. They are divided into six
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<p>These are the many types of special encounter nodes. They are divided into seven
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different categories, and given with examples and descriptions of what the various editing
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fields do.</p>
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<h3>General Use Specials</h3>
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<ul>
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<li><a href='#gen'>General Use Specials</a></li>
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<li><a href='#once'>One-Shot Specials</a></li>
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<li><a href='#affect'>Affect PC/Party/Monster Specials</a></li>
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<li><a href='#cond'>If-Then Specials</a></li>
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<li><a href='#town'>Town Mode Specials</a></li>
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<li><a href='#rect'>Rectangle Specials</a></li>
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<li><a href='#outdoor'>Outdoor Mode Specials</a></li>
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</ul>
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<h2 id='gen'>General Use Specials</h2>
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<p>This is the class of special encounters which can be called at practically any time.
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Most of them can always be called. A few can't - these are noted in the encounter
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description.</p>
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<h4>General notes</h4>
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<h3>General notes</h3>
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<dl>
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<dt>Stuff done 1, Stuff done 2:</dt><dd>Some of these nodes change a Stuff Done flag. A
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Stuff Done flag is described by two values: Stuff done 1 and Stuff done 2. The legal range
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@@ -522,7 +532,7 @@ with the saved game.
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<dt>Extra 1a:</dt><dd>The sign to swap with.</dd></dd>
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</dl>
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<h3>One-Shot Specials</h3>
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<h2 id='once'>One-Shot Specials</h2>
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<p>This is the class of specials you generally only want to occur one time, such as giving
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items.</p>
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@@ -537,7 +547,7 @@ Special, and the specified Stuff Done flag in that node is 250, then the white d
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disappears. Thus, specials that don't do anything anymore aren't marked by a special
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dot.</p>
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<h4>General notes:</h4>
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<h3>General notes:</h3>
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<dl>
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<dt>Stuff done 1, Stuff done 2:</dt><dd>All of these nodes change a Stuff Done flag. A
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Stuff Done flag is described by two values: Stuff done 1 and Stuff done 2. The legal range
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@@ -703,7 +713,7 @@ the trap.</dd>
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must disarm the trap to be able to take any of the items in the chest.</dd></dd>
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</dl>
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<h3>Affect PC/Party/Monster Specials</h3>
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<h2 id='affect'>Affect PC/Party/Monster Specials</h2>
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<p>All of these special encounters do something to one character, to the party, or to a
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monster. Who they affect depends on several factors.</p>
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<p>Special node 80 (Select a Target) asks the player to select one of their PCs. Once this
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@@ -723,7 +733,7 @@ affect the whole party; they ignore the currently selected target.</p>
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<p>Note that when one of these specials does something bad (e.g. diseases or poisons) a
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character, all resistances (e.g. protection from poison rings) apply.</p>
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<h4>General notes:</h4>
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<h3>General notes:</h3>
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<dt>Stuff done 1, Stuff done 2:</dt><dd> None of these special node types use these
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fields.</dd>
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<dt>Mess 1, Mess 2:</dt><dd>All of these special node types (except Select a PC) can
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@@ -1055,7 +1065,7 @@ add 1000 to it.</dd>
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PCs.</dd></dd>
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</dl>
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<h3>If-Then Specials</h3>
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<h2 id='cond'>If-Then Specials</h2>
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<p>These special node types don't do anything by themselves. Instead, they choose from
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several choices which node to call next. For example, if you want something to happen when
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the party has the Crown of Might and something different to happen when they don't, you
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@@ -1409,14 +1419,14 @@ completed, 3 - failed), the special in Extra 1c is called.</dd>
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<dt>Jumpto:</dt><dd>Otherwise, this special is called.</dd></dd>
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</dl>
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<h3>Town Mode Specials</h3>
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<h2 id='town'>Town Mode Specials</h2>
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<p>These special nodes only have an effect in town mode (where most of the game takes
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place). If called outdoors, all of these nodes immediately jump to the Jump To
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special.</p>
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<p>For all of these special types, unless the description specifically says it ends the
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special encounter, once done, each node calls the Jump To node.</p>
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<h4>General notes:</h4>
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<h3>General notes:</h3>
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<dl>
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<dt>Mess 1, Mess 2:</dt><dd>All of these special node types can display one or two
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messages. If you don't want a message displayed, just leave these at -1.</dd></dd>
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@@ -1825,7 +1835,7 @@ at the top of the space.</dd>
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placed.</dd></dd>
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</dl>
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<h4>Rectangle Specials:</h4>
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<h2 id='rect'>Rectangle Specials</h2>
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<p>These nodes all do things to a rectangle of terrain that you select. Most of them work
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both in town and outdoors, but the first few only work in town. For these nodes, the
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values have slightly different meanings than before:</p>
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@@ -1911,7 +1921,7 @@ unlockable (or unlockable and bashable), it becomes unlocked (i.e. is changed to
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locked terrain type).</dd>
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</dl>
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<h3>Outdoor Mode Specials</h3>
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<h2 id='outdoor'>Outdoor Mode Specials</h2>
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<p>These special nodes only have an effect in outdoor mode. If called anywhere but
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outdoors, all of these nodes immediately jump to the Jump To special.</p>
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<p>For all of these special types, unless the description specifically says it ends the
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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
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<html>
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<head>
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<title></title>
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<title>Starting Terrain Types - BoE Scenario Editor Guide</title>
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||||
<link rel="stylesheet" type="text/css" href="../style.css">
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</head>
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||||
<body>
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||||
@@ -11,7 +11,7 @@
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</div>
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<div class="content">
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<h1>Appendix 4 - Starting Terrain Types</h1>
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<h1>Appendix D - Starting Terrain Types</h1>
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<p>There are 256 premade terrain types (numbered 0 - 255) in the basic scenario you start
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with. Many of them have special properties, or need to be handled in different ways.
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Reference in New Issue
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