Manual: Some linkification

This commit is contained in:
2023-01-30 00:31:16 -05:00
parent 6166c0c547
commit 3ecd8d1987
4 changed files with 15 additions and 13 deletions

View File

@@ -207,7 +207,7 @@ ability of this type must have charges, and must be of variety Non-use Object.</
</ul>
<p>There are a wide variety of special abilities. The abilities (and the meaning of the
extra fields) are listed in the one of the Appendices.</li>
extra fields) are listed in <a href="appendix/Items.html">the Appendix</a>.</li>
<p> To select an ability, press one of the four buttons to the upper right. Each button
brings up a menu with one of the four classes of special item. The item's ability strength
can be entered in the text area just below. The

View File

@@ -57,7 +57,7 @@ the Abilities button.</p>
the parameters of an existing special ability. If there are more than four special
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>
<a href="appendix/Monsters.html">the Appendix</a>.</li>
<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>

View File

@@ -31,7 +31,7 @@ means is described below:</p>
<li><b>Picture:</b> Simply, what the terrain looks like. To select a picture, click the
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>
<a href="Graphics.html">Customizing Graphics</a>.</li>
<li><b>Name: </b>The name of the terrain, which is given when the party looks at it. This
can be at most 30 characters long.</li>
<li><b>Blockage:</b> Whether the party can see through and walk through it. Click on the
@@ -72,7 +72,8 @@ to give all your basic walls the key w).</li>
casts light, and how far out that light extends. For example, a torch has a light radius
of 4, so all spots in town within 4 spaces of a torch space are always lit.</li>
<li><b>Transform to what - </b>This field is used in conjunction with certain types of
special nodes (see Special Encounters). If this is a terrain type that you often want to
special nodes (see <a href="Specials.html">Special Encounters</a>).
If this is a terrain type that you often want to
change to something else (such as a closed portcullis, which you may often want to change
to an open portcullis), enter the number of the terrain type to change it to here. Then,
to change the terrain type, use a Transform Terrain special node.</li>

View File

@@ -90,7 +90,7 @@ town.</p>
<dt>Mess1:</dt><dd>This message is the name of the store the party has found.</dd>
<dt>Extra 1a:</dt><dd>The number of the shop.</dd>
<dt>Extra 1b:</dt><dd>The item cost adjuster, a number from 0 (very cheap) to 6 (very
expensive). See chapter 11 (Dialogue) for the complete list of cost adjustments.</dd></dd>
expensive). See <a href='../Dialogue.html#nodes-shop'>chapter 11 (Dialogue)</a> for the complete list of cost adjustments.</dd></dd>
<dt>Type 5: Display Small Message</dt><dd>A text message is displayed on one (or two)
line(s) of the text area (in the lower right hand corner). Don't make the displayed
@@ -214,9 +214,9 @@ at No Special, nothing happens.</dd></dd>
<dt>Type 14: Play a sound</dt><dd>Plays one of the game's sounds.
<dl>
<dt>Extra 1a:</dt><dd>Which sound to play. For a list of sounds, read Appendix A.
You can also click Choose to select the sound from a list, which allows you to hear
the sounds while you choose.</dd></dd>
<dt>Extra 1a:</dt><dd>Which sound to play. For a list of sounds, read
<a href="Sounds.html">Appendix A</a>. You can also click Choose to select
the sound from a list, which allows you to hear the sounds while you choose.</dd></dd>
<dt>Type 15: Change Horse Possession</dt><dd>Makes a horse the party's property (or not).
<dl>
@@ -246,7 +246,7 @@ treasure map. When the map is read, call this special. Set Extra 1a to 14 and Ex
1.</dd></dd>
<dt>Type 18: Major Event Has Occurred</dt><dd>A major event is recorded as having
occurred. See Passage of Time in the chapter on Special Encounters for a more detailed
occurred. See <a href="../Specials.html#time">Passage of Time</a> in the chapter on <a href="../Specials.html">Special Encounters</a> for a more detailed
explanation.
<dl>
<dt>Mess1, Mess2:</dt><dd>Standard usage.</dd>
@@ -273,7 +273,7 @@ from setting a Stuff Done flag saying they got the item, when, in fact, they
didn't.</dd></dd>
<dt>Type 20: Buy Items of Type</dt><dd>All items that belong to the given special class
(described in the chapter on items) are taken from the party. For each item taken, the
(described in the chapter on <a href="../Items.html">items</a>) are taken from the party. For each item taken, the
party gets some gold. This can be accompanied by one or two messages, if you wish.
<dl>
<dt>Mess1, Mess2:</dt><dd>Standard usage. Note that the messages are only displayed if
@@ -316,8 +316,9 @@ is 8, then the value of Stuff Done flag (12,5) becomes the same as Stuff Done fl
<dl>
<dt>Mess1:</dt><dd>The number of a message containing a title string to show in the
dialog.</dd>
<dt>Extra 1a:</dt><dd>The number of the graphics sheet to show. See the chapter on custom
graphics for details on what a graphics sheet is and how to get the game to see it. This
<dt>Extra 1a:</dt><dd>The number of the graphics sheet to show. See the chapter on
<a href="../Graphics.html">custom graphics</a>
for details on what a graphics sheet is and how to get the game to see it. This
special node displays the entire sheet in a dialog, so the sheet can be whatever size you
want.</dd></dd>
@@ -694,7 +695,7 @@ open space near the party. This can be accompanied by one or two messages, if yo
(Range 0 ... 3)</dd></dd>
<dt>Type 62: One-Time Place Town Encounter</dt><dd>Activates all monsters in town in the
specified Special Encounter Group (see the section on monsters in town for more
specified Special Encounter Group (see the section on <a href="../Towns.html#monster">monsters in town</a> for more
information). If no monsters in that group are left, the encounter has no effect. This can
be accompanied by one or two messages, if you wish.
<dl>