Update documentation of town special nodes, along with some minor fixes
- place_monster no longer places a monster if one is already there, except when special node forces it - targeting node no longer moves to jumpto if an error occurs - fix targeting and pattern nodes not appearing in the editor
This commit is contained in:
@@ -815,7 +815,7 @@ monster, this has no effect.
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<dt>Note:</dt><dd>Adding or removing a trait sets the experience needed to level up to the
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value it would have been if they had always had that trait, though it does not alter the
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PC's level. Also, always set Extra 1b to 0 to give a trait, even if it's a harmful
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one.</dd>
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one.</dd></dd>
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<dt>Type 89: Affect Action Points</dt><dd>Adds or removes action points.
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<dl>
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@@ -1121,7 +1121,7 @@ barriers, or similar transient objects exist in the current town.
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<dl>
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<dt>Extra 1a, Extra 1b, Extra 2a, Extra 2b:</dt><dd>The rectangle to check. This works
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just like a Rectangle special; see that section for details.</dd>
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<dt>Stuff Done:</dt>The minimum and maximum number of fields needed.</dd>
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<dt>Stuff Done:</dt><dd>The minimum and maximum number of fields needed.</dd>
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<dt>Mess1:</dt><dd> The type of field or other object to check for. Note that 0 and 9 are
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not valid values. Click the Choose button to select the field you want to check for.
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<dt>Mess2:</dt><dd>The game counts the number of the selected field that exist within the
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@@ -1283,7 +1283,39 @@ messages. If you don't want a message displayed, just leave these at -1.</dd></d
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<dl>
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<dt>Type 170: Town Hostile</dt><dd>When called, all friendly people in the town
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immediately turn hostile.</dd>
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immediately turn hostile. This node can also be used for other mass attitude changes.
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Extra 1a and Extra 1b indicate the endpoints of a range of monsters to affect (counting
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based on their internal location in the game), and Extra 2a is the target attitude.
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<dl>
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<dt>Note:</dt><dd>This node may yet change drastically, so you should be wary of using it
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for anything other than its original purpose.</dd></dd>
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<dt>Type 171: Run Missile Animation</dt><dd>This node animates a missile attack originating
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from one space and ending on another space.
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<dl>
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<dt>Pic:</dt><dd>The number of the missile animation to use.</dd>
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<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the source location.</dd>
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<dt>Extra 2a, Extra 2b:</dt><dd>The x and y coordinates of the target location. If there
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is a multispace monster on that location, the missile target is adjusted to target the
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centre of the monster rather than the centre of this space.</dd>
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<dt>Extra 1c:</dt><dd>Determines how the missile's path is calculated. Allowed values are
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0 or 1. <!-- TODO: Determine what the difference actually is. --></dd>
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<dt>Extra 2c:</dt><dd>The number of a sound to play during the animation.</dd></dd>
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<dt>Type 172: Animate Monster Attack</dt><dd>This node causes a monster to enter its attack pose. The monster can be specified in one of two ways.
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<dl>
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<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the space the monster is on.</dd>
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<dt><u>OR</u> Extra 1a:</dt><dd>The number of the monster that should attack, plus 100. Or
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0-5 to animate a party member. To use this method, leave Extra 1b at -1.</dd></dd>
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<dt>Type 173: Animate Fake Damage Splash</dt><dd>This node draws a splash effect on a space
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to indicate that it has been attacked, along with an optional number indicating the amount
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of damage supposedly dealt.
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<dl>
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<dt>Extra 1a, Extra 1b:</dt><dd>The location to draw the effect on.</dd>
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<dt>Extra 2a:</dt><dd>Type of damage to show.</dd>
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<dt>Extra 2b:</dt><dd>Amount of damage to show. If 0, no number is drawn.</dd>
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<dt>Extra 1c:</dt><dd>If 0, play the default sound for the chosen damage type. Otherwise, override it with a different sound.</dd></dd>
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<dt>Type 174: Move Party</dt><dd>The party is moved to a new location. The party cannot be
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moved while in combat ... if the party is in combat mode, they will not be allowed to
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@@ -1291,7 +1323,8 @@ enter the space, and the special encounter ends immediately.
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<dl>
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<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the space to move them to.</dd>
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<dt>Extra 2a:</dt><dd>If 0, they are simply moved. If non-zero, they are teleported (i.e.
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there is a noise and a pretty flash of light).</dd></dd>
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there is a noise and a pretty flash of light). This is ignored if the special is called
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while talking.</dd></dd>
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<dt>Type 175: Hit Space</dt><dd>Everything within the specified space takes damage.
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<dl>
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@@ -1326,8 +1359,9 @@ has no other affect.
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<dl>
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<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the space for the explosion to
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appear on.</dd>
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<dt>Extra 2a:</dt><dd>The type of explosion. 0 - fire 1 - electricity 2 -
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teleportation</dd>
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<dt>Extra 2a:</dt><dd>The type of explosion. 0 - fire 1 -
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teleportation 2 - electricity (blue) 3 - electricity (yellow)</dd>
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<dt>Extra 2b:</dt><dd>If left at 0, the burst is a simple explosion. If set to 1, a larger burst is used for an even flashier effect.</dd>
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<dt>Note:</dt><dd>This does nothing if called when in talking mode.</dd></dd>
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<dt>Type 180: Make Wandering Monster</dt><dd>A group of wandering monsters appears (at one
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@@ -1340,20 +1374,18 @@ selected space.
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<dt>Extra 2a:</dt><dd>The number of the creature to place. Press the Choose button to
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select the monster.</dd>
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<dt>Extra 2b:</dt><dd>If this is 0, if no creature can go there (for example, a creature
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is already there), nothing happens. If nonzero, the placement is forced.</dd>
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<dt>Note:</dt><dd>There can be at most 60 creatures in a town/dungeon level at any one
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time.</dd></dd>
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is already there), nothing happens. If nonzero, the placement is forced.</dd></dd>
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<dt>Type 182: Destroy Monster</dt><dd>All creatures of the given type in the dungeon are
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instantly removed.
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<dt>Type 182: Destroy Monster</dt><dd>Any creatures on the given space are removed.
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<dl>
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<dt>Extra 1a:</dt><dd>The type of creature to remove.</dd></dd>
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<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates to clear of monsters.</dd></dd>
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<dt>Type 183: Destroy all Monsters</dt><dd>Most or all of the creatures in the dungeon
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disappear.
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<dl>
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<dt>Extra 1a:</dt><dd>If this is 0, all creatures disappear. If 1, only friendly creatures
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disappear. If 2, only hostile creatures disappear.</dd></dd>
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<dt>Extra 1a:</dt><dd>The type of creature to remove. Click the Choose button to select
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one, or use one of the following special values. If this is 0, all creatures disappear.
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If -1, only friendly creatures disappear. If -2, only hostile creatures disappear.</dd></dd>
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<dt>Type 184: Generic Lever</dt><dd>A dialog box comes up saying the party has found a
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lever, and asking if they want to pull it. The dialog buttons are Yes and No. If the No
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@@ -1388,29 +1420,34 @@ placed in in the new town.</dd>
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<dt>Extra 2a:</dt><dd>The number of the town to place them in.</dd>
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<dt>Extra 2b:</dt><dd>Determines what text appears in the dialog. 0 - stairs up, 1 -
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stairs down, 2 - path slopes up, 3 - path slopes down, 4 - slimy stairway up, 5 - slimy
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stairway down, 6 - dark passage up, 7 - dark passage down.</dd></dd>
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stairway down, 6 - dark passage up, 7 - dark passage down, 8+ - no dialog (stairway
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is forced).</dd>
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<dt>Extra 2c:</dt><dd>If left at 0, the party can only enter while walking in town mode
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(as described in the note for Generic Portal). If set to 1 or 2, the encounter can be
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activated in combat mode. If set to 2 or 3, the encounter can be activated by other
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actions, such as searching the space, using the space, targeting a spell on the space,
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etc.</dd></dd>
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<dt>Type 188: Lever</dt><dd>A dialog box comes up with text you supply (saying, perhaps,
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they've found a lever). The picture in the dialog box is of a terrain type you choose. The
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dialog buttons are Yes and No. If the No button is pressed, the Jump To special is used.
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they've found a lever). The dialog buttons are Yes and No.
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If the No button is pressed, the Jump To special is used.
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If the Yes button is pushed, the terrain in the special space is turned to its Transform
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To What type (if this special is called while looking or moving, not talking), and the
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special node specified in Extra 1b is called.
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<dl>
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<dt>Mess 1:</dt><dd>The number of the first message to be displayed in the dialog box.
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Press the Create/Edit button to edit the text.</dd>
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<dt>Pict:</dt><dd>This is the number of the terrain type to display. To select a picture,
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press the Select Picture button.</dd>
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<dt>Extra 1b:</dt><dd>The special node to call is Yes is pushed.</dd></dd>
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<dt>Pict, Pictype:</dt><dd>This specifies the picture to display. To select a picture,
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press the Choose Picture button.</dd>
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<dt>Extra 1b:</dt><dd>The special node to call if Yes is pushed.</dd></dd>
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<dt>Type 189: Portal</dt><dd>A dialog box comes up (saying, perhaps, they've found a
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teleporter). The picture in the dialog box is a dialog picture you choose. The dialog
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buttons are Enter and Leave.
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teleporter). The dialog buttons are Enter and Leave.
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<dl>
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<dt>Mess 1:</dt><dd>The number of the first message to be displayed in the dialog
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box.</dt><dd>Press the Create/Edit button to edit the text.</dd>
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<dt>Pict:</dt><dd>This is the number of the dialog picture to display. To select a
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picture, press the Select Picture button.</dd>
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<dt>Pict, Pictype:</dt><dd>This specifies the picture to display. To select a picture,
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press the Choose Picture button.</dd>
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<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the space the party is
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teleported to if the player pushes Enter.</dd>
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<dt>Note:</dt><dd>Like all party moving special nodes, if this is called any time besides
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@@ -1418,20 +1455,22 @@ when walking in town mode, the special encounter ends immediately, and, if movin
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party is not allowed to enter the space.</dd></dd>
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<dt>Type 190: Stairway</dt><dd>A dialog comes up text you supply (saying, perhaps, they've
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found a stairway). The picture in the dialog box is a dialog picture you choose. The
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dialog buttons are Climb and Leave. If the Leave button is pressed, the Jump To special is
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found a stairway). The dialog buttons are Climb and Leave.
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If the Leave button is pressed, the Jump To special is
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used, and the party is not allowed to enter the space. If the Climb button is pushed, the
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party is moved to another town.
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<dl>
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<dt>Mess 1:</dt><dd>The number of the first message to be displayed in the dialog box.
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Press the Create/Edit button to edit the text.</dd>
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<dt>Pict:</dt><dd>This is the number of the dialog picture to display. To select a
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picture, press the Select Picture button.</dd>
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<dt>Pict, Pictype:</dt><dd>This specifies the picture to display. To select a picture,
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press the Choose Picture button.</dd>
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<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the space the party is to be
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placed in in the new town.</dd>
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<dt>Extra 2a:</dt><dd>The number of the town to place them in.</dd>
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<dt>Extra 2b:</dt><dd>If this is set to 1, the stairway is forced. No dialog box appears.
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Instead, the party is immediately moved to the different level.</dd></dd>
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Instead, the party is immediately moved to the different level.</dd>
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<dt>Extra 2c:</dt><dd>This has the same effect as on a Generic Stairway (see above for
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details).</dd></dd>
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<dt>Type 191: Relocate Outdoors</dt><dd>Changes the outdoors location of the party.
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<dl>
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@@ -1465,19 +1504,30 @@ permanently.
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<p>If this node is called at any time besides in town mode, while walking or looking, the
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special encounter ends immediately and this node is ignored.</p>
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<p>When this node is used, if the player sends a PC off alone, the special encounter ends
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immediately. Only is the player hits Cancel is the Jump To node used.</p>
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immediately. Only if the player hits Cancel is the Jump To node used.</p>
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<dl>
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<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates to place the alone character
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in.</dd>
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<dt>Extra 2a:</dt><dd>If 0, nothing else happens. If non-zero, a teleportation noise plays
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when the party is split up.</dd></dd>
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when the party is split up.</dd>
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<dt>Note</dt><dd>The three rules above are good guidelines to follow and were absolutely
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necessary in the original version of the game. However, with the updated version, you
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can break some of them if you really know what you're doing. The game now keeps track of
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the town the split occurred in, so leaving town while split will not cause problems, but
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you should make sure the party can't loop back around to where they split from (or reach
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another Split Party node). Additionally, it's possible to use the Kill/Raise node to
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reunite the party, instead of the Reunite Party node; however, you still need to call
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Reunite Party with Extra 2a set to 1 so that the game stops tracking the location at
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which they split up.</dd></dd>
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<dt>Type 194: Reunite Party</dt><dd>If the party is not split up, this node is ignored. If
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the party is split up, the lone character is moved back to where the party was when it was
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split up, the party is rejoined, and the special encounter ends.
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<dl>
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<dt>Extra 1a:</dt><dd>If 0, nothing else happens. If non-zero, a teleportation noise plays
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when the party is split up.</dd></dd>
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when the party is split up.</dd>
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<dt>Extra 2a:</dt><dd>If 0, the party is returned to where they split up at. Otherwise,
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the party remains at their current location.</dd></dd>
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<dt>Type 195: Start Town Timer</dt><dd>One of the party's town encounter timers is
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activated. Each move taken, the timer goes down by 1. When it runs out, a town special
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@@ -1488,6 +1538,99 @@ however, the timer cleared and no special happens.
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30000)</dd>
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<dt>Extra 2b:</dt><dd>The town special node to call when the timer runs out. If left at No
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Special, nothing happens.</dd></dd>
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<dt>Type 196: Change Lighting Level</dt><dd>This node changes the current light level of
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the town and/or party.
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<dl>
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<dt>Extra 1a:</dt><dd>If left at -1, no change. Otherwise, set the lighting mode of the
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town (the value normally set in Town Details).</dd>
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<dt>Extra 2a:</dt><dd>The amount by which to adjust the party's light level (as is
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normally obtained from spells, lamps, etc).</dd>
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<dt>Extra 2b:</dt><dd>If 0, increase light level. Otherwise, decrease it.</dd></dd>
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<dt>Type 197: Set Attitude</dt><dd>Change the attitude of a single monster.
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<dl>
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<dt>Extra 1a:</dt><dd>The number of the monster to affect. This is its unique ID within
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the town, which is shown at the top right of the Edit Placed Creature dialog.</dd>
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<dt>Extra 1b:</dt><dd>The new attitude.</dd></dd>
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<dt>Type 198: Centre on Space</dt><dd>Centres the terrain view on the specified space, as
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if the player had selected the Look command and scrolled the view there. Note that, if you
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want to show areas that would not be visible to the party from the current location, you
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must also use the Lift Fog node.
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<dl>
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<dt>Extra 1a, Extra 1b:</dt><dd>The location to centre on. If either is -1, the view is
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reset to centre on the active character.</dd></dd>
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<dt>Type 199: Lift Fog</dt><dd>Lift the fog of war so that spaces out of the party's line
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of sight become fully visible. The fog is automatically restored at the end of the current
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turn (after monsters make their move).
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<dl>
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<dt>Extra 1a:</dt><dd>If 1, lift the fog. If 0, restore it.</dd></dd>
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<dt>Type 200: Initiate Targeting Mode</dt><dd>This advanced node hooks into the native
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Blades of Exile targeting engine to allow the player to select one or more targets. The
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options are slightly different depending on whether the node is called during combat.
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<p>When not in combat (ie, just wandering around town), it only supports selecting a
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single target, and the rotateable wall area is not available. The player can select any
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space in sight regardless of range.
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<p>When in combat mode, the options increase. You can specify a maximum number of targets,
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allowing the player to select several locations as with the Arrow spells. However, this
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cannot be combined with the rotateable wall area, which is only supported in single-target
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mode. You can also limit the player to selecting targets within a particular range.
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<p>The special node sequence ends upon entering target mode. Once targeting is completed,
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a new special node sequence begins, starting from the node specified in JumpTo. If
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multiple targets were selected, this node sequence is repeated for each target. However,
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if you chose an area other than single space, the sequence is called only for the location
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clicked, not repeated for other locations within the covered area. If you want to affect
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these additional locations, you must calculate them yourself. Since there is currently no
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way to check which orientation of the rotateable wall was selected, there is not much
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point in using it unless you are using one of the Place Pattern nodes to produce the
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effect.
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<p>The two Place Pattern nodes (below) automatically affect all spaces within the covered
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area, and passing -1 as the pattern type means it uses the current pattern, which works
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correctly even for the rotateable wall.
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<dl>
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<dt>Extra 1a:</dt><dd>The spell pattern to use.
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0 - single space,
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1 - 3x3 square,
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2 - 2x2 square,
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3 - 3x3 square excluding centre,
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4 - circle radius 2,
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5 - circle radius 3,
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6 - 5 spaces in a cross,
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7 - rotateable 2x8 wall</dd>
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<dt>Extra 1b:</dt><dd>Maximum range (combat mode only)</dd>
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<dt>Extra 1c:</dt><dd>Maximum number of targets (combat mode only)</dd>
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<dt>JumpTo:</dt><dd>This node is called once for every selected target.</dd></dd>
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<dt>Type 201: Place Pattern (Fields/Objects)</dt><dd>Places fields according to a preset
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spell pattern relative to a specified space.
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<dl>
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<dt>Extra 1a, Extra 1b:</dt><dd>Key space of the pattern (usually the centre space).</dd>
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<dt>Extra 1c:</dt><dd>The spell pattern to use.
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-1 - use current pattern (only works when called through the Targeting Mode special node)
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0 - single space,
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1 - 3x3 square,
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2 - 2x2 square,
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3 - 3x3 square excluding centre,
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4 - circle radius 2,
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5 - circle radius 3,
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6 - 5 spaces in a cross,
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7-13 - rotateable 2x8 wall in various orientation</dd>
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<dt>Extra 2a</dt><dd>The field type to place</dd></dd>
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<dt>Type 202: Place Pattern (Direct Damage)</dt><dd>Deals damage according to a preset
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spell pattern relative to a specified space.
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<dl>
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<dt>Extra 1a, Extra 1b, Extra 1c:</dt><dd>Same as above node.</dd>
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<dt>Extra 2a</dt><dd>The type of damage to deal</dd>
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<dt></dt><dd>The amount of damage to deal. This is the number of six-sided dice to roll to
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calculate the damage.</dd>
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<dt></dt><dd>If 0, it will animate each affected creature sequentially using simply booms,
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similar to what happens when fields are placed and creatures take damage as a result. If
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1, all damage will be animated simultaneously using fully-animated explosions, similar to
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what happens when casting spells such as Fireball or Divine Thud.</dd></dd>
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</dl>
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<h4>Rectangle Specials:</h4>
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Reference in New Issue
Block a user