Manual: Copy-editing

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2023-01-30 00:25:44 -05:00
parent 35050aedc7
commit 1f25c85a25
6 changed files with 70 additions and 70 deletions

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@@ -39,7 +39,7 @@ reduces damage in combat. The higher the number, the greater the reduction.</li>
items (like potions) or missiles.</li>
<li><b>Type Flag (Advanced):</b> When a character gets several items of the same type
(like darts or arrows), they will all be combined into one item. This happens when the
items have the same type flag. You can have items have the same type flag, and thus be
items have the same type flag. You can have items that have the same type flag, and thus be
combined. Only give an item a type flag greater than 100 ... smaller type flags are
reserved for the preset items.</li>
<li><b>Value:</b> The value of the item in gold.</li>
@@ -79,7 +79,7 @@ their index in a list, anything that changes the index of an item is something t
so when an item (other than the last in the list) is deleted, the editor just sets its
type to No Item.</dd>
<dt>1-Hand weapon</dt>
<dt>2-Hand weapn</dt>
<dt>2-Hand weapon</dt>
<dd>Weapons are wielded in the hand. The item level indicates the amount of damage the
weapon does (specifically, the size of the die). They cannot have reagent abilities.</dd>
<dt>Gold</dt>
@@ -165,7 +165,7 @@ alchemical recipes.</li>
button on the PC inventory screen. Otherwise, the ability has no effect. Examples are a
wand that shoots fireballs or a healing potion.
<p>Usable abilities are always linked to the item's charges. Whenever an item with a usable
ability is actually used, the items amount of charges goes down by 1. When the items
ability is actually used, the item's amount of charges goes down by 1. When the item's
charge level goes down to 0, the item disappears. An item with a usable ability must have
at least 1 charge.</p>
<p>The cash value of an item with a usable ability is calculated differently from normal

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@@ -58,7 +58,7 @@ the parameters of an existing special ability. If there are more than four speci
abilities, use the arrow buttons to navigate through them. Abilities are listed in the
Monster Abilities section, later in this chapter. They are also covered in more detail in
the appendices.</li>
<li><b>Summon Type -</b> Determines whether the monster can be summoned by the mages
<li><b>Summon Type -</b> Determines whether the monster can be summoned by the mage's
summoning spells. Type 1 monsters are easy to summon, while Type 3 monsters require much
more powerful spells. If No Summon is selected, spells never summon the monster.</li>
<li><b>Item To Drop When Killed, Chance of Dropping -</b> The number of an item to place
@@ -153,7 +153,7 @@ categories. See the appendix for details on how to do this.</li>
<h2>Some Monsters Should be Left Alone</h2>
<p>Certain monster types are summoned by mage spells, and should be left alone. These
<p>Certain monster types are summoned by mage or priest spells, and should be left alone. These
monster types are Guardian, Demon, Snake, Asp, Mung Rat, Shade, and Deva. You can easily
tell that you're editing one of these monsters by looking at the non-editable "Summoned
By" field at the bottom of the Edit Monster Type dialog.</p>

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@@ -29,7 +29,7 @@ means is described below:</p>
<ul>
<li><b>Picture:</b> Simply, what the terrain looks like. To select a picture, click the
Pick Picture button (if you dont want the terrain graphic to be animated) or the Animated
Pick Picture button (if you don't want the terrain graphic to be animated) or the Animated
button (if you do). If you want to use a customized terrain graphic, see the chapter
Customized Graphics.</li>
<li><b>Name: </b>The name of the terrain, which is given when the party looks at it. This
@@ -39,7 +39,7 @@ button by the desired blockage. The blockage values are:
<ul>
<li>Clear - Party can see through and walk through terrain unobstructed. (Example: floor,
grass)</li>
<li>Walk through, opaque - Party can walk through this terrain, but cant see through it.
<li>Walk through, opaque - Party can walk through this terrain, but can't see through it.
(Example: secret passage)</li>
<li>Clear, special - Party can see through and walk through terrain unobstructed, but
monsters will not walk through it. (Example: Special encounter, lava)</li>
@@ -96,7 +96,7 @@ conform to, while the Trim Terrain field should be set to the Ground Type of the
terrain. For example, hill trims transition between hills (with ground type 4) and grass
(with ground type 1), so their Trim Terrain is set to 1.</li>
<li><b>Frills -</b> Terrains with this trim type will have small frills drawn around their
borders to match the the adjacent terrains.</li>
borders to match the adjacent terrains.</li>
<li><b>Road -</b> Terrains with this trim type will be connected with road segments. In
addition, if there are two terrains with this trim type separated by a single terrain with
an appropriate cardinal direction trim type, the road segment will be extended across the

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@@ -21,17 +21,17 @@ for alchemical recipes.</p>
<ul>
<li><b>Usable abilities:</b> Usable item abilities are only activated by pressing the
items use button on the PC inventory screen. Otherwise, the ability has no effect.
item's use button on the PC inventory screen. Otherwise, the ability has no effect.
Examples are a wand that shoots fireballs or a healing potion.
<p>Usable abilities are always linked to the items charges. Whenever an item with a usable
ability is actually used, the items amount of charges goes down by 1. When the items
<p>Usable abilities are always linked to the item's charges. Whenever an item with a usable
ability is actually used, the item's amount of charges goes down by 1. When the item's
charge level goes down to 0, the item disappears. An item with a usable ability must have
at least 1 charge.</p>
<p>The cash value of an item with a usable ability is calculated differently from normal
items. The items actual cost is its value multiplied by the number of its charges.
items. The item's actual cost is its value multiplied by the number of its charges.
(Example: Suppose a Potion of Healing has a value of 100 and 2 charges. This potion would
cost 200 gold and sell for half that.)</li>
<li><b>Inherent Abilities:</b>Inherent abilities are abilities that are always present and
<li><b>Inherent Abilities:</b> Inherent abilities are abilities that are always present and
are activated automatically, as opposed to being activated by pressing the Use button on
the PC Inventory screen. Examples are a shield with fire protection (which is activated
automatically when the character takes fire damage) or comfrey root (whose ability it that
@@ -39,7 +39,7 @@ it can be used as an alchemical ingredient, and which is used automatically when
tries to make a potion with it).
<p>Some inherent abilities have charges (such as alchemical ingredients). When used, the
amount of charges goes down by one. When there are no charges left, the item disappears.
The name of inherent ability types that require charges have a (c) after them.The value of
The name of inherent ability types that require charges have a (c) after them. The value of
these items is calculated the same way as for Usable abilities.</p>
<p></li>
</ul>
@@ -69,8 +69,8 @@ ability of this type must have charges, and must be of variety Non-use Object.</
<p>As mentioned before, each item type has two acompanying extra data fields as well as
the Magic Item Adjust setting. For each ability, these two fields have different ranges
and different affects (the first field is usually Ability Strength), and their values will
modify the affects of the item abilities in different ways. What each ability does and how
and different effects (the first field is usually Ability Strength), and their values will
modify the effects of the item abilities in different ways. What each ability does and how
the extra data fields and Magic Item Adjust affect it are described below.</p>
<dl class='autolink'>
@@ -185,7 +185,7 @@ cannot boost max HP or max SP. The Ability Strength is how many extra levels the
gets. This cannot raise the effective level above 20. It can however raise the effective
level of Mage or Priest Spells above 7, though there's not much use in doing so - the only
thing it affects is your chance of breaking a forcecage. If applied to one of the three
basic stats (Strength, Dexterity, and Intelligence), this ability increases your bonus to
basic stats (Strength, Dexterity, and Intelligence), this ability increases your bonus
to that stat by one, but the bonuses are otherwise still based on your actual level in the
stat. The Ability Strength is still relevant, however, because a few circumstances use the
modified skill level instead of the stat bonus. These circumstances are: Amount you can carry
@@ -217,14 +217,14 @@ effect.</dd>
<dd>Calls a special node when the wearer is hit in melee combat or by a non-magical
missile.</dd>
<dt>Ability 48 - Life Saving (c)</dt>
<dd>When the wielder takes a death blow, he/she survives and is healed, and the item loses
<dd>When the wielder takes a death blow, they survive and are healed, and the item loses
a charge. This item must be given charges.</dd>
<dt>Ability 49 - Prot. from petrify</dt>
<dt>Ability 49 - Protect from petrify</dt>
<dd>Reduces chance of being petrified.</dd>
<dt>Ability 50 - Regenerate</dt>
<dd>Heals wielder occasionally.</dd>
<dt>Ability 51 - Poison Augment</dt>
<dd>Wielder's weapon poison more effective. The wielder must poison their weapon first for
<dd>Wielder's weapon poison is more effective. The wielder must poison their weapon first for
this ability to have any effect.</dd>
<dt>Ability 52 - Radiant</dt>
<dd>When worn, this item sometimes increases the light level around you. This can even
@@ -278,7 +278,7 @@ of acid (which means the acid lasts about 5 turns).</p>
<dt>Ability 70 - Poison Weapon</dt>
<dd>This item is a weapon poison that can be applied to the user's weapon. The Magic Use
Type is ignored, and the Ability Strength is the strength of the poison. When used, the
user has a chance (based on the Poison skill) of poisoning him/herself.</dd>
user has a chance (based on the Poison skill) of poisoning themself.</dd>
<dt>Ability 71 - Affect Status</dt>
<dd>Affects the level of a status effect on the user. Note that some pairs of status
effects are considered opposites, so that curing one is the same as afflicting its
@@ -364,7 +364,7 @@ are the extra data fields..</dd>
<dt>Ability 85 - Book</dt>
<dd>The item is a book which gives some textual information when used. A book does not
consume any charges when used. To set the contents of the book, edit the item description.
At the end of the description, add three vertical bars (<pre>|</pre>) followed by the
At the end of the description, add three vertical bars (<tt>|</tt>) followed by the
content of the book. If you want, you can add another three vertical bars followed by a
second string. Note that there is limited space for the strings in the dialog.</dd>
</dl>
@@ -372,7 +372,7 @@ second string. Note that there is limited space for the strings in the dialog.</
<h2 id='reagent'>Reagents (Inherent)</h2>
<p>To perform alchemy or cast certain spells, the alchemist/caster must have items with
certain abilities in his/her inventory. For example, to make a Weak Poison potion, the
certain abilities in their inventory. For example, to make a Weak Poison potion, the
maker must have an item with the Holly ability, or to cast a Magic Map spell, the caster
must have an item with the Sapphire ability.</p>
<p>These items must have charges, representing the number of times they can be used. The

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@@ -36,7 +36,7 @@ rather than Cancel. Clicking Cancel will cause the ability to be added with defa
<ul>
<li><b>Monster</b> - This is here to remind you what the monster is you're editing an
ability for.</li<
ability for.</li>
<li><b>Display name</b> - Shows the ability's name as it will be shown in-game, for
example when casting Scry Monster.</li>
<li><b>Ability Type</b> - The type of ability. This was set when you added the ability and

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@@ -201,7 +201,7 @@ usually won't even be called if the space is impassable.</dd></dd>
<dt>Extra 1a:</dt><dd>This is the number of ticks to set the timer forward. A day is 3000
ticks. The maximum this can be set to is 30000.</dd></dd>
<dt>Type 13: Start Global Timer</dt><dd>One of the parties special encounter timers is
<dt>Type 13: Start Global Timer</dt><dd>One of the party's special encounter timers is
activated. Each move taken, the timer goes down by 1. When it runs out, a scenario special
node is called (even if the party enters or leaves town). Also see Start Town Timer, under
Town Special Nodes.
@@ -215,7 +215,7 @@ at No Special, nothing happens.</dd></dd>
<dl>
<dt>Extra1a:</dt><dd>Which sound to play. For a list of sounds, read Appendix A.</dd></dd>
<dt>Type 15: Change Horse Possession</dt><dd>Makes a horse the parties property (or not).
<dt>Type 15: Change Horse Possession</dt><dd>Makes a horse the party's property (or not).
<dl>
<dt>Mess1, Mess2:</dt><dd>Standard usage.</dd>
<dt>Extra1a:</dt><dd>The horse to change ownership of. (Range 0 ... 29)</dd>
@@ -263,7 +263,7 @@ the party's item slots are full). If No Special is given, the Jump To special is
usual.</dd>
<dt>Uses:</dt><dd>If you want the party to get an item after winning a combat outdoors,
use a Forced Give. This makes sure that if it is at all possible, they get it.</dd>
<dt>Uses 2:</dt><dd>Use this is the party is given an item during a talking special
<dt>Uses 2:</dt><dd>Use this if the party is given an item during a talking special
encounter. If the party inventory is full, jump to a special telling them that they can't
carry the item and to come back later, and then end the special. This enables you to keep
from setting a Stuff Done flag saying they got the item, when, in fact, they
@@ -279,7 +279,7 @@ some items are actually taken away.</dd>
<dt>Extra 1b:</dt><dd>The special to jump to if no items are taken. If No Special is
specified, the Jump To special is used as usual.</dd>
<dt>Extra 2a:</dt><dd>The amount of gold to pay for each item (Range 0 ... 250)</dd>
<dt>Uses:</dt><dd>This is a how you give a bounty for items. If you want someone to give
<dt>Uses:</dt><dd>This is how you give a bounty for items. If you want someone to give
the party 10 gold for each unicorn horn, give unicorn horns a special class of, say, 30,
and call this special node with Extra 1a set to 30 and Extra 2a set to 10.</dd></dd>
@@ -354,7 +354,7 @@ to be multiple scenarios.)
<dt>Stuff Done 1, Stuff Done 2:</dt><dd>The flag to store or change.</dd>
<dt>Mess1:</dt><dd>If set to a positive number, this is the number of a string used to
look up the campaign flag. If left at -1, the name of your scenario is used.</dd>
<dt>Extra 1a, Extra 1b</dt><dd>The campaign flag to fetch or change. Each of thes must be
<dt>Extra 1a, Extra 1b</dt><dd>The campaign flag to fetch or change. Each of these must be
in the range 0..24.</dd>
<dt>Extra 2a:</dt><dd>Set this to 0 to set the Campaign Flag equal to the value of the
Stuff Done Flag. Set it to 1 to instead set the Stuff Done flag equal to the value of the
@@ -402,7 +402,7 @@ these two fields.</dd>
by. Otherwise, the value to divide by is the value of the Stuff Done Flag specified by
these two fields.</dd>
<dt>Extra 1c, Extra 2c</dt><dd>This is the Stuff Done Flag to store the remainder of the
division in. You can leave these are -1 if you don't care about the remainder. Similarly,
division in. You can leave these at -1 if you don't care about the remainder. Similarly,
you can leave Stuff Done 1 and 2 at -1 if you only care about the remainder.</dd></dd>
<dt>Type 33: Exponentiation</dt><dd>Raises a number to a power and stores the result in a
@@ -551,8 +551,8 @@ items.</p>
Done 1 and Stuff Done 2 fields. If you do, when the node is called, if that flag has a
value of 250, the node does nothing and the special ends immediately. If the flag is not
250, the node has the desired effect, and then that Stuff Done flag is set to 250 (so this
node has no effect is called again).</p>
<p>These nodes have one more special property. If you have a have a special encounter
node has no effect if called again).</p>
<p>These nodes have one more special property. If you have a special encounter
marked by a white dot, the first node called from that special encounter is a One-Shot
Special, and the specified Stuff Done flag in that node is 250, then the white dot
disappears. Thus, specials that don't do anything anymore aren't marked by a special
@@ -589,13 +589,13 @@ the Choose button to select an item.</dd>
tell them their inventory is full). If No Special is given, the Jump To special is called
normally.</dd></dd>
<dt>Type 51: Give Special Item</dt><dd>Gives the party one of the scenarios special items.
<dt>Type 51: Give Special Item</dt><dd>Gives the party one of the scenario's special items.
This can be accompanied by one or two messages, if you wish.
<dl>
<dt>Stuff done 1, Stuff done 2:</dt><dd>As usual.</dd>
<dt>Mess1, Mess2:</dt><dd>Standard usage.</dd>
<dt>Extra 1a:</dt><dd>The number of the special item to give. (Range 0 ... 49)</dd>
<dt>Extra 1b:</dt><dd>If 0 (the default), the special item is given. Otherwise, its taken
<dt>Extra 1b:</dt><dd>If 0 (the default), the special item is given. Otherwise, it's taken
away.</dd></dd>
<dt>Type 52: One-Time Do Nothing</dt><dd>If the Stuff Done flag is set to 250, this node
@@ -622,7 +622,7 @@ a dialog box with up to six text messages and a dialog picture (which you choose
upper left. The lower right hand corner can have 1 to 3 buttons. The player must press a
button, at which point another special node will be called. You choose a special node to
call for each button.<br>
The first button is always labeled OK if its the only button or Leave if there are other
The first button is always labeled OK if it's the only button or Leave if there are other
buttons. If the first button is pressed, the Jump To special is called normally. Otherwise
the special node in Extra 1b or 2b is called.
<dl>
@@ -637,22 +637,22 @@ is 1, this button appears. Otherwise, it doesn't.</dd>
the Choose button.</dd>
<dt>Pictype:</dt><dd>This specifies the type of picture to display. To select a picture
type, press the Choose button.</dd>
<dt>Extra 1a:</dt><dd>Determines what the second button is labeled. If left -1, there is
<dt>Extra 1a:</dt><dd>Determines what the second button is labeled. If left at -1, there is
no second button. Press the Choose button to select a label.</dd>
<dt>Extra 1b:</dt><dd>What special node to call is button 2 is pressed.</dd>
<dt>Extra 2a:</dt><dd>Determines what the third button is labeled. If left -1, there is no
<dt>Extra 1b:</dt><dd>What special node to call if button 2 is pressed.</dd>
<dt>Extra 2a:</dt><dd>Determines what the third button is labeled. If left at -1, there is no
third button. Press the Choose button to select a label.</dd>
<dt>Extra 2b:</dt><dd>What special node to call is button 3 is pressed.</dd>
<dt>Extra 2b:</dt><dd>What special node to call if button 3 is pressed.</dd>
<dt>Example:</dt><dd>If Mess 1 is 30, and Mess 2 is 4, the dialog box that comes up
contains messages 30 through 33.</dd>
<dt>Note:</dt><dd>A dialog box can only contain consecutive text messages. You can't bring
up a dialog box which contains message 24, followed by messages 1, 20, and 64.</dd>
<dt>Example:</dt><dd>Suppose to want a dialog box to come up displaying messages 37
<dt>Example:</dt><dd>Suppose you want a dialog box to come up displaying messages 37
through 40.</dd>
<dt>Uses:</dt><dd>This is one special node where you may often want to leave Stuff Done 1
at -1 (so this node displays the dialog box every time its called). For example, if you
at -1 (so this node displays the dialog box every time it's called). For example, if you
want the text of a book to come up when the party looks at a certain bookshelf, you
probably want the same text to keep coming up when the look at the bookshelf later
probably want the same text to keep coming up when they look at the bookshelf later
on.</dd></dd>
<dt>Type 58: Give Item Dialog</dt><dd>Displays a dialog box with up to six text
@@ -741,8 +741,8 @@ spell, or as a result of using a space that happened to have a monster (or PC) o
target is considered to be selected.</p>
<p>Finally, the last few nodes in this section (like Party Status, Affect Gold, etc) only
affect the whole party; they ignore the currently selected target.</p>
<p>Note that when one of these specials does something bad (e.g. diseases or poisons) a
character, all resistances (e.g. protection from poison rings) apply.</p>
<p>Note that when one of these specials does something bad to a character
(e.g. disease or poison), all resistances (e.g. protection from poison rings) apply.</p>
<h3>General notes:</h3>
<dt>Stuff done 1, Stuff done 2:</dt><dd> None of these special node types use these
@@ -750,8 +750,8 @@ fields.</dd>
<dt>Mess 1, Mess 2:</dt><dd>All of these special node types (except Select a PC) can
display one or two messages. If you don't want a message displayed, just leave these at
-1.</dd>
<dt>Extra 1b:</dt><dd>This field usually affects whether the node helps of hurts the
party. In general, if its 0 (the default) it helps. Otherwise, it hurts.</dd>
<dt>Extra 1b:</dt><dd>This field usually affects whether the node helps or hurts the
party. In general, if it's 0 (the default) it helps. Otherwise, it hurts.</dd>
<dt>Extra 2b:</dt><dd>When these nodes are called during combat, if this is 0, the node
only affects the active PC. Otherwise, it affects the whole party. (Exception to this -
the Do Damage node type)</dd>
@@ -814,14 +814,14 @@ maximum of 250 or a minimum of 0. This special cannot kill anybody, only reduce
health to 0.
<dl>
<dt>Extra 1a:</dt><dd>The amount to raise/lower health.</dd>
<dt>Extra 1b:</dt><dd>If 0, health is raised. Otherwise, its lowered.</dd></dd>
<dt>Extra 1b:</dt><dd>If 0, health is raised. Otherwise, it's lowered.</dd></dd>
<dt>Type 83: Affect Spell Points</dt><dd>Increases/decreases spell points. Spell points
can be changed to a maximum of 100 or a minimum of 0.
<dl>
<dt>Extra 1a:</dt><dd>The amount to raise/lower spell points.</dd>
<dt>Extra 1b:</dt><dd>If 0, spell points are raised. Otherwise, they're lowered.</dd></dd>
<dt>Extra 1c:</dt><dd>Only used when lowering spell points. If 0, the spell points are lowered by the exact amount specified. If 1, targets with Mage Spells or Priest Spells are allowed to partially resist the effect.</dd>
<dt>Extra 1b:</dt><dd>If 0, spell points are raised. Otherwise, they're lowered.</dd>
<dt>Extra 1c:</dt><dd>Only used when lowering spell points. If 0, the spell points are lowered by the exact amount specified. If 1, targets with Mage Spells or Priest Spells are allowed to partially resist the effect.</dd></dd>
<dt>Type 84: Affect Experience</dt><dd>Adds/drains experience. If the target is a monster,
this has no effect.
@@ -865,7 +865,7 @@ Note, if harming the party, all resistances apply. You don't need to worry about
the chosen status effect is inherently helpful or harmful - the game knows this, so just
set Extra 1b to 0 if you want to help the party or 1 if you want to harm them.
<dl>
<dt>Extra 1a:</dt><dd>The amount to change. (Usually ranges is 0 ... 8; Martyr's Shield is
<dt>Extra 1a:</dt><dd>The amount to change. (Usual range is 0 ... 8; Martyr's Shield is
0 ... 10, and paralysis is 0 ... 5000)</dd>
<dt>Extra 1b:</dt><dd>If 0, helps. Otherwise, harms.</dd>
<dt>Extra 1c:</dt><dd>Which status effect. Press the Choose button to select one.</dd>
@@ -904,7 +904,7 @@ change skill points or amount of experience.</dd>
monster, this has no effect. Decreasing morale is the same as a Fear spell.
<dl>
<dt>Extra 1a:</dt><dd>The amount to increase/decrease morale.</dd>
<dt>Extra 1b: If 0, increases. Otherwise, decreases.</dd></dd>
<dt>Extra 1b:</dt><dd>If 0, increases. Otherwise, decreases.</dd></dd>
<dt>Type 93: Affect Soul Crystal</dt><dd>Records the currently targeted monster in the
party's soul crystal, or erases it if there is already a monster of the same kind recorded.
@@ -937,7 +937,7 @@ default. Leave at -1 to use the default. If the item doesn't normally have charg
is ignored. (But keep in mind that certain enchantments give charges.)</dd>
<dt>Extra 2a:</dt><dd>You can force whether the item is identified using this field. If
left at -1, the default setting in the item properties is used. Set to 0 to force it to be
unidentified, or 1 to force it to be unidentified. If you set it to 2, it will be fully
unidentified, or 1 to force it to be identified. If you set it to 2, it will be fully
identified, even revealing the concealed ability (if any).</dd>
<dt>Extra 2b:</dt><dd>You can force whether the item is cursed using this field. Leave at
-1 to use the default setting, or set to 0 to force uncursed, 1 to force cursed.</dd>
@@ -981,7 +981,7 @@ statistics. If the target is not a monster, this has no effect.
Mage Spells, etc.)
<dl>
<dt>Pict:</dt><dd>This is a number from 1 to 100, which represents the percentage chance
the statistic is affected. If 100 (the default) its always changes. If 0, it never
the statistic is affected. If 100 (the default) it's always changed. If 0, it never
is.</dd>
<dt>Extra 1a:</dt><dd>The amount to increase/decrease (0 .. 10).</dd>
<dt>Extra 1b:</dt><dd>If 0, increase. If 1, decrease.</dd>
@@ -1096,7 +1096,7 @@ Stuff Done flag. If the Stuff Done flag is greater than the value of Extra 1a, t
in Extra 1b is called. Otherwise, if the Stuff Done flag is less than the value in Extra
2a, the special in Extra 2b is called. If neither case applies, the Jump To special is
called.
<p>The default values for Extra 1a is -1. If it is left at -1, it isn't checked, and the
<p>The default value for Extra 1a is -1. If it is left at -1, it isn't checked, and the
special in Extra 1b won't be called. The same is true for Extra 2a.</p>
<dl>
<dt>Stuff done 1, Stuff done 2:</dt><dd>Specifies the Stuff Done flag to
@@ -1269,7 +1269,7 @@ Extra 1b is called.</dd>
<dt>Jump To:</dt><dd>Otherwise, this special is called.</dd></dd>
<dt>Type 148: If Fields/Objects? </dt><dd>Result depends on the presence of fields,
barriers, or similar transient objects exist in the current town.
barriers, or similar transient objects existing in the current town.
<dl>
<dt>Extra 1a, Extra 1b, Extra 2a, Extra 2b:</dt><dd>The rectangle to check. This works
just like a Rectangle special; see that section for details.</dd>
@@ -1310,7 +1310,7 @@ will be called.</dd></dd>
particular species.
<dl>
<dt>Extra 1a:</dt><dd>The species to check for.</dd>
<dt>Extra 1b:</dt><dd>This special is called if there is the number of living PCs of the
<dt>Extra 1b:</dt><dd>This special is called if the number of living PCs of the
specified species compares favourably with the required number in Extra 2a.</dd>
<dt>Extra 2a:</dt><dd>The number of PCs required of the specified species.</dd>
<dt>Extra 2b:</dt><dd>Specifies how to compare the actual number with the required number.
@@ -1325,7 +1325,7 @@ this is undesirable, check the party size first.</dd></dd>
trait. This works just like the above node, but checks for a trait instead of a species.
<dl>
<dt>Extra 1a:</dt><dd>The trait to check for.</dd>
<dt>Extra 1b:</dt><dd>This special is called if there is the number of living PCs with the
<dt>Extra 1b:</dt><dd>This special is called if the number of living PCs with the
specified trait compares favourably with the required number in Extra 2a.</dd>
<dt>Extra 2a, Extra 2b</dt><dd>As in the above node.</dd>
<dt>Jump To:</dt><dd>Otherwise, this special is called.</dd>
@@ -1351,20 +1351,20 @@ and learn a new spell.</dd></dd>
<dt>Type 154: Text response?</dt><dd>This is one of the most complicated and powerful
special nodes. It brings up a dialog box asking the party to type in some text (such as
the answer to a ridder, or a password). If the response matches one of two given text
the answer to a riddle, or a password). If the response matches one of two given text
messages, a specified special node is called.
<dl>
<dt>Pict:</dt><dd>This is a number from 1 to 10. It is the number of characters the
players answer has to match the correct answer to be accepted. If it is 4, the first four
characters of the players answer must match the first four characters of the correct
player's answer has to match the correct answer to be accepted. If it is 4, the first four
characters of the player's answer must match the first four characters of the correct
answer.</dd>
<dt>Extra 1a:</dt><dd>The number of a scenario special message (not</dt><dd>a town or
<dt>Extra 1a:</dt><dd>The number of a scenario special message (not a town or
outdoor special message).</dd>
<dt>Extra 1b:</dt><dd>If the players answer matches the message in Extra 1a, this special
<dt>Extra 1b:</dt><dd>If the player's answer matches the message in Extra 1a, this special
is called.</dd>
<dt>Extra 2a:</dt><dd>The number of a scenario special message (not</dt><dd>a town or
<dt>Extra 2a:</dt><dd>The number of a scenario special message (not a town or
outdoor special message).</dd>
<dt>Extra 2b:</dt><dd>If the players answer matches the message in Extra 1a, this special
<dt>Extra 2b:</dt><dd>If the player's answer matches the message in Extra 1a, this special
is called.</dd>
<dt>Jump To:</dt><dd>Otherwise, this special is called.</dd>
<dt>Note:</dt><dd>To create the scenario message containing the correct answer, select
@@ -1374,13 +1374,13 @@ answer to the question there. The number of that message (160-259) is the number
the Extra 1a/Extra 2a field.</dd>
<dt>Example:</dt><dd>A pixie asks a riddle whose answer is cheese. Scenario message 185 is
cheese. Message 1 says the pixie's riddle. Extra 1a is 185, Extra 1b is the special node
with the result of correct answering of the riddle, and Jump To leads to the node with the
with the result of correctly answering the riddle, and Jump To leads to the node with the
result of an incorrect answer.
<p>If pict is set to 4, only the first 4 characters of the players answer are looked at.
<p>If pict is set to 4, only the first 4 characters of the player's answer are looked at.
Thus, cheese, cheer, and cheep would count as right answers. Chew, however, would
not.</dd>
<dt>Note:</dt><dd>Letter case is ignored. ChEeSe would be counted as a correct answer,
even is the correct answer was CHEese.</dd></dd>
even if the correct answer was CHEese.</dd></dd>
<dt>Type 155: Stuff done equal?</dt><dd>If the specified Stuff Done flag is equal to the
value given in Extra 1a, the special in Extra 1b is called. Otherwise, the Jump To special
@@ -1589,7 +1589,7 @@ stairs down, 2 - path slopes up, 3 - path slopes down, 4 - slimy stairway up, 5
stairway down, 6 - dark passage up, 7 - dark passage down, 8+ - no dialog (stairway
is forced).</dd>
<dt>Extra 2c:</dt><dd>If left at 0, the party can only enter while walking in town mode
(as described in the note for Generic Portal). If set to 1 or 2, the encounter can be
(as described in the note for Generic Portal). If set to 1 or 3, the encounter can be
activated in combat mode. If set to 2 or 3, the encounter can be activated by other
actions, such as searching the space, using the space, targeting a spell on the space,
etc.</dd></dd>
@@ -1691,7 +1691,7 @@ the party is split up, the lone character is moved back to where the party was w
split up, the party is rejoined, and the special encounter ends.
<dl>
<dt>Extra 1a:</dt><dd>If 0, nothing else happens. If non-zero, a teleportation noise plays
when the party is split up.</dd>
when the party is reunited.</dd>
<dt>Extra 2a:</dt><dd>If 0, the party is returned to where they split up at. Otherwise,
the party remains at their current location.</dd></dd>
@@ -1807,7 +1807,7 @@ spell pattern relative to a specified space.
<dt>Extra 2a:</dt><dd>The type of damage to deal</dd>
<dt></dt><dd>The amount of damage to deal. This is the number of six-sided dice to roll to
calculate the damage.</dd>
<dt></dt><dd>If 0, it will animate each affected creature sequentially using simply booms,
<dt></dt><dd>If 0, it will animate each affected creature sequentially using simple booms,
similar to what happens when fields are placed and creatures take damage as a result. If
1, all damage will be animated simultaneously using fully-animated explosions, similar to
what happens when casting spells such as Fireball or Divine Thud.</dd></dd>