diff --git a/doc/editor/Items.html b/doc/editor/Items.html index 6eaa083a..4614dceb 100644 --- a/doc/editor/Items.html +++ b/doc/editor/Items.html @@ -207,7 +207,7 @@ ability of this type must have charges, and must be of variety Non-use Object.

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. +extra fields) are listed in the Appendix.

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 diff --git a/doc/editor/Monsters.html b/doc/editor/Monsters.html index 5405e0bf..73df1fe3 100644 --- a/doc/editor/Monsters.html +++ b/doc/editor/Monsters.html @@ -57,7 +57,7 @@ the Abilities button.

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. +the Appendix.
  • Summon Type - 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.
  • diff --git a/doc/editor/Terrain.html b/doc/editor/Terrain.html index 8b8bac44..33dda833 100644 --- a/doc/editor/Terrain.html +++ b/doc/editor/Terrain.html @@ -31,7 +31,7 @@ means is described below:

  • Picture: 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.
  • +Customizing Graphics.
  • Name: The name of the terrain, which is given when the party looks at it. This can be at most 30 characters long.
  • Blockage: 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).
  • 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.
  • Transform to what - 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 Special Encounters). +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.
  • diff --git a/doc/editor/appendix/Specials.html b/doc/editor/appendix/Specials.html index fe70676f..3a10c4c6 100644 --- a/doc/editor/appendix/Specials.html +++ b/doc/editor/appendix/Specials.html @@ -90,7 +90,7 @@ town.

    Mess1:
    This message is the name of the store the party has found.
    Extra 1a:
    The number of the shop.
    Extra 1b:
    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.
    +expensive). See chapter 11 (Dialogue) for the complete list of cost adjustments.
    Type 5: Display Small Message
    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.
    Type 14: Play a sound
    Plays one of the game's sounds.
    -
    Extra 1a:
    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.
    +
    Extra 1a:
    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.
    Type 15: Change Horse Possession
    Makes a horse the party's property (or not).
    @@ -246,7 +246,7 @@ treasure map. When the map is read, call this special. Set Extra 1a to 14 and Ex 1.
    Type 18: Major Event Has Occurred
    A major event is recorded as having -occurred. See Passage of Time in the chapter on Special Encounters for a more detailed +occurred. See Passage of Time in the chapter on Special Encounters for a more detailed explanation.
    Mess1, Mess2:
    Standard usage.
    @@ -273,7 +273,7 @@ from setting a Stuff Done flag saying they got the item, when, in fact, they didn't.
    Type 20: Buy Items of Type
    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 items) 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.
    Mess1, Mess2:
    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
    Mess1:
    The number of a message containing a title string to show in the dialog.
    -
    Extra 1a:
    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 +
    Extra 1a:
    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 special node displays the entire sheet in a dialog, so the sheet can be whatever size you want.
    @@ -694,7 +695,7 @@ open space near the party. This can be accompanied by one or two messages, if yo (Range 0 ... 3)
    Type 62: One-Time Place Town Encounter
    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 monsters in town 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.