Continued Editor Doc cleanup.
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<p class="p1"><b>Section 2: Scenario Building: A Step By Step Guide</b></p>
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<p class="p2"><br></p>
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<p class="p3"><span class="Apple-tab-span"> </span>As promised, this chapter contains a detailed, step-by-step description of how to make a scenario, create a dungeon, and populate it with monsters and loot. Everything you need to know to make a basic scenario is in here.<span class="Apple-converted-space"> </span></p>
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<p class="p2"><br></p>
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<p class="p3"><b>Getting started</b></p>
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<p class="p2"><br></p>
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<p class="p3"><span class="Apple-tab-span"> </span>First, go into the Blades of Exile Editor directory. Run the Blades of Exile Editor (or, if using Windows, BLADESED.EXE). You will now see the introductory screen. Press Make New Scenario (if using Windows, always use the left button, unless otherwise specified). A dialog box will come up asking you a few important questions (These gray windows are called dialog boxes. Remember this term - it will be used later).</p>
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<p class="p3"><span class="Apple-tab-span"> </span> The first text box is for the name of your scenario. This is the real name, like Quest For the Sword, or Guys Running Around Lost. Make up some sort of name.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>The second box is for your scenarios file name, the name of the actual file the program will create. This must be all letters, and can be at most 8 characters long, like questsrd, or lostguys. Make up a file name.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>Finally, the button at the bottom determines whether the outdoors the scenario will start with will be caves or grass. Click on this button. Then press OK.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>Another dialog box will come up. This is where you decide how large you want your scenario to be. In the upper section, enter the number of sections wide and high you want the outdoors to be. In the middle section, enter how many large, medium, and small towns you want the scenario to start with.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>The number of towns you select now is not important - you can always add more towns later. On the other hand, you cant make or remove outdoor sections later on, so the size of the outdoors is an important question. For this basic scenario, however, you can leave all of these values alone.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>The button at the bottom, however, is important. If pressed, the first town in your scenario will be a town called Warriors Grove, where adventurers can rest, buy weapons, and get training. Every scenario should have a place like this, but such towns can be time-consuming and difficult to make. Fortunately, Warriors Grove is provided for you. Press the Include Starter Town button, and then OK.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>Finally, you can give your scenario a password. This is a 5 digit number which must be entered by anyone who wants to edit your scenario. You can use this to keep your adventure secret from prying eyes. If left at 0, you wont have a password. If you pick a password, please write it down, so that you dont forget it and lock yourself out of your own adventure! For this test scenario, however, you probably want to leave it at 0. You can always change it later. Press OK.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>Finally, press OK on the final dialog box, and your scenario will be created. Time to edit it!</p>
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<p class="p2"><br></p>
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<p class="p3"><b>Editing Your Scenario</b></p>
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<p class="p2"><br></p>
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<p class="p3"><span class="Apple-tab-span"> </span>You will now be facing the Blades of Exile main screen. First, lets look at our default town and maybe edit it a little. Press the Edit Town Terrain button.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>You are now looking at Warriors Grove. Look around it for a little bit. To scroll the view around, click on the white border around the terrain (or use the keypad). Now take a more panoramic view. There is a grid of buttons in the lower right hand corner of the screen. Press the first button in the second row. You will see an overall view of the town. You could edit terrain from this view, but its often better to use the other view. Press the button again to zoom back in.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>Scroll the terrain back to the center of the town, by the dog. Lets place a tree. Drawing terrain works much like a painting program. Each of the spots of terrain to the upper right represents a different terrain type (many of them have small symbols - ignore these for now). Look for the trees (in the middle of the seventh row). Click on a tree. Then click on the pencil button (in the upper left hand corner of the grid of buttons). Finally, click on the spot of grass to the right of the dog.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>There should be a tree there! Now click on the tree again. It should disappear. Now position the cursor to the right of the dog, press the mouse button, and hold it down. Move the cursor to the right. Youll draw a line of trees. Click on a different tree icon, and try drawing a tree somewhere else.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>Editing the outdoor terrain works the same way. Press Back to Main Menu (in the lower left corner), and then press Edit Outdoor Terrain. You will be viewing the middle of your single outdoor section, with Warriors Grove in the middle. Click on the Sign on Grass terrain (in the eighth row) and then click on the grass just northwest of town. This is a sign, so you will immediately be asked what the sign says. Type Warriors Grove, and press OK.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>Now that you know how to change terrain, its time to make a dungeon.</p>
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<p class="p2"><br></p>
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<p class="p3"><b>Making a Dungeon</b></p>
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<p class="p2"><br></p>
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<p class="p3"><span class="Apple-tab-span"> </span>Press Back to Main Menu, and select Save from the File menu. This records all the changes youve made so far. Now press Create New Town. Were going to make a second town to put in our adventure.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>Put a name for your new town in the text area (such as Goblin Pit). The other buttons determine the size of the town and the sort of terrain the town will start with. Press the button by Grass With Flowers and the press OK. Your new town, town 1, is now loaded into memory.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>It may seem peculiar that Warriors Grove was described as town number 0, and your second town is described at town 1. Similarly, your outdoor section is described as X = 0, Y = 0. This is because in Blades of Exile, everything is counted beginning with 0 (this is something computer programmers will be very used to, but may take some getting used to for others). Also, the Blades of Exile Editor can only hold one town and outdoor section in memory at the same time. If you want to go back to editing Warriors Grove, you will need to press the Load Another Town button on the main screen and enter town 0 to load it.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>But for now, its time to make an adventure. Press Edit Town Terrain, and you will be looking at your new town. You will be looking at a blank slate. Theres nothing here but grass and a few rocks. First, lets make a building.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>Click on the basic wall terrain, the fourth terrain in the eighth row. Dont click on any of the walls with little symbols on them - these symbols indicate that the terrain has some sort of special property. What these symbols mean is explained later.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>Now that youre drawing walls, draw a large rectangle in the terrain area. It can be whatever size youd like, but make it be around seven high and seven wide. This will be the walls of a building. Then select the floor terrain (first terrain in the 11th row). Paint a floor inside the walls. Finally, click on the first door icon (7th terrain in the 8th row). Place a door somewhere in your wall. You will now have a building.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>By now, you are probably confused by the huge number of terrain types available to you. Fortunately, there is a list of all the default terrain types in the appendices, in the online help. Also, the meaning of the little symbols is described in the chapter on editing terrain types.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>Now that you have a building, lets make a hill a little to the north of it. As you played Blades of Exile, you probably noticed that the cave walls and mountains curved around, which is why there are so many different graphics for cave walls and mountains. Fortunately, when you draw cave walls, hills, water, or mountains, the editor will automatically change them so that they curve around and match each other at the edges.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>To see this, scroll the terrain view a little to the north of your building, and select the hill terrain (third terrain in the third row). Draw a 3x3 square of hill on the grass. Notice how the editor automatically shifts it around so it all lines up into a nice square! This will save you a huge amount of time.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>Now, we can make some monsters to fight. Scroll back down to your building. Were going to place a few goblins into it. Go up to the M1 menu, and select Goblin. Then click inside the building. Theres now a goblin there. Do it a few more times.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>When the player enters this room, the goblins will attack. That is because goblins are set to be always hostile. You can find out later how to make the goblins friendly, but for now, they might as well fight.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>Now, you can give the goblins some loot to steal. Go up to the I1 menu, and select a weapon. Then click inside the building. There is now a weapon there for the player to find. Now select Gold from the I1 menu and click inside the building. There is some gold there.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>You may, however, want to choose how much gold to find. Fortunately, this is easy. Press the Edit Item button (first button in the third row), and click on the gold. Enter a new value in the Amount area, and press OK.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>There. You have a short adventure. A building to enter, monsters to fight, and treasure to find. If you want a larger adventure, all you need to do is repeat what youve done so far, with gradually larger monsters and larger treasures. Finally, all you need to know is how to make it possible for the party to enter your towns.</p>
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<p class="p2"><br></p>
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<p class="p3"><b>Entering Towns</b></p>
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<p class="p2"><br></p>
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<p class="p3"><span class="Apple-tab-span"> </span>Press Back To Main Menu, and then press Edit Outdoor Terrain. Scroll the terrain view a few spaces north of Warriors Grove. Select the Outdoor Building terrain (in the lower right hand corner) and place it somewhere. Theres your town. Finally, you need to link it to your dungeon. The last button in the second row is the Set Town Entrance button. Press it, and then click on your town. You will be asked what town is here. Enter 1 in the text area (for town 1, your new town), and press OK. When the party moves onto this town, they will find themselves in your new town.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>This is all it takes! You have now created a new scenario! To run it, copy it into the Blades of Exile Scenarios folder, run Blades of Exile, and play away! (You need to have a registered copy to play your own scenarios.)</p>
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<p class="p3"><span class="Apple-tab-span"> </span>You might want to play with what youve learned so far before reading further. Or, you can just dive in! The next few chapters flesh out what youve read so far.</p>
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<p class="p2"><br></p>
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</body>
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</div>
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<div class="content">
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<h1>Section 2: Scenario Building: A Step By Step Guide</h1>
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<p>As promised, this chapter contains a detailed, step-by-step description of how to make a scenario, create a dungeon, and populate it with monsters and loot. Everything you need to know to make a basic scenario is in here.</p>
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<h2>Getting started</h2>
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<p>First, go into the Blades of Exile Editor directory. Run the Blades of Exile Editor (or, if using Windows, BLADESED.EXE). You will now see the introductory screen. Press Make New Scenario (if using Windows, always use the left button, unless otherwise specified). A dialog box will come up asking you a few important questions (These gray windows are called dialog boxes. Remember this term - it will be used later).</p>
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<p>The first text box is for the name of your scenario. This is the real name, like Quest For the Sword, or Guys Running Around Lost. Make up some sort of name.</p>
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<p>The second box is for your scenarios file name, the name of the actual file the program will create. This must be all letters, and can be at most 8 characters long <!-- todo: check this -->, like questsrd, or lostguys. Make up a file name.</p>
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<p>Finally, the button at the bottom determines whether the outdoors the scenario will start with will be caves or grass. Click on this button. Then press OK.</p>
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<p>Another dialog box will come up. This is where you decide how large you want your scenario to be. In the upper section, enter the number of sections wide and high you want the outdoors to be. In the middle section, enter how many large, medium, and small towns you want the scenario to start with.</p>
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<p>The number of towns you select now is not important - you can always add more towns later. On the other hand, you cant make or remove outdoor sections later on, so the size of the outdoors is an important question. For this basic scenario, however, you can leave all of these values alone.</p>
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<p>The button at the bottom, however, is important. If pressed, the first town in your scenario will be a town called Warriors Grove, where adventurers can rest, buy weapons, and get training. Every scenario should have a place like this, but such towns can be time-consuming and difficult to make. Fortunately, Warriors Grove is provided for you. Press the Include Starter Town button, and then OK.</p>
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<h2>Editing Your Scenario</h2>
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<p>You will now be facing the Blades of Exile main screen. First, lets look at our default town and maybe edit it a little. Press the Edit Town Terrain button.</p>
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<p>You are now looking at Warriors Grove. Look around it for a little bit. To scroll the view around, click on the white border around the terrain (or use the keypad). Now take a more panoramic view. There is a grid of buttons in the lower right hand corner of the screen. Press the first button in the second row. You will see an overall view of the town. You could edit terrain from this view, but its often better to use the other view. Press the button again to zoom back in.</p>
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<p>Scroll the terrain back to the center of the town, by the dog. Lets place a tree. Drawing terrain works much like a painting program. Each of the spots of terrain to the upper right represents a different terrain type (many of them have small symbols - ignore these for now). Look for the trees (in the middle of the seventh row). Click on a tree. Then click on the pencil button (in the upper left hand corner of the grid of buttons). Finally, click on the spot of grass to the right of the dog.</p>
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<p>There should be a tree there! Now click on the tree again. It should disappear. Now position the cursor to the right of the dog, press the mouse button, and hold it down. Move the cursor to the right. Youll draw a line of trees. Click on a different tree icon, and try drawing a tree somewhere else.</p>
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<p>Editing the outdoor terrain works the same way. Press Back to Main Menu (in the lower left corner), and then press Edit Outdoor Terrain. You will be viewing the middle of your single outdoor section, with Warriors Grove in the middle. Click on the Sign on Grass terrain (in the eighth row) and then click on the grass just northwest of town. This is a sign, so you will immediately be asked what the sign says. Type Warriors Grove, and press OK.</p>
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<p>Now that you know how to change terrain, its time to make a dungeon.</p>
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<h2>Making a Dungeon</h2>
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<p>Press Back to Main Menu, and select Save from the File menu. This records all the changes youve made so far. Now press Create New Town. Were going to make a second town to put in our adventure.</p>
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<p>Put a name for your new town in the text area (such as Goblin Pit). The other buttons determine the size of the town and the sort of terrain the town will start with. Press the button by Grass With Flowers and the press OK. Your new town, town 1, is now loaded into memory.</p>
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<p>It may seem peculiar that Warriors Grove was described as town number 0, and your second town is described at town 1. Similarly, your outdoor section is described as X = 0, Y = 0. This is because in Blades of Exile, everything is counted beginning with 0 (this is something computer programmers will be very used to, but may take some getting used to for others). Also, the Blades of Exile Editor can only hold one town and outdoor section in memory at the same time. If you want to go back to editing Warriors Grove, you will need to press the Load Another Town button on the main screen and enter town 0 to load it.</p>
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<p>But for now, its time to make an adventure. Press Edit Town Terrain, and you will be looking at your new town. You will be looking at a blank slate. Theres nothing here but grass and a few rocks. First, lets make a building.</p>
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<p>Click on the basic wall terrain, the fourth terrain in the eighth row. Dont click on any of the walls with little symbols on them - these symbols indicate that the terrain has some sort of special property. What these symbols mean is explained later.</p>
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<p>Now that youre drawing walls, draw a large rectangle in the terrain area. It can be whatever size youd like, but make it be around seven high and seven wide. This will be the walls of a building. Then select the floor terrain (first terrain in the 11th row). Paint a floor inside the walls. Finally, click on the first door icon (7th terrain in the 8th row). Place a door somewhere in your wall. You will now have a building.</p>
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<p>By now, you are probably confused by the huge number of terrain types available to you. Fortunately, there is a list of all the default terrain types in the appendices, in the online help. Also, the meaning of the little symbols is described in the chapter on editing terrain types.</p>
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<p>Now that you have a building, lets make a hill a little to the north of it. As you played Blades of Exile, you probably noticed that the cave walls and mountains curved around, which is why there are so many different graphics for cave walls and mountains. Fortunately, when you draw cave walls, hills, water, or mountains, the editor will automatically change them so that they curve around and match each other at the edges.</p>
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<p>To see this, scroll the terrain view a little to the north of your building, and select the hill terrain (third terrain in the third row). Draw a 3x3 square of hill on the grass. Notice how the editor automatically shifts it around so it all lines up into a nice square! This will save you a huge amount of time.</p>
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<p>Now, we can make some monsters to fight. Scroll back down to your building. Were going to place a few goblins into it. Go up to the M1 menu, and select Goblin. Then click inside the building. Theres now a goblin there. Do it a few more times.</p>
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<p>When the player enters this room, the goblins will attack. That is because goblins are set to be always hostile. You can find out later how to make the goblins friendly, but for now, they might as well fight.</p>
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<p>Now, you can give the goblins some loot to steal. Go up to the I1 menu, and select a weapon. Then click inside the building. There is now a weapon there for the player to find. Now select Gold from the I1 menu and click inside the building. There is some gold there.</p>
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<p>You may, however, want to choose how much gold to find. Fortunately, this is easy. Press the Edit Item button (first button in the third row), and click on the gold. Enter a new value in the Amount area, and press OK.</p>
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<p>There. You have a short adventure. A building to enter, monsters to fight, and treasure to find. If you want a larger adventure, all you need to do is repeat what youve done so far, with gradually larger monsters and larger treasures. Finally, all you need to know is how to make it possible for the party to enter your towns.</p>
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<h2>Entering Towns</h2>
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<p>Press Back To Main Menu, and then press Edit Outdoor Terrain. Scroll the terrain view a few spaces north of Warriors Grove. Select the Outdoor Building terrain (in the lower right hand corner) and place it somewhere. Theres your town. Finally, you need to link it to your dungeon. The last button in the second row is the Set Town Entrance button. Press it, and then click on your town. You will be asked what town is here. Enter 1 in the text area (for town 1, your new town), and press OK. When the party moves onto this town, they will find themselves in your new town.</p>
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<p>This is all it takes! You have now created a new scenario! To run it, copy it into the Blades of Exile Scenarios folder, run Blades of Exile, and play away!
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<p>You might want to play with what youve learned so far before reading further. Or, you can just dive in! The next few chapters flesh out what youve read so far.</p>
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<p class="p1"><b>Section 3: Making and Editing Scenarios</b></p>
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<p class="p2"><b></b><br></p>
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<p class="p3"><span class="Apple-tab-span"> </span>This chapter describes how to create a scenario, and how to edit the general scenario properties. As mentioned before, something marked (Advanced) can be ignored by people who arent interested in making more complicated scenarios.</p>
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<p class="p2"><br></p>
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<p class="p3"><b>The File Menu</b></p>
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<p class="p2"><br></p>
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<p class="p3"><span class="Apple-tab-span"> </span>You use the File menu to load new scenarios and save scenarios youve edited.</p>
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<p class="p2"><br></p>
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<p class="p3"><b>Open... -</b> Select this option to load in a new scenario.</p>
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<p class="p3"><b>Save -</b> This saves your changes.<span class="Apple-converted-space"> </span></p>
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<p class="p3"><b>New Scenario... - </b>This makes a new scenario.</p>
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<p class="p3"><b>Quit -</b> This closes the program. If youve made any changes, you will be asked if you would like to save first.</p>
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<p class="p2"><br></p>
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<p class="p3"><span class="Apple-tab-span"> </span>Scenarios made in Macintosh and Windows are interchangeable. A scenario edited<span class="Apple-converted-space"> </span>on the Mac can be run on a Windows machine, and vise versa.</p>
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<p class="p2"><br></p>
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<p class="p3"><b>Creating a scenario</b></p>
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<p class="p2"><br></p>
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<p class="p3"><span class="Apple-tab-span"> </span>When you make a new scenario, three dialog boxes will come up, asking you for information about the scenario to make:</p>
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<p class="p2"><br></p>
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<p class="p3">First Dialog: Enter the name of your scenario and the file name of the scenario (which must be at most eight characters long, all letters). To make the terrain for the surface be grass and mountains (as opposed to cave), press the small button. When done, press OK, or Cancel to stop the process.</p>
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<p class="p2"><br></p>
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<p class="p3">Second Dialog: Enter the width and height, in 48 x 48 sections, of the outdoors. This cant be changed later, so choose carefully (outdoor sections are small, so you may want to make it a little large than you think you will need).</p>
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<p class="p3"><span class="Apple-tab-span"> </span>In the second section, enter the number of towns the scenario will start with, of the three different sizes. The large towns will be placed first, followed by the medium towns followed by the small towns (so if you select 3 large towns and 3 small towns, towns 0 - 2 will be large, and 3 - 5 will be small). The exception to this is that if you want your scenario to be Warriors Grove, this will always be town 0.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>Finally, select Include Starter Town to have one of your Medium Towns (town 0) be Warriors Grove, a pre-made town.</p>
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<p class="p2"><br></p>
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<p class="p3">Third Dialog: Enter a number from 0 to 30000. This will be the scenarios password, which must be entered before it can be edited. Leave at 0 to have no password. The password for the three scenarios that come with Blades of Exile are 100.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>Be sure to write this down. If you forget it, you wont be able to edit your scenario. You may want to set it to 0 ... you can always change it later.</p>
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<p class="p2"><br></p>
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<p class="p3"><span class="Apple-tab-span"> </span>Finally, you will be asked for a final go-ahead, and your scenario will be built.</p>
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<p class="p2"><br></p>
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<p class="p3"><b>Scenario Menu</b></p>
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<p class="p2"><br></p>
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<p class="p3"><span class="Apple-tab-span"> </span>A lot of things for your scenario are set using the Scenario menu.</p>
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<p class="p2"><br></p>
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<p class="p3"><b>Create New Town -</b> This tacks a new town onto the end of your scenarios town list. If you currently have 8 towns, for example, the new town will be town number 8 (your 9th town). Creating a new town is described later in this section.</p>
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<p class="p3"><b>Scenario Details - </b>This dialog sets the information the player will see when theyre choosing your scenario in the Custom Scenario Window in the game. You can set your scenarios version (it starts at 1.0.0), a brief description (each bit of text can be at most 60 characters long), contact information for you (such as an E-mail address), your scenarios rating (G to NC-17), and a guideline for how experienced the players party should be before they do your scenario.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>Note that you can't control the level of adventurers the player takes into your scenario. They are free to take as weak or powerful a party through as they want. All you can do is warn them how tough your scenario is in advance.</p>
|
||||
<p class="p3"><b>Scenario Intro Text -</b> Select this to edit the text the player will see when first entering your scenario, Press the Select Icon button to pick the graphic the player will see by your scenario when in the Custom Scenario Window.</p>
|
||||
<p class="p3"><b>Set Starting Location -</b> The scenario must have two starting locations. The first is the town the party will start in. The second is the location in the outdoors the party will be in with they leave that town.</p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>Select this to set the first location, the starting location in a town. Enter the number of the town to start in, and the starting location in that town.</p>
|
||||
<p class="p3"><b>Change Password -</b> Enter your new password.</p>
|
||||
<p class="p3"><b>Edit Special Nodes (Advanced) -</b> This moves you to the main screen, where all of the scenarios special nodes are listed to the right. Click on a node to edit it.</p>
|
||||
<p class="p3"><b>Edit Scenario Text (Advanced) -</b> This moves you to the main screen, where all of the scenarios text messages are listed to the right. Click on a message to edit it, or command click (right click in Windows) to clear it.</p>
|
||||
<p class="p3"><b>Import Town (Advanced) -</b> You can import a town from another scenario (or the same scenario). The town pulled in will be copied over the current town in memory. Aster selecting this option, you will be asked the number of the town to import, and then to select the scenario to import it from (you can select the scenario you are working on). Finally, you need to put in the password of the scenario you are opening. The scenario will be loaded in, and the selected town will be copied over your current town. the town selected must be of the same size (small, medium, large) as the current town.</p>
|
||||
<p class="p3"><b>Edit Saved Item Rectangle (Advanced) - </b>You can set three rectangles in towns where the partys items can be stored (i.e. they wont disappear when they leave town). Enter the number of the town, and the top, left, bottom, and right of the rectangle where the items will be remembered. To have no rectangle, leave the town number at -1. The three towns must be different.</p>
|
||||
<p class="p3"><b>Edit Horses (Advanced) - </b>The scenario can have up to 30 horses, which must all start in towns. Enter the number of the town the horse is in, and the horses location. If the horse isnt owned by the party, click on the button to the right. Press the arrows to edit other horses.<span class="Apple-converted-space"> </span></p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span><span class="Apple-tab-span"> </span>When you place a boat in a scenario your party is already in, the boat does not actually appear in the scenario until the party enters a town. If the party is in a town, it won't appear until they leave the town and reenter.</p>
|
||||
<p class="p3"><b>Edit Boats (Advanced) -</b> The scenario can have up to 30 boats, which must all start in towns. They are edited the same way as the horses (above), and new boats don't appear until the party enters a town.</p>
|
||||
<p class="p3"><b>Set Variable Town Entry (Advanced) -</b> When they party enters a town, you can have the town they enter change, depending on the value of a Stuff Done Flag. Enter the number of the town, and the two parts of the Stuff Done flag to add to the town number when town 8 is entered. <span class="Apple-converted-space"> </span></p>
|
||||
<p class="p3">Example: Town 8 may be destroyed. When this happens, set Stuff Done Flag (3,4) to 1, have this flag added to town 8, and make the destroyed version of the town be town number 9.</p>
|
||||
<p class="p3"><b>Set Scenario Event Timers (Advanced) -</b> You can have a special node called every so many moves while the party is playing the scenario. Enter the interval between node calls on the left, and the number of the scenario special node to call on the right. Press the Create/Edit button to assign or edit the special node. Leave the time at -1 for no node to be called.</p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>Note that calling a special node takes some time. Dont set the interval too small, or your scenario wont play as well.</p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>The interval between calling a special node must be a multiple of 10 (such as 30, or 100, but not 55).</p>
|
||||
<p class="p3">Example: If the time is set to 100, and the node is set to 15, scenario special node 15 is called every 100 moves, no matter where the party is.</p>
|
||||
<p class="p3"><b>Edit Item Placement Shortcuts (Advanced) -</b> You can create 10 item placement shortcuts. This can enable you to place preset items in towns much more quickly. When Add Random Items is picked from the Town menu, the editor sorts through these shortcuts, and places random items on the terrain types you select.</p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>When editing a shortcut, first select a terrain type (press Choose to the upper right), and press the button to the left if you want the preset items to not be the partys property. Then select the items to place on a terrain type of this sort. Press one of the 10 Choose buttons below to pick an item, and then enter the percentage change (0 - 100) of the item being placed.</p>
|
||||
<p class="p3">Example: Suppose you want a pair of pants to appear in %25 of the dressers in a city. Press the Choose button by the terrain space and select Dresser. press one of the Choose buttons below, and select pants. Finally, enter a 25 in the chance spot.</p>
|
||||
<p class="p3"><b>Delete Last Town (Advanced) -</b> This deletes the last town in the scenarios town list. You cant delete the last town.</p>
|
||||
<p class="p3"><b>Write Data To Text File (Advanced) -</b> It is often convenient to have a list of all your scenarios terrain types and monsters. Select this, and lists of your terrain types, items, and monsters will be dumped into a text file titled Scenario data.</p>
|
||||
<p class="p3"><b>Do Full Text Dump (Advanced) - </b>It is also often very convenient to have a complete printout of all the text in a scenario, especially for proofreading. Select this, and all of the scenarios special messages will be dumped into a file titles Scenario Text. This will take a while - be patient.</p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><b>Making a New Town -</b></p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>When you select making a 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 area at the top is where you enter the name of the new town.</p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>Click the button by the town size to select that size, and the button by the default terrain type to select the terrain the town will start with.</p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>You will automatically be editing the new town. The scenario must be saved before you can create a new town.</p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><b>Using the Main Menu</b></p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>The main menu is the first screen that comes up when you load or create a new scenario, and is where you load new towns and outdoor sections.</p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><b>Edit Terrain Types - </b>When pressed, all of the terrain types appear in the right hand side of the screen. Click on a terrain type to edit it. For more information, see the chapter on Editing Terrain.</p>
|
||||
<p class="p3"><b>Edit Monsters -</b> When pressed, all of the monster types appear in the right hand side of the screen. Click on a monster type to edit it. For more information, see the chapter on Editing Monsters.</p>
|
||||
<p class="p3"><b>Edit Items -</b> When pressed, all of the item types appear in the right hand side of the screen. Click on an item type to edit it. For more information, see the chapter on Editing Items.</p>
|
||||
<p class="p3"><b>Create New Town -</b> This is the same as the Create New Town option in the Scenario menu.</p>
|
||||
<p class="p3"><b>Edit Scenario Text -</b> This is the same as the Edit Scenario Text option in the Scenario menu.</p>
|
||||
<p class="p3"><b>Edit Special Items (Advanced) -</b> When pressed, all of the special items appear in the right hand side of the screen. Click on a special item to edit it. For more information on special items, see below.</p>
|
||||
<p class="p3"><b>Load New Section -</b> At any given time, the scenario editor will only have one outdoor section and one town in memory. To load another outdoor section for editing, press this button.</p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>A dialog box will come up, asking you to select an outdoor section to edit. The upper left section is considered to be X = 0, Y = 0. The sections to the right have a higher X, and the sections below have a higher Y.</p>
|
||||
<p class="p3"><b>Edit Outdoor Terrain -</b> When pressed, you will start editing the current outdoor section.</p>
|
||||
<p class="p3"><b>Load Another Town - </b>To load another town into memory for editing, press this button, followed by the number of the town to edit.</p>
|
||||
<p class="p3"><b>Edit Town Terrain -</b> When pressed, you will start editing the current town.</p>
|
||||
<p class="p3"><b>Edit Town Dialogue (Advanced) -</b> When pressed, all of the dialogue nodes will appear to the right. For more information on how to edit dialogue, see the chapter in the next section on dialogue.</p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><b>Special Items (Advanced):</b></p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>Each scenario can have up to 50 special items. These 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.</p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>To edit a special item, click on Edit Special Items on the main screen, and click on one of the 50 special items to the right. A dialog box will come up, in which you can edit the items information. The first two text areas are for the items name and description (the description appears when the payer uses the Special Item screen).</p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>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.</p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><b>Changing Your Scenario's Name</b></p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>if you want to give your scenario a new name, select Edit Scenario Text from the Scenario menu. Click on Message 0 (in the area to the write where the messages are listed) and enter your scenario's name.</p>
|
||||
<p class="p2"><br></p>
|
||||
<div class="navbar">
|
||||
<script src="nav.js"></script>
|
||||
</div>
|
||||
<div class="content">
|
||||
|
||||
<h1>Section 3: Making and Editing Scenarios</h1>
|
||||
<p>This chapter describes how to create a scenario, and how to edit the general scenario properties. As mentioned before, something marked (Advanced) can be ignored by people who arent interested in making more complicated scenarios.</p>
|
||||
|
||||
<h2>The File Menu</h2>
|
||||
|
||||
<p>You use the File menu to load new scenarios and save scenarios youve edited.</p>
|
||||
<ul>
|
||||
<li><em>Open...</em> - Select this option to load in a new scenario.</li>
|
||||
<li><em>Save</em> - This saves your changes.</li>
|
||||
<li><em>New Scenario...</em> - This makes a new scenario.</li>
|
||||
<li><em>Quit</em> - This closes the program. If youve made any changes, you will be asked if you would like to save first.</li>
|
||||
</ul>
|
||||
<p>Scenarios made in Macintosh and Windows are interchangeable. A scenario edited on the Mac can be run on a Windows machine, and vise versa.</p><!-- todo: check this -->
|
||||
|
||||
<h3>Creating a scenario</h3>
|
||||
|
||||
<p>When you make a new scenario, three dialog boxes will come up, asking you for information about the scenario to make:</p>
|
||||
|
||||
<p><b>First Dialog</b>: Enter the name of your scenario and the file name of the scenario (which must be at most eight characters long, all letters). To make the terrain for the surface be grass and mountains (as opposed to cave), press the small button. When done, press OK, or Cancel to stop the process.</p>
|
||||
|
||||
<p><b>Second Dialog</b>: Enter the width and height, in 48 x 48 sections, of the outdoors. This cant be changed later, so choose carefully (outdoor sections are small, so you may want to make it a little large than you think you will need).</p>
|
||||
<p>In the second section, enter the number of towns the scenario will start with, of the three different sizes. The large towns will be placed first, followed by the medium towns followed by the small towns (so if you select 3 large towns and 3 small towns, towns 0 - 2 will be large, and 3 - 5 will be small). The exception to this is that if you want your scenario to be Warriors Grove, this will always be town 0.</p>
|
||||
<p>Finally, select Include Starter Town to have one of your Medium Towns (town 0) be Warriors Grove, a pre-made town.</p>
|
||||
|
||||
<p><b>Third Dialog</b>: Enter a number from 0 to 30000. This will be the scenarios password, which must be entered before it can be edited. Leave at 0 to have no password. The password for the three scenarios that come with Blades of Exile are 100.</p>
|
||||
<p>Be sure to write this down. If you forget it, you wont be able to edit your scenario. You may want to set it to 0 ... you can always change it later.</p>
|
||||
|
||||
<p>Finally, you will be asked for a final go-ahead, and your scenario will be built.</p>
|
||||
|
||||
<h2>The Scenario Menu</h2>
|
||||
|
||||
<p>A lot of things for your scenario are set using the Scenario menu.</p>
|
||||
|
||||
<ul>
|
||||
<li><em>Create New Town</em> - This tacks a new town onto the end of your scenarios town list. If you currently have 8 towns, for example, the new town will be town number 8 (your 9th town). Creating a new town is described later in this section.</li>
|
||||
<li><em>Scenario Details</em> - This dialog sets the information the player will see when theyre choosing your scenario in the Custom Scenario Window in the game. You can set your scenarios version (it starts at 1.0.0), a brief description (each bit of text can be at most 60 characters long), contact information for you (such as an E-mail address), your scenarios rating (G to NC-17), and a guideline for how experienced the players party should be before they do your scenario. Note that you can't control the level of adventurers the player takes into your scenario. They are free to take as weak or powerful a party through as they want. All you can do is warn them how tough your scenario is in advance.</li>
|
||||
<li><em>Scenario Intro Text</em> - Select this to edit the text the player will see when first entering your scenario, Press the Select Icon button to pick the graphic the player will see by your scenario when in the Custom Scenario Window.</li>
|
||||
<li><em>Set Starting Location</em> - The scenario must have two starting locations. The first is the town the party will start in. The second is the location in the outdoors the party will be in with they leave that town. Select this to set the first location, the starting location in a town. Enter the number of the town to start in, and the starting location in that town.</li>
|
||||
<li><em>Edit Special Nodes (Advanced)</em> - This moves you to the main screen, where all of the scenarios special nodes are listed to the right. Click on a node to edit it.</li>
|
||||
<li><em>Edit Scenario Text (Advanced)</em> - This moves you to the main screen, where all of the scenarios text messages are listed to the right. Click on a message to edit it, or command click (right click in Windows) to clear it.</li>
|
||||
<li><em>Import Town (Advanced)</em> - You can import a town from another scenario (or the same scenario). The town pulled in will be copied over the current town in memory. Aster selecting this option, you will be asked the number of the town to import, and then to select the scenario to import it from (you can select the scenario you are working on). Finally, you need to put in the password of the scenario you are opening. The scenario will be loaded in, and the selected town will be copied over your current town. the town selected must be of the same size (small, medium, large) as the current town.</li>
|
||||
<li><em>Edit Saved Item Rectangle (Advanced)</em> - You can set three rectangles in towns where the partys items can be stored (i.e. they wont disappear when they leave town). Enter the number of the town, and the top, left, bottom, and right of the rectangle where the items will be remembered. To have no rectangle, leave the town number at -1. The three towns must be different.</li>
|
||||
<li><em>Edit Horses (Advanced)</em> - The scenario can have up to 30 horses, which must all start in towns. Enter the number of the town the horse is in, and the horses location. If the horse isnt owned by the party, click on the button to the right. Press the arrows to edit other horses. When you place a boat in a scenario your party is already in, the boat does not actually appear in the scenario until the party enters a town. If the party is in a town, it won't appear until they leave the town and reenter.</li>
|
||||
<li><em>Edit Boats (Advanced)</em> - The scenario can have up to 30 boats, which must all start in towns. They are edited the same way as the horses (above), and new boats don't appear until the party enters a town.</li>
|
||||
<li><em>Set Variable Town Entry (Advanced)</em> - When they party enters a town, you can have the town they enter change, depending on the value of a Stuff Done Flag. Enter the number of the town, and the two parts of the Stuff Done flag to add to the town number when town 8 is entered. Example: Town 8 may be destroyed. When this happens, set Stuff Done Flag <tt>(3,4)</tt> to 1, have this flag added to town 8, and make the destroyed version of the town be town number 9.</li>
|
||||
<li><em>Set Scenario Event Timers (Advanced)</em> - You can have a special node called every so many moves while the party is playing the scenario. Enter the interval between node calls on the left, and the number of the scenario special node to call on the right. Press the Create/Edit button to assign or edit the special node. Leave the time at -1 for no node to be called. Note that calling a special node takes some time. Dont set the interval too small, or your scenario wont play as well. The interval between calling a special node must be a multiple of 10 (such as 30, or 100, but not 55). Example: If the time is set to 100, and the node is set to 15, scenario special node 15 is called every 100 moves, no matter where the party is.</li>
|
||||
<li><em>Edit Item Placement Shortcuts (Advanced)</em> - You can create 10 item placement shortcuts. This can enable you to place preset items in towns much more quickly. When Add Random Items is picked from the Town menu, the editor sorts through these shortcuts, and places random items on the terrain types you select. When editing a shortcut, first select a terrain type (press Choose to the upper right), and press the button to the left if you want the preset items to not be the partys property. Then select the items to place on a terrain type of this sort. Press one of the 10 Choose buttons below to pick an item, and then enter the percentage change (0 - 100) of the item being placed. Example: Suppose you want a pair of pants to appear in 25 percent of the dressers in a city. Press the Choose button by the terrain space and select Dresser. press one of the Choose buttons below, and select pants. Finally, enter a 25 in the chance spot.</li>
|
||||
<li><em>Delete Last Town (Advanced)</em> - This deletes the last town in the scenarios town list. You cant delete the last town.</li>
|
||||
<li><em>Write Data To Text File (Advanced)</em> - It is often convenient to have a list of all your scenarios terrain types and monsters. Select this, and lists of your terrain types, items, and monsters will be dumped into a text file titled Scenario data.</li>
|
||||
<li><em>Do Full Text Dump (Advanced)</em> - It is also often very convenient to have a complete printout of all the text in a scenario, especially for proofreading. Select this, and all of the scenarios special messages will be dumped into a file titles Scenario Text. This will take a while - be patient.</li>
|
||||
</ul>
|
||||
|
||||
<h3>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 area at the top is where you enter the name of the new town.</p>
|
||||
<p>Click the button by the town size to select that size, and the button by the default 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>
|
||||
<div class="figure">
|
||||
<img src="../img/editormainmenu.gif" alt="The Main Menu"></p>
|
||||
<p>Figure 1: The Main Menu</p>
|
||||
</div>
|
||||
<p>The main menu is the first screen that comes up when you load or create a new scenario, and is where you load new towns and outdoor sections.</p>
|
||||
|
||||
<ul>
|
||||
<li><em>Edit Terrain Types - </em>When pressed, all of the terrain types appear in the right hand side of the screen. Click on a terrain type to edit it. For more information, see the chapter on Editing Terrain.</li>
|
||||
<li><em>Edit Monsters -</em> When pressed, all of the monster types appear in the right hand side of the screen. Click on a monster type to edit it. For more information, see the chapter on Editing Monsters.</li>
|
||||
<li><em>Edit Items -</em> When pressed, all of the item types appear in the right hand side of the screen. Click on an item type to edit it. For more information, see the chapter on Editing Items.</li>
|
||||
<li><em>Create New Town -</em> This is the same as the Create New Town option in the Scenario menu.</li>
|
||||
<li><em>Edit Scenario Text -</em> This is the same as the Edit Scenario Text option in the Scenario menu.</li>
|
||||
<li><em>Edit Special Items (Advanced) -</em> When pressed, all of the special items appear in the right hand side of the screen. Click on a special item to edit it. For more information on special items, see below.</li>
|
||||
<li><em>Load New Section -</em> At any given time, the scenario editor will only have one outdoor section and one town in memory. To load another outdoor section for editing, press this button.</li>
|
||||
<li>A dialog box will come up, asking you to select an outdoor section to edit. The upper left section is considered to be X = 0, Y = 0. The sections to the right have a higher X, and the sections below have a higher Y.</li>
|
||||
<li><em>Edit Outdoor Terrain</em> - When pressed, you will start editing the current outdoor section.</li>
|
||||
<li><em>Load Another Town</em> - To load another town into memory for editing, press this button, followed by the number of the town to edit.</li>
|
||||
<li><em>Edit Town Terrain</em> - When pressed, you will start editing the current town.</li>
|
||||
<li><em>Edit Town Dialogue (Advanced)</em> - When pressed, all of the dialogue nodes will appear to the right. For more information on how to edit dialogue, see the chapter in the next section on dialogue.</li>
|
||||
|
||||
<li><em>Special Items (Advanced):</em> - Each scenario can have up to 50 special items. These 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. To edit a special item, click on Edit Special Items on the main screen, and click on one of the 50 special items to the right. A dialog box will come up, in which you can edit the items information. The first two text areas are for the items name and description (the description appears when the payer 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>
|
||||
</ul>
|
||||
<!-- Removed 'changing Scenario Name section...because it didn't make sense to have it in the section on the main menu -->
|
||||
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
|
@@ -1,123 +1,125 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<title>Outdoors - BoE Scenario Editor Guide</title>
|
||||
<title>Editing the Outdoors - BoE Scenario Editor Guide</title>
|
||||
<link rel="stylesheet" type="text/css" href="style.css">
|
||||
</head>
|
||||
<body>
|
||||
<p class="p1"><b>Section 4 - Editing the Outdoors</b></p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>When you press Edit Outdoor Section at the main menu, you will find yourself in the outdoor editing screen. Here, you can edit your outdoor sections terrain, special encounters, wandering monsters, etc.</p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><b>The Outdoor Editing Screen</b></p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>The areas of the outdoor editing screen are as follows:</p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><b>Terrain Editing Area -</b> This is where you view the terrain, items, and monsters you have placed, and place new things. To shift the view in the terrain area around, click on its border (click on the top border to shift the view up, etc.) or use the keypad.</p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>When placing a monster, item, etc., click on the appropriate space in the terrain area. To draw a spot of terrain, do the same thing. For more discussion of drawing terrain, read the Drawing Terrain section later in this chapter.</p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>One useful shortcut for moving around: Control clicking (or right clicking for Windows users) on the terrain border (or control pressing a keypad key) moves the terrain view as far as it can go in that direction.</p>
|
||||
<p class="p3"><b>Terrain Selection Area - </b>To draw a certain sort of terrain, click on that terrains icon in the upper right hand corner. For a list of all the default terrain types and what they do, look in the appendices.</p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>Many of the terrain types have small icons, each of which represents special property. These are described in the Special Icons section, later in this chapter.</p>
|
||||
<p class="p3"><b>Current Location -</b> Each space in an outdoor section or town has a coordinate, a pair of numbers that uniquely identifies it. These numbers are the X coordinate, which is the column the space is in (0 the leftmost column, 47 the rightmost), and the Y coordinate, which represents the row the space is in (0 the top, 47 the bottom). For example, the upper left space is X = 0, Y = 0, and the lower left space is Y = 0, Y = 47.</p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>This Current Location area tells you the current location of the center space in the terrain view.<span class="Apple-converted-space"> </span></p>
|
||||
<p class="p3"><b>Editing Buttons -</b> These buttons activate the many useful features the scenario editor has. To find out what they do, read the section Editing Buttons.</p>
|
||||
<p class="p3"><b>Current Terrain -</b> The terrain type currently being drawn is shown to the right of the editing buttons.</p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><b>Editing Terrain</b></p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>In all probability, the bulk of your scenario editing time will be spent painting the terrain onto the empty canvas of a blank town or outdoor section. While this can often be painful, tedious work, there are a number of shortcuts available to aid in the task.</p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>Painting terrain works much like in any sort of painting program. To draw a line of walls, click on the wall icon to the right, move the cursor onto the terrain area, press the mouse button, and hold it down. Move the cursor in the shape of the desired wall, and release the button when done.</p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>if you click onto a spot of terrain which is the same as the terrain you are painting, the spot will be erased, and replaced with a spot of ground. This spot of ground will be either cave floor or grass (whichever one you last placed).</p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>There are two very important shortcuts available when drawing terrain, which make the job much less painful. First, the Blades of Exile editor will automatically adjust cave walls, mountains, hills, and water so that the edges line up properly (for example, if you draw a 3 x 3 square of cave wall, the editor will automatically place cave wall corner terrain in the corners of the square). Along similar lines, because mountains must be edged by hills to look right, when you draw mountains, ground around the mountains will be replaced by hills. Also, when you draw one half of a two space pile of rubble, the editor will automatically fill in the other half.</p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>The second shortcut is the customizable keyboard shortcuts available for the terrain types. For example, when you press w repeatedly, the currently drawn terrain will cycle through the 3 different sorts of basic walls. See the chapter on Editing Terrain Types to find out how to change these shortcuts. The shortcuts for the default scenario are:</p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3">a - Cave Wall</p>
|
||||
<p class="p3">b - Bed</p>
|
||||
<p class="p3">c - Cave Floor</p>
|
||||
<p class="p3">d - Doors (3 sorts, press d repeatedly to cycle through them)</p>
|
||||
<p class="p3">e - Dresser</p>
|
||||
<p class="p3">f - Floors (3 sorts)</p>
|
||||
<p class="p3">g - Grass</p>
|
||||
<p class="p3">h - Hills</p>
|
||||
<p class="p3">l - Water, Dark Blue Water, Lava</p>
|
||||
<p class="p3">m - Mountain</p>
|
||||
<p class="p3">p - Pillars (2 sorts)</p>
|
||||
<p class="p3">r - Rubble (4 sorts: cave, cave 2 x 1, grass, grass 2 x 1)</p>
|
||||
<p class="p3">s - Cave Stuff (4 sorts: 2 types of mushrooms, small stalagmites, large stalagmites)</p>
|
||||
<p class="p3">t - Trees (5 types)</p>
|
||||
<p class="p3">w - Walls (3 types)</p>
|
||||
<p class="p3">x - Windows (3 types)</p>
|
||||
<p class="p3">y - Chairs (4 types)</p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>When you place a sign, you will immediately be asked what the sign will say when someone looks at it.<span class="Apple-converted-space"> </span></p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>When you scroll to the edge of the outdoor section, you will be able to see one space of the next section. For example, if you scroll to the top of the view, you will see the bottom row of terrain spots in the next outdoor section to the north. You cant edit this row - its just there to help you line the terrain up.</p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>Rectangles with special descriptions are marked in the terrain screen as red rectangles.</p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>Two terrain types that requires special care are grass and cave walkways (near the end of the fifth row). The corners of walkways are rounded off when the game draws them. When cave walkways (the first of the two, marked with a C) are rounded off, it is with cave floor. When grass walkways<span class="Apple-converted-space"> </span>(the second of the two, marked with a G) are rounded off, grass if drawn. Make sure to only use cave walkways around cave floor, and grass walkways around grass floor.</p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><b>Editing Buttons</b></p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p2"><img src='../img/edoutbtns.gif'><br></p>
|
||||
<p class="p3"><b>Figure 1: Terrain Editing Buttons</b></p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>There are 23 different buttons for use while editing the outdoors (see figure above for a diagram of button positions).</p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3">1 - Draw Terrain: Press to draw terrain normally.</p>
|
||||
<p class="p3">2 - Big Paintbrush:<span class="Apple-converted-space"> </span>Draw a circle of terrain (9 wide).</p>
|
||||
<p class="p3">3 - Small Paintbrush:<span class="Apple-converted-space"> </span>Draw a small circle of terrain (3 wide).</p>
|
||||
<p class="p3">4 - Large Spraycan:<span class="Apple-converted-space"> </span>Spray a random sprinkling of terrain (area to spray on is a 9 diameter circle). The spray can will only place the terrain on ground. it wont spray onto walls, floor, etc.<span class="Apple-converted-space"> </span></p>
|
||||
<p class="p3">5 - Small Spraycan:<span class="Apple-converted-space"> </span>Spray a random sprinkling of terrain (area to spray on is a 3 diameter circle).<span class="Apple-converted-space"> </span></p>
|
||||
<p class="p3">6 - Eyedropper:<span class="Apple-converted-space"> </span>Click on a terrain spot to make that spot the current terrain.</p>
|
||||
<p class="p3">7 - Empty Rectangle:<span class="Apple-converted-space"> </span>Create a rectangle of the current terrain. Only the edges of the rectangle are drawn with that terrain. The inside is left alone. To place a rectangle, press this button, select the upper left corner of the rectangle (on the terrain area), and then select the lower right corner.</p>
|
||||
<p class="p3">8 - Full Rectangle:<span class="Apple-converted-space"> </span>Like Empty Rectangle, except that the rectangle selected is filled with the current terrain.</p>
|
||||
<p class="p3">9 - Change View:<span class="Apple-converted-space"> </span>Change the terrain view from zoomed in to zoomed out, and back again. When zoomed out, you cant see monsters or items, but you can get an overall look at your work. Also, you probably only want to use the large paintbrush in this view.</p>
|
||||
<p class="p3">10 - Eraser:<span class="Apple-converted-space"> </span>Replace a 3x3 square around the area selected with the current ground (cave floor or grass, depending on which you last drew).</p>
|
||||
<p class="p3">11 - Edit Sign Text:<span class="Apple-converted-space"> </span>Change the text on a sign. Press this button, and then click on the sign to edit.</p>
|
||||
<p class="p3">12 - Set Area Description:<span class="Apple-converted-space"> </span>Each outdoor section can have up to eight rectangles with brief area descriptions, which appear on the text bar in the game when the party enters the rectangle. To place a description, press this button, click on the upper left corner of the rectangle to place, and finally click on the lower right corner. You will be asked for the areas description. To change the description or delete an area, select Edit Area Descriptions in the Outdoor menu.</p>
|
||||
<p class="p3">13 - Place Wandering Monster Location:<span class="Apple-converted-space"> </span>There are always four spaces in an outdoor section where wandering monsters can appear. To set these locations, press this button, and click on the four spots in your terrain. Be careful not to place these spaces in water, mountains, or other inaccessible spots.</p>
|
||||
<p class="p3">14 - Replace Terrain:<span class="Apple-converted-space"> </span>You can have the program go through your terrain and randomly chance spots of one terrain type to another (for example, to make a forest, you can change grass to trees). To do so, press this button.</p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>When you do, a dialog box will come up. Enter the number of the terrain to change in the first box (to select a terrain type, press the Choose button), the terrain to change it to in the second box, and the chance of any given spot being changed in the third box (0-100, 0 being never and 100 being always). Press OK to do the replacement.</p>
|
||||
<p class="p3">15 - Set Town Entry:<span class="Apple-converted-space"> </span>Set the town that is entered when the party walks into a town/dungeon/tower space in the outdoors. To place a town, draw a town spot in your outdoor section, press this button, click on the town, and enter the number of the town to be entered.</p>
|
||||
<p class="p3">16 - Edit Item:<span class="Apple-converted-space"> </span>Not used in outdoor editing.</p>
|
||||
<p class="p3">17 - Duplicate Item: Not used in outdoor editing.</p>
|
||||
<p class="p3">18 - Erase Item: Not used in outdoor editing.</p>
|
||||
<p class="p3">19 - Place/Edit Special Encounter (Advanced) :<span class="Apple-converted-space"> </span>To place a special encounter on a space, press this button and click on the space. To edit a special encounter, press this button, and click on the special encounter. To find out about special encounters, read the Special Encounters chapter in the next section.</p>
|
||||
<p class="p3">20 - Copy Special (Advanced) :<span class="Apple-converted-space"> </span>If you want several copies of the same special encounter in your outdoor section, you can copy and paste it. To copy a special, press this button, and click on the space with the special encounter.</p>
|
||||
<p class="p3">21 - Paste Special (Advanced) :<span class="Apple-converted-space"> </span>To paste a special encounter youve copied, press this button and click on the new location for the encounter.</p>
|
||||
<p class="p3">22 - Erase Special (Advanced) :<span class="Apple-converted-space"> </span>Removes a special encounter. Note that this doesnt delete the special nodes the special encounter called. It simply removes the encounter from the terrain, so that the nodes arent called when the party steps there.</p>
|
||||
<p class="p3">23 - Set Special (Advanced) :<span class="Apple-converted-space"> </span>Selects the outdoor special node called when the party steps on a space. When you press this button and click on a space, you will be asked for the number of an outdoor special node. The node you give will be called when the party steps on this space.</p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><b>The Outdoor Menu</b></p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>The Outdoor menu also has a number of important features.</p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><b>Outdoor Details - </b>Select this to set the name of your outdoor section.</p>
|
||||
<p class="p3"><b>Outdoor Wandering Monsters -</b> You can have four different outdoor wandering encounters created when the party walks through this section. For more on outdoor wandering encounters, read the section later in this chapter.</p>
|
||||
<p class="p3"><b>Outdoor Special Encounters (Advanced) - </b>You can also have 4 outdoor special encounters, which are created by special encounters. These are edited in the same way as wandering encounters.</p>
|
||||
<p class="p3"><b>Frill Up Terrain -</b> This randomly changes some grass spaces to grass with rocks or grass with flowers and some cave floor spaces to cave floor with small mushrooms, to give the terrain a little more varied appearance.</p>
|
||||
<p class="p3"><b>Remove Terrain Frills - </b>This changes grass with rocks or grass with flowers back into ordinary grass, and cave floor with small mushrooms back to cave floor.</p>
|
||||
<p class="p3"><b>Edit Area Descriptions -</b> Select this to edit the eight rectangles with brief area descriptions (to find out how to place these, read Set Area Description, above). Press the Delete buttons to remove rectangles, or edit the text in the text areas.</p>
|
||||
<p class="p3"><b>Set Starting Location - </b>You need to set a location in the outdoors for the party to be at when they leave the town they start in. To set this, select this option, and click on the appropriate space in the outdoors.</p>
|
||||
<p class="p3"><b>Edit Special Nodes (Advanced) -</b> This moves you to the main screen, where all of the outdoor sections special nodes are listed to the right. Click on a node to edit it.</p>
|
||||
<p class="p3"><b>Edit Outdoor Text (Advanced) -</b> This moves you to the main screen, where all of the outdoor sections text messages are listed to the right. Click on a message to edit it, or command click (right click in Windows) to clear it.</p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><b>Outdoor Wandering Encounters</b></p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>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 Wandering Encounters or Outdoor Special Encounters from the Outdoor menu). You can have 4 wandering and 4 special encounters.</p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>When you select these options from the Outdoor menu, the encounter editing window will come up. Use the arrow keys to select different encounters to edit. An outdoor encounter can have 7 sorts of hostile creatures and 3 sorts of friendly ones. Press the Choose button to pick a monster. Note that an encounter must have at least 1 hostile monster before it appears. Each slot has a different number of monsters that appear, listed to the left.</p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>Other options:</p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><b>Monster Cant Flee Party:</b> If selected, the encounter will not flee, no matter how strong the party is. This should always be set for special encounters.</p>
|
||||
<p class="p3"><b>Encounter Is Forced:</b> The party will fight the encounter as soon as it appears, even if it isnt anywhere near the party. This should always be set for special encounters, but almost never for wandering encounters.</p>
|
||||
<p class="p3"><b>Special Called When Encounter Starts (Advanced) :</b> The number of an outdoor special node to be called when the encounter begins. Press Create/Edit to set and edit the special. One warning: if this encounter follows the party into a different outdoor section, the special node in the new section, not the old section will be called, probably causing a problem. To get around this, only use this for monsters with Encounter Is Forced set, or with encounters that can only be fought in the outdoor section theyre placed in (like in a 1x1 outdoors).</p>
|
||||
<p class="p3"><b>Special Called When Party Wins (Advanced) :</b> The number of an outdoor special node to be called when the party defeats the encounter.</p>
|
||||
<p class="p3"><b>Special Called When Party Flees (Advanced) :</b> The number of an outdoor special node to be called when the party escapes the encounter.</p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><b>Special Icons</b></p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>The terrain icons to the right and the terrain spaces in the terrain editing area often have small icons, which represent special properties of the spaces/terrain types:</p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p2"><img src='../img/editorsymbols.gif'><br></p>
|
||||
<p class="p3"><b>Figure 2: Meanings of the Display Symbols</b></p>
|
||||
<p class="p2"><br></p>
|
||||
<div class="navbar">
|
||||
<script src="nav.js"></script>
|
||||
</div>
|
||||
<div class="content">
|
||||
<h1>Section 4 - Editing the Outdoors</h1>
|
||||
<p>When you press Edit Outdoor Section at the main menu, you will find yourself in the outdoor editing screen. Here, you can edit your outdoor sections terrain, special encounters, wandering monsters, etc.</p>
|
||||
|
||||
<h2>The Outdoor Editing Screen</h2>
|
||||
|
||||
<p>The areas of the outdoor editing screen are as follows:</p>
|
||||
<ul>
|
||||
<li><em>Terrain Editing Area</em> - This is where you view the terrain, items, and monsters you have placed, and place new things. To shift the view in the terrain area around, click on its border (click on the top border to shift the view up, etc.) or use the keypad. When placing a monster, item, etc., click on the appropriate space in the terrain area. To draw a spot of terrain, do the same thing. For more discussion of drawing terrain, read the Drawing Terrain section later in this chapter. One useful shortcut for moving around: Control clicking (or right clicking for Windows users) on the terrain border (or control pressing a keypad key) moves the terrain view as far as it can go in that direction.</li>
|
||||
<li><em>Terrain Selection Area</em> - To draw a certain sort of terrain, click on that terrains icon in the upper right hand corner. For a list of all the default terrain types and what they do, look in the appendices. Many of the terrain types have small icons, each of which represents special property. These are described in the Special Icons section, later in this chapter.</li>
|
||||
<li><em>Current Location</em> - Each space in an outdoor section or town has a coordinate, a pair of numbers that uniquely identifies it. These numbers are the X coordinate, which is the column the space is in (0 the leftmost column, 47 the rightmost), and the Y coordinate, which represents the row the space is in (0 the top, 47 the bottom). For example, the upper left space is X = 0, Y = 0, and the lower left space is Y = 0, Y = 47. This Current Location area tells you the current location of the center space in the terrain view.</li>
|
||||
<li><em>Editing Buttons</em> - These buttons activate the many useful features the scenario editor has. To find out what they do, read the section Editing Buttons.</li>
|
||||
<li><em>Current Terrain</em> - The terrain type currently being drawn is shown to the right of the editing buttons.</li>
|
||||
</ul>
|
||||
|
||||
<h2>Editing Terrain</h2>
|
||||
<p>In all probability, the bulk of your scenario editing time will be spent painting the terrain onto the empty canvas of a blank town or outdoor section. While this can often be painful, tedious work, there are a number of shortcuts available to aid in the task.</p>
|
||||
<p>Painting terrain works much like in any sort of painting program. To draw a line of walls, click on the wall icon to the right, move the cursor onto the terrain area, press the mouse button, and hold it down. Move the cursor in the shape of the desired wall, and release the button when done.</p>
|
||||
<p>if you click onto a spot of terrain which is the same as the terrain you are painting, the spot will be erased, and replaced with a spot of ground. This spot of ground will be either cave floor or grass (whichever one you last placed).</p>
|
||||
<p>There are two very important shortcuts available when drawing terrain, which make the job much less painful. First, the Blades of Exile editor will automatically adjust cave walls, mountains, hills, and water so that the edges line up properly (for example, if you draw a 3 x 3 square of cave wall, the editor will automatically place cave wall corner terrain in the corners of the square). Along similar lines, because mountains must be edged by hills to look right, when you draw mountains, ground around the mountains will be replaced by hills. Also, when you draw one half of a two space pile of rubble, the editor will automatically fill in the other half.</p>
|
||||
<p>The second shortcut is the customizable keyboard shortcuts available for the terrain types. For example, when you press w repeatedly, the currently drawn terrain will cycle through the 3 different sorts of basic walls. See the chapter on Editing Terrain Types to find out how to change these shortcuts. The shortcuts for the default scenario are:</p>
|
||||
<ul>
|
||||
<li><span class="key">a</span> - Cave Wall</li>
|
||||
<li><span class="key">b</span> - Bed</li>
|
||||
<li><span class="key">c</span> - Cave Floor</li>
|
||||
<li><span class="key">d</span> - Doors (3 sorts, press <span class="key">d</span> repeatedly to cycle through them)</li>
|
||||
<li><span class="key">e</span> - Dresser</li>
|
||||
<li><span class="key">f</span> - Floors (3 sorts)</li>
|
||||
<li><span class="key">g</span> - Grass</li>
|
||||
<li><span class="key">h</span> - Hills</li>
|
||||
<li><span class="key">l</span> - Water, Dark Blue Water, Lava</li>
|
||||
<li><span class="key">m</span> - Mountain</li>
|
||||
<li><span class="key">p</span> - Pillars (2 sorts)</li>
|
||||
<li><span class="key">r</span> - Rubble (4 sorts: cave, cave 2 x 1, grass, grass 2 x 1)</li>
|
||||
<li><span class="key">s</span> - Cave Stuff (4 sorts: 2 types of mushrooms, small stalagmites, large stalagmites)</li>
|
||||
<li><span class="key">t</span> - Trees (5 types)</li>
|
||||
<li><span class="key">w</span> - Walls (3 types)</li>
|
||||
<li><span class="key">x</span> - Windows (3 types)</li>
|
||||
<li><span class="key">y</span> - Chairs (4 types)</li>
|
||||
</ul>
|
||||
|
||||
<p>When you place a sign, you will immediately be asked what the sign will say when someone looks at it.</p>
|
||||
<p>When you scroll to the edge of the outdoor section, you will be able to see one space of the next section. For example, if you scroll to the top of the view, you will see the bottom row of terrain spots in the next outdoor section to the north. You cant edit this row - its just there to help you line the terrain up.</p>
|
||||
<p>Rectangles with special descriptions are marked in the terrain screen as red rectangles.</p>
|
||||
<p>Two terrain types that requires special care are grass and cave walkways (near the end of the fifth row). The corners of walkways are rounded off when the game draws them. When cave walkways (the first of the two, marked with a C) are rounded off, it is with cave floor. When grass walkways (the second of the two, marked with a G) are rounded off, grass if drawn. Make sure to only use cave walkways around cave floor, and grass walkways around grass floor.</p> <!-- TODO: Didn't this get redone? -->
|
||||
|
||||
<h2>Editing Buttons</h2>
|
||||
<div class="figure">
|
||||
<img src="../img/edoutbtns.gif" alt="Terrain Editing Buttons">
|
||||
<p>Figure 1: Terrain Editing Buttons</p>
|
||||
</div>
|
||||
<p>There are 23 different buttons for use while editing the outdoors (see figure above for a diagram of button positions).</p>
|
||||
|
||||
<ol>
|
||||
<li>Draw Terrain: Press to draw terrain normally.</li>
|
||||
<li>Big Paintbrush: Draw a circle of terrain (9 wide).</li>
|
||||
<li>Small Paintbrush: Draw a small circle of terrain (3 wide).</li>
|
||||
<li>Large Spraycan: Spray a random sprinkling of terrain (area to spray on is a 9 diameter circle). The spray can will only place the terrain on ground. it wont spray onto walls, floor, etc.</li>
|
||||
<li>Small Spraycan: Spray a random sprinkling of terrain (area to spray on is a 3 diameter circle).</li>
|
||||
<li>Eyedropper: Click on a terrain spot to make that spot the current terrain.</li>
|
||||
<li>Empty Rectangle: Create a rectangle of the current terrain. Only the edges of the rectangle are drawn with that terrain. The inside is left alone. To place a rectangle, press this button, select the upper left corner of the rectangle (on the terrain area), and then select the lower right corner.</li>
|
||||
<li>Full Rectangle: Like Empty Rectangle, except that the rectangle selected is filled with the current terrain.</li>
|
||||
<li>Change View: Change the terrain view from zoomed in to zoomed out, and back again. When zoomed out, you cant see monsters or items, but you can get an overall look at your work. Also, you probably only want to use the large paintbrush in this view.</li>
|
||||
<li>Eraser: Replace a 3x3 square around the area selected with the current ground (cave floor or grass, depending on which you last drew).</li>
|
||||
<li>Edit Sign Text: Change the text on a sign. Press this button, and then click on the sign to edit.</li>
|
||||
<li>Set Area Description: Each outdoor section can have up to eight rectangles with brief area descriptions, which appear on the text bar in the game when the party enters the rectangle. To place a description, press this button, click on the upper left corner of the rectangle to place, and finally click on the lower right corner. You will be asked for the areas description. To change the description or delete an area, select Edit Area Descriptions in the Outdoor menu.</li>
|
||||
<li>Place Wandering Monster Location: There are always four spaces in an outdoor section where wandering monsters can appear. To set these locations, press this button, and click on the four spots in your terrain. Be careful not to place these spaces in water, mountains, or other inaccessible spots.</li>
|
||||
<li>Replace Terrain: You can have the program go through your terrain and randomly chance spots of one terrain type to another (for example, to make a forest, you can change grass to trees). To do so, press this button.</li>
|
||||
<li> When you do, a dialog box will come up. Enter the number of the terrain to change in the first box (to select a terrain type, press the Choose button), the terrain to change it to in the second box, and the chance of any given spot being changed in the third box (0-100, 0 being never and 100 being always). Press OK to do the replacement.</li>
|
||||
<li>Set Town Entry: Set the town that is entered when the party walks into a town/dungeon/tower space in the outdoors. To place a town, draw a town spot in your outdoor section, press this button, click on the town, and enter the number of the town to be entered.</li>
|
||||
<li>Edit Item: Not used in outdoor editing.</li>
|
||||
<li>Duplicate Item: Not used in outdoor editing.</li>
|
||||
<li>Erase Item: Not used in outdoor editing.</li>
|
||||
<li>Place/Edit Special Encounter (Advanced) : To place a special encounter on a space, press this button and click on the space. To edit a special encounter, press this button, and click on the special encounter. To find out about special encounters, read the Special Encounters chapter in the next section.</li>
|
||||
<li>Copy Special (Advanced) : If you want several copies of the same special encounter in your outdoor section, you can copy and paste it. To copy a special, press this button, and click on the space with the special encounter.</li>
|
||||
<li>Paste Special (Advanced) : To paste a special encounter youve copied, press this button and click on the new location for the encounter.</li>
|
||||
<li>Erase Special (Advanced) : Removes a special encounter. Note that this doesnt delete the special nodes the special encounter called. It simply removes the encounter from the terrain, so that the nodes arent called when the party steps there.</li>
|
||||
<li>Set Special (Advanced) : Selects the outdoor special node called when the party steps on a space. When you press this button and click on a space, you will be asked for the number of an outdoor special node. The node you give will be called when the party steps on this space.</li>
|
||||
</ol>
|
||||
|
||||
<p><b>The Outdoor Menu</b></p>
|
||||
|
||||
<p> The Outdoor menu also has a number of important features.</p>
|
||||
|
||||
<p><b>Outdoor Details - </b>Select this to set the name of your outdoor section.</p>
|
||||
<p><b>Outdoor Wandering Monsters -</b> You can have four different outdoor wandering encounters created when the party walks through this section. For more on outdoor wandering encounters, read the section later in this chapter.</p>
|
||||
<p><b>Outdoor Special Encounters (Advanced) - </b>You can also have 4 outdoor special encounters, which are created by special encounters. These are edited in the same way as wandering encounters.</p>
|
||||
<p><b>Frill Up Terrain -</b> This randomly changes some grass spaces to grass with rocks or grass with flowers and some cave floor spaces to cave floor with small mushrooms, to give the terrain a little more varied appearance.</p>
|
||||
<p><b>Remove Terrain Frills - </b>This changes grass with rocks or grass with flowers back into ordinary grass, and cave floor with small mushrooms back to cave floor.</p>
|
||||
<p><b>Edit Area Descriptions -</b> Select this to edit the eight rectangles with brief area descriptions (to find out how to place these, read Set Area Description, above). Press the Delete buttons to remove rectangles, or edit the text in the text areas.</p>
|
||||
<p><b>Set Starting Location - </b>You need to set a location in the outdoors for the party to be at when they leave the town they start in. To set this, select this option, and click on the appropriate space in the outdoors.</p>
|
||||
<p><b>Edit Special Nodes (Advanced) -</b> This moves you to the main screen, where all of the outdoor sections special nodes are listed to the right. Click on a node to edit it.</p>
|
||||
<p><b>Edit Outdoor Text (Advanced) -</b> This moves you to the main screen, where all of the outdoor sections text messages are listed to the right. Click on a message to edit it, or command click (right click in Windows) to clear it.</p>
|
||||
|
||||
<p><b>Outdoor Wandering Encounters</b></p>
|
||||
|
||||
<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 Wandering Encounters or Outdoor Special Encounters from the Outdoor menu). You can have 4 wandering and 4 special encounters.</p>
|
||||
<p> When you select these options from the Outdoor menu, the encounter editing window will come up. Use the arrow keys to select different encounters to edit. An outdoor encounter can have 7 sorts of hostile creatures and 3 sorts of friendly ones. Press the Choose button to pick a monster. Note that an encounter must have at least 1 hostile monster before it appears. Each slot has a different number of monsters that appear, listed to the left.</p>
|
||||
<p> Other options:</p>
|
||||
|
||||
<p><b>Monster Cant Flee Party:</b> If selected, the encounter will not flee, no matter how strong the party is. This should always be set for special encounters.</p>
|
||||
<p><b>Encounter Is Forced:</b> The party will fight the encounter as soon as it appears, even if it isnt anywhere near the party. This should always be set for special encounters, but almost never for wandering encounters.</p>
|
||||
<p><b>Special Called When Encounter Starts (Advanced) :</b> The number of an outdoor special node to be called when the encounter begins. Press Create/Edit to set and edit the special. One warning: if this encounter follows the party into a different outdoor section, the special node in the new section, not the old section will be called, probably causing a problem. To get around this, only use this for monsters with Encounter Is Forced set, or with encounters that can only be fought in the outdoor section theyre placed in (like in a 1x1 outdoors).</p>
|
||||
<p><b>Special Called When Party Wins (Advanced) :</b> The number of an outdoor special node to be called when the party defeats the encounter.</p>
|
||||
<p><b>Special Called When Party Flees (Advanced) :</b> The number of an outdoor special node to be called when the party escapes the encounter.</p>
|
||||
|
||||
<h2>Special Icons</h2>
|
||||
<div class="figure">
|
||||
<img src='../img/editorsymbols.gif' alt="Display Symbols">
|
||||
<p>Figure 2: Meanings of the Display Symbols</p>
|
||||
</div>
|
||||
<p> The terrain icons to the right and the terrain spaces in the terrain editing area often have small icons, which represent special properties of the spaces/terrain types:</p>
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
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Reference in New Issue
Block a user