Mass update editor documentation

This commit is contained in:
2015-06-26 22:02:53 -04:00
parent 271d247a8d
commit 41fd6924fe
19 changed files with 475 additions and 171 deletions

View File

@@ -88,7 +88,7 @@ already been used, and thus it wasn't used in Blinlock.</p>
Stuff Done Flags with first part 0 ((0,0), (0,1), etc.). In town 1, only use Stuff Done
Flags with first part 1, and so on. For outdoor sections, use the Stuff Done Flags with
first part 200, 201, 202, and so on. This way, you can be sure when designing town 8, you
wont use a Stuff Done Flag already needed for town 4.</p>
won't use a Stuff Done Flag already needed for town 4.</p>
<p>Of course, in some towns you will need to use more than 50 Stuff Done Flags. When this
happens, you can consult your notes to find Stuff Done Flags that aren't being used for
anything yet.</p>

View File

@@ -27,9 +27,9 @@ will be used later).</p>
<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>
<p>The second box is for your scenario's 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>
<p>The second box is for your own name, or whatever name you would like to be credited by.
This currently is not used or editable anywhere, but fill it in anyway - it'll probably be
used in the future.</p>
<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>
@@ -50,6 +50,12 @@ and get training. Every scenario should have a place like this, but such towns c
time-consuming and difficult to make. Fortunately, Warrior's Grove is provided for you.
Press the Include Starter Town button, and then OK.</p>
<p>Now the file save dialog will appear, allowing you to choose where to save your
scenario. Putting it in the Blades of Exile Scenarios folder is usually a good choice, as
that will allow you to test it without moving any files whenever you change something. You
can also put it in a subfolder of the Blades of Exile Scenarios folder - the game will
still be able to find it.</p>
<h2>Editing Your Scenario</h2>
<p>You will now be facing the Blades of Exile main screen. First, let's look at our default
@@ -58,14 +64,14 @@ town and maybe edit it a little. Press the Edit Town Terrain button.</p>
<p>You are now looking at Warrior's 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 a few times. You will see an overall view
of the town. You could edit terrain from this view, but it's often better to use the other
view. Press the button again to zoom back in.</p>
screen. Press the second-last button in the second row a few times. You will see an
overall view of the town. You could edit terrain from this view, but it's often better to
use the close-up view. Press the button again until it zooms back in.</p>
<p>Scroll the terrain back to the center of the town, by the dog. Let's 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.
these for now). Look for the trees (at the start of the eighth 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>
@@ -106,14 +112,15 @@ to press the Load Another Town button on the main screen and enter town 0 to loa
looking at your new town. You will be looking at a blank slate. There's nothing here but
grass and a few rocks. First, lets make a building.</p>
<p>Click on the basic wall terrain, the fourth terrain in the eighth row. Don't 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>
<p>Click on the basic wall terrain, the eleventh terrain in the eighth row (next to the
sign). Don't 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>
<p>Now that you're drawing walls, draw a large rectangle in the terrain area. It can be
whatever size you'd 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
walls of a building. Then select the floor terrain (11th terrain in the 11th row). Paint
a floor inside the walls. Finally, click on the first door icon (14th terrain in the 8th
row). Place a door somewhere in your wall. You will now have a building.</p>
<p>By now, you are probably confused by the huge number of terrain types available to you.
@@ -128,22 +135,26 @@ Fortunately, when you draw cave walls, hills, water, or mountains, the editor wi
automatically change them so that they curve around and match each other at the edges.</p>
<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.
the hill terrain (fifth 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>
<p>Now, we can make some monsters to fight. Scroll back down to your building. We're going
to place a few goblins into it. Go up to the M1 menu, and select Goblin. Then click inside
the building. There's now a goblin there. Do it a few more times.</p>
to place a few goblins into it. In the right-most column of buttons, click the third one
(with the little person icon). The terrain palette will change to show monsters instead.
Select a Goblin (6th in the 3rd row). Then click inside the building. There's now a goblin
there. Do it a few more times.</p>
<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>
<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>
<p>Now, you can give the goblins some loot to steal. In the right-most column of buttons,
click the middle one (with the sword). Now the terrain palette shows items. Select a
weapon. If you're not sure which weapon is which, click it and look at the bottom right -
the item's name will be shown. Then click inside the building. There is now a weapon there
for the player to find. Now select Gold (the top left icon) and click inside the building.
There is now some gold there.</p>
<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
@@ -159,7 +170,7 @@ how to make it possible for the party to enter your towns.</p>
<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. There's 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
to your dungeon. The first 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>

View File

@@ -52,10 +52,12 @@ given for one key word (as opposed to two) you can leave one of the fields set t
xxxx.</p>
<p>If one character has redundant talking nodes (i.e. two nodes which respond to asking
about fish) the earlier one is used.</p>
<!--
<p>If the talking node is for a store of some sort (buying or selling) and the player
presses the Buy or Sell button, this node will be used as a response. Again, if one
character sells two sorts of things, the earlier one will be used should the player hit
the Buy button.</p>
-->
<p>Example: You set the first field to swor and the second to demo. Then this talking node
will be used as a response when the player asks this character about sword, demon,
demonstration, Sworgenov.</p>
@@ -122,14 +124,15 @@ the party is in town A, the response is Text 1. Otherwise, its Text 2.</p>
<h3>Shopping Talking Nodes</h3>
<p>When one of these nodes is a response, conversation temporarily ends, and a different sort of screen appears.</p>
<p>When one of these nodes is a response, conversation temporarily ends, and a different
sort of screen appears.</p>
<p><b>Node Type 7 - Shop</b> A shopping screen appears. When the party is done shopping
(and the player hits the done button), talking resumes. A is the cost adjustment (Range 0
... 6, see below). B is the number of the shop (shop 0 is usually the standard healing
shop; but if the scenario was created with an older version of the BoE Scenario Editor,
0-4 are the magic random item shops and 5 is the standard healing shop). C and D are
ignored Text 1 is the name of the shop.</p>
ignored and Text 1 is the name of the shop.</p>
<p>The meaning of the cost adjustments are:</p>
<ol start='0'>
<li>Extremely Cheap</li>
@@ -170,7 +173,7 @@ sell all their identified items.</p>
identify all their items. A is the cost to identify.</p>
<p><b>Node Type 17 - Enchant Weapons</b> Enables the part to spend money to have their
weapons augmented. The character responds Text 1, and Enchant buttons (with costs) appear
by all of the characters identified, non-magical weapons. A is the sort of enchantment the
by all of the character's identified, non-magical weapons. A is the sort of enchantment the
party can buy (0 - +1, 1 - +2, 2 - +3, 3 - shoot flame spells, 4 - flaming weapon, 5 - +5,
6 - blessed)</p>
@@ -191,7 +194,8 @@ is set to D. Otherwise, the text in Text 2 is the response.</p>
there's a treasure hidden in a tree. Old Man McGee tells them that it's there when asked
about tree, but he charges 50 gold for the knowledge. When Old Man McGee is asked about
tree, use a talking node of this type as a response, with A set to 50, B set to 100, C set
to 2, and D set to 1. Write in Text 2 Old Man McGee's acerbic response if the party doesn't
to 2, and D set to 1. Write in Text 2 Old Man McGee's acerbic response if the party
doesn't
have 50 gold.</p>
<p><b>Node Type 20 - Ship Shop</b> Sells the party a boat. A is the cost of the boat. B is
the number of the first boat sold in the shop (from the scenario's boat list). C is the
@@ -203,7 +207,7 @@ character's response is "There are no boats left".</p>
<p>Example: If A is 100, B is 5,C is 1, and the party has 100 gold, if the party doesn't
already own boat 5, it becomes their property and they're out 100 gold.</p>
<p><b>Node Type 21 - Horse Shop </b> Sells the party a horse. A is the cost of the horse.
B is the number of the first horse sold in the shop (from the scenarios horse list). C is
B is the number of the first horse sold in the shop (from the scenario's horse list). C is
the total number of horses sold in the shop, taken from the list of horses in the game,
starting with B. If the party buys a horse, one horse in the given range becomes their
property. Text 1 is the response if the party buys a horse. Text 2 is the response if the
@@ -257,7 +261,9 @@ is".). What the character says in response to the player's question is determine
Mess 1 and Mess 2 fields in the special nodes called. How this works is described
below.</p>
<p><b>Node Type 29 - Call Town Special</b> Calls Town Special Node A, and does what it says. This special encounter can do anything but damage the party or other monsters or move the party.</p>
<p><b>Node Type 29 - Call Town Special</b> Calls Town Special Node A, and does what it
says. This special encounter can do anything but damage the party or other monsters or
move the party.</p>
<p>Displaying messages in special encounters works differently in talking special
encounters. If the special node(s) called bring up a dialog box, it is displayed normally
(over the talking screen). However, if one or two messages are selected in one of the
@@ -266,7 +272,7 @@ encounter wasn't called while talking). Instead, the one or two messages selecte
special node will become the character's response while talking. If no messages are ever
selected in the special nodes, the character says the text in Text 1 and Text 2.</p>
<p>There is one serious limitation to using talking nodes of this type. The special
encounter will only work correctly if the personality is one of the current towns 10
encounter will only work correctly if the personality is one of the current town's 10
personalities. For example, the 10 personalities for town 5 are 50-59. A talking special
encounter for personality 55 will only work correctly when the party is in town 5. If you
placed personality 55 in town 6 and the party triggered a special encounter while talking
@@ -297,14 +303,64 @@ the character will offer to buy items (if he or she is so inclined).</p>
Thus, you should have every shopkeeper respond to this word. Similarly, pressing the Sell
button is equivalent to asking about sell. Any character who buys things should respond to
this word.</p>
<p>However, if the player presses the Buy button and the character doesn't respond to
"purc", the engine will also try "sale", "heal", "iden" (for "identify"), "trai" (for
"training"), and "ench" (for "enchant"), in that order. So, if your character responds to
one of those, you don't need to also make them respond to "purc".</p>
<h2>Item Order in Shops</h2>
<h2>Defining Shops</h2>
<p>Items can only be sold in shops in the order they appear in your scenario's item list.
A shop can only sell, say, items 117-125 from the item list, not items 117, 121, and 131.
If you want to customize the items in a shop (so that it only sells strong poison, steel
chain mail, and rings of protection), edit the items in the item list so that those items
appear next to each other.</p>
<p>To edit shop definitions, click Edit Shops on the main screen and select a shop from
the list on the right, or click Create New to make a new one. A dialog comes up, showing
the contents of the shop and giving a number of options.</p>
<p>The top half of the dialog lets you set various properties of the shop:</p>
<ul>
<li><b>Shop name:</b> Enter a name to use for the shop, so that you can identify it in the
scenario editor. When the shop is used in-game, the dialogue or special node will override
this name, so it won't be seen - thus, it could include information for you to distinguish
it from other similar shops.</li>
<li><b>Shop type:</b> The first two options determine whether things can be purchase while
a dead character is active. If the shop contains anything other than alchemy or healing,
you probably shouldn't use the second option (and don't add Resurrect to the shop unless
you do use the second option). The third option allows the shop to contain
randomly-generated items. Use this type if you have any shop items that involve random
chance. Note that this also prevents dead characters from buying.</li>
<li><b>Message:</b> This lets you set the message shown at the top of the shop. Pick the
one that best matches the shop's contents.</li>
<li><b>Standard random items shop:</b> The original Blades of Exile included five random
item shops which could contain almost anything, but they no longer exist by default. If
you want to create one, simply click this button and click OK. That's it - you don't have
to do any extra work. Of course, you could instead make your own random items shop that
uses different rules.</li>
<li><b>Shopping Face:</b> Select the dialog face that will appear while shopping
here.</li>
</ul>
<p>The bottom half of the dialog lets you manage the contents of the shop. Use the arrow
buttons to navigate between pages of buttons. A shop cannot have more than 30 items, so
there are six pages. If there are items already there, you can edit or delete them with
the corresponding buttons. You can add more items using the buttons along the bottom.</p>
<p>Most types of items will simply let you select from a list. Regular items also let you
specify a quantity, and optional items offer a quantity and a percentage chance. The most
complicated option available is Special. When you click that to add a new item (or when
you edit an existing special purchase), a dialog comes up presenting several options:</p>
<ul>
<li><b>Name:</b> The name of the item that will appear in the shop.</li>
<li><b>Special Node:</b> When this item is purchased, the special node will be
called.</li>
<li><b>Quantity:</b> The maximum number of times this item can be purchased. If left at 0,
there is no limit.</li>
<li><b>Cost:</b> The amount of gold taken. Whether the gold is taken (and the quantity
reduced) depends on the special node - if it calls a Prevent Action node, then neither
will occur.</li>
<li><b>Icon:</b> The item icon to display for this purchase.</li>
<li><b>Description:</b> Some text that will be displayed if the player clicks on the Info
button for this purchase.</li>
</ul>
</div>
</body>

View File

@@ -21,9 +21,13 @@ aren't interested in making more complicated scenarios.</p>
<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>Open...</em> - Select this option to load in a new scenario.</li>
<li><em>Close</em> - Closes the currently-open scenario and returns to the start screen.</li>
<li><em>Save</em> - This saves your changes.</li>
<li><em>Save As...</em> - Like above, but also lets you choose where to save it.</li>
<li><em>Revert to Saved</em> - Reloads your scenario from disk, reverting any changes
you've made since you last saved. It will ask you for confirmation first.</li>
<li><em>Quit</em> - This closes the program. If you've made any changes, you will be asked
if you would like to save first.</li>
</ul>
@@ -36,14 +40,13 @@ Mac can be run on a Windows machine, and vice versa.</p>
<p>When you make a new scenario, two 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
<p><b>First Dialog</b>: Enter the name of your scenario and your name for credit purposes
(not yet used). 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 can't be changed later, so choose carefully (outdoor sections are small, so you may
want to make it a little larger than you think you will need).</p>
This can be changed later, but keep in mind that outdoor sections are small.</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
@@ -54,7 +57,9 @@ scenario to have Warrior's Grove, this will always be town 0.</p>
<p>Finally, select Include Starter Town to have one of your Medium Towns (town 0) be
Warrior's Grove, a pre-made town.</p>
<p>Finally, you will be asked for a final go-ahead, and your scenario will be built.</p>
<p>Finally, you will be asked for a final go-ahead, and your scenario will be built. Note
that cancelling from the Save dialog does not cancel the creation of your scenario; it
just skips saving it to disk,</p>
<h2>The Scenario Menu</h2>
@@ -64,6 +69,14 @@ Warrior's Grove, a pre-made town.</p>
<li><em>Create New Town</em> - This tacks a new town onto the end of your scenario's 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>Resize Outdoors</em> - This resizes your outdoors, adding or deleting sections as
needed. You can extend or shrink the outdoors in any of the four directions, but keep in
mind that if you extend or shrink along the left or top, references to outdoor sections
(for example, in special nodes) will now refer to a different section (or worse, a section
that no longer exists). The dialog displays a list of the outdoor sections that would be
deleted by your change. If possible, the outdoor section currently loaded is unchanged by
this operation, but if that section is deleted, then section (0,0) will be loaded
instead.</li>
<li><em>Scenario Details</em> - This dialog sets the information the player will see when
they're choosing your scenario in the Custom Scenario Window in the game. You can set your
scenario's version (it starts at 1.0.0), a brief description (each bit of text can be at
@@ -85,15 +98,21 @@ location in that town.</li>
of the scenario's 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 scenario's 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>
alt click to clear it.</li>
<li><em>Edit Journal Entries (Advanced)</em> - This moves you to the main screen, where all
of the scenario's journal entries are listed to the right. Click on a message to edit it, or
alt click 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. After
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
selecting this option, you will be asked to select a scenario to import it from (you can
select the scenario you are working on, but keep in mind that it'll be loaded from disk,
so some changes may not have been applied), and then to select the number of the town to
import. The scenario will be loaded in, and the selected town will be copied over your
current town. The town selected doesn't need to be of the same size (small, medium, large)
as the current town.</li>
<li><em>Import Outdoor Sector (Advanced)</em> - This works pretty much the same as Import
Town (above), but replaces the current outdoor section instead.</li>
<li><em>Edit Saved Item Rectangles (Advanced)</em> - You can set three rectangles in towns
where the party's items can be stored (i.e. they won't 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
@@ -141,7 +160,7 @@ types, items, and monsters will be dumped into a text file titled Scenario data.
<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 proof-reading. Select this,
and all of the scenario's special messages will be dumped into a file titled Scenario Text.
This will take a while - be patient.</li>
This may take a while - be patient.</li>
</ul>
<h3>Making a New Town</h3>
@@ -156,7 +175,7 @@ can create a new town.</p>
<h2>The Main Menu</h2>
<div class="figure">
<img src="../img/editormainmenu.gif" alt="The Main Menu"></p>
<img src="../img/editormainmenu.png" 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,
@@ -179,6 +198,12 @@ 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>Edit Quests (Advanced) -</em> When pressed, all of the scenario's quests appear in
the right hand side of the screen. Click on a quest to edit it. For more information on
quests, see below.</li>
<li><em>Edit Shops (Advanced) -</em> When pressed, all of the scenario's shops appear in the right
hand side of the screen. Click on a shop to edit it. For more information on shops, see
the chapter on dialogue.</li>
<li><em>Load New Section -</em> At any given time, the scenario editor will only have one
outdoor section and one town active. To load another outdoor section for editing, press
this button.<br>
@@ -194,21 +219,30 @@ 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>
<h2>Special Items (Advanced)</h2>
<p>Special items 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>To edit a special item, click on Edit Special Items on the main screen, and click on one of the special items to the right, or click Create New to make a new one. A dialog box will come up, in which you can edit the item's information.
<p>The first two text areas are for the item's name and description (the description appears when the player 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>
<h2>Quests (Advanced)</h2>
<p>Quests give a way to remind the party what they need to do next. They can also be used to create a job bank, similar to Exile III.
<p>To edit a quest, click on Edit Quests on the main screen, and click on one of the quests to the right, or click Create New to make a new one. A dialog box will come up, in which you can edit the quest's information.
<p>The first two text boxes are the most important, giving the quest's name and description (the description appears when the player uses the Quests/Jobs screen). If you want the party to start with the quest active, click the second button on the right.
<p>Quests can be given a deadline. If the quest is not completed before the deadline, it will be considered failed, and the reward will not be granted even if it is completed anyway. If you want the quest to have a deadline, enter the day in the Must Be completed By field. If you click the first button to the right, the deadline instead gives the number of days they have to complete the quest. You can also specify an event - if the event occurs before the deadline, the player will be able to complete the quest even after the deadline passes.
<p>You can specify a default reward for the quest, in XP and gold. This will automatically be given to the player when the quest is marked as completed. If you want some other reward (such as an item), you'll need to script it with special nodes.
<p>If the quest is a job that should be offered at a job bank, click the third button on the right. Two more fields will appear. Each contains the number of a job bank in which this quest may appear. Enter a number in at least one of the fields. Then, when creating the job bank, enter the same number in the Which Job Bank field.
</div>
</body>
</html>

View File

@@ -16,16 +16,16 @@
<p>One of the best ways to put your own personal spin on your scenario is to give it your
own graphics. You can provide your own graphics for monsters, items, terrain (animated or
not), dialog pictures (36 x 36), talk portraits (32 x 32), terrain map icons (12 x 12),
and missile animations (18 x 18).</p>
missile animations (18 x 18), and explosion animations (36 x 36).</p>
<p>To create your own graphics, you need to use a painting program. The basic dimension of
customized graphics is 28 x 36. The custom graphics must be arranged in image which are
180 pixels wide and 360 pixels tall. The images must be named sheetX.png where X is a
customized graphics is 28 x 36. The custom graphics must be arranged in image which is
280 pixels wide and 360 pixels tall. The images must be named sheetX.png where X is a
number starting from 0. Each image is called a "sheet". Each sheet contains up to 100
individual icons. For the game to recognize them, they must be placed inside your scenario
archive, in a subdirectory called "graphics". You can have up to 10 sheets without issues.
If you have more, certain types of graphics can't be placed on the additional sheets. Only
items, dialog pictures, and talk pictures can go on sheets after the tenth one.</p>
If you have more, certain types of graphics can't be placed on the additional sheets.
Monsters, terrain, and terrain map icons cannot go on sheets after the tenth one.</p>
<p>Also, if you place files in the graphics directory with the same name as any of the
graphics sheets used by the game, they will override the default sheet by that name. This
@@ -37,7 +37,7 @@ is considered to have 10 slots. The first ten slots are in the top row, the next
are in the next row, and so on. The upper left graphic is considered slot 0. The top row
contains slots 0 to 9 (numbered left to right), the second row contains slots 11 to 20,
and so on. Each sheet contains 100 slots; thus, slots 0 to 99 are on sheet 0, slots 100 to
199 or on sheet 1, and so forth.</p>
199 are on sheet 1, and so forth.</p>
<p>If you don't like having to do the calculations to figure out which graphic is in which
slot, select Classify Custom Graphics from the Scenario menu, and go through your custom
@@ -55,6 +55,7 @@ background.</p>
<p>Once you have your graphics sheet, the easiest way to get it into the scenario is to
select "Edit Custom Graphic Sheets" from the "Scenario" menu and either paste the image in
(this currently doesn't work properly on Windows, though)
or click "Import" to load it in from a file. You may also need to click "New" first to
ensure the target sheet actually exists.</p>
@@ -69,13 +70,17 @@ custom sheets slots. To give a terrain type this graphic, add 1000 to the number
slot the graphic is in, and put that number in the Terrain Picture field on the editing
terrain window.</p>
<p>To use this graphic as the dialog picture in a dialog (created by a special node),
select Display Dialog (Terrain pic) as the special node type. Add 1000 to the slot the
put 1 in the Picture Type field. Add 1000 to the slot the
graphic is in, and put that number in the Pict spot.</p>
<p><b>Terrain (animated) -</b> Animated terrain has four different graphics. Put the 4
graphics in 4 consecutive custom sheet slots. To give a terrain type this graphic, add
2000 to the number of the slot the first of the four graphics is in, and put that number
in the Terrain Picture field on the editing terrain window.</p>
<p>To use this graphic as the dialog picture in a dialog (created by a special node),
put 2 in the Picture Type field. Add 2000 to the slot the graphic is in, and put that
number in the Pict spot. Or, since animations aren't played in dialogs, just treat it
like a non-animated terrain.</p>
<p><b>Monster (1 x 1) - </b>There are 4 graphics needed: monster facing right, monster
facing left, monster attacking facing right, and monster attacking facing left. Put these
@@ -83,7 +88,7 @@ facing left, monster attacking facing right, and monster attacking facing left.
1000 to the number of the slot the first of the four graphics is in, and put that number
in the Monster Picture field on the editing monster window.</p>
<p>To use this graphic as the dialog picture in a dialog (created by a special node),
select Display Dialog (Monster pic) as the special node type. Add 1000 to the slot the
put 3 in the Picture Type field. Add 1000 to the slot the
first of the 4 graphics is in, and put that number in the Pict spot.</p>
<p><b>Monster (2 x 1) -</b> There are 8 graphics needed: the left half and then the right
@@ -91,31 +96,58 @@ half of the monster facing right, the left half and then the right half of the m
facing left, the 2 parts of the monster attacking facing right, and the 2 parts of the
monster attacking facing left. Put these 8 graphics in 8 consecutive custom sheet slots.
To give a monster type this graphic (and make it a 2 x 1 monster), add 2000 to the number
of the slot the first of the four graphics is in, and put that number in the Monster
of the slot the first of the eight graphics is in, and put that number in the Monster
Picture field on the editing monster window.</p>
<p>To use this graphic as the dialog picture in a dialog (created by a special node),
put 3 in the Picture Type field. Add 2000 to the slot the
first of the 8 graphics is in, and put that number in the Pict spot.</p>
<p><b>Monster (1 x 2), Monster (2 x 2) -</b> These 2 graphics require 8 and 16 custom
sheet slots. Put the parts of the monster facing right, then facing left, then attacking
right, then attacking left, with the parts arranged left to right and top to bottom. To
give a monster type this graphic, add 3000 (if 1 x 2) or 4000 (if 2 x 2) to the number of
the slot the first of the four graphics is in, and put that number in the Monster Picture
the slot the first of the graphics is in, and put that number in the Monster Picture
field on the editing monster window.</p>
<p>To use this graphic as the dialog picture in a dialog (created by a special node),
put 3 in the Picture Type field. Add 3000 (if 1 x 2) or 4000 (if 2 x 2) to the slot the
first of the graphics is in, and put that number in the Pict spot.</p>
<p>Note that, when using larger monster graphics in a dialog, they will be shrunk down to
fit into a 28x36 space, similar to what happens when they are used for an outdoor
wandering encounter. This size change will preserve aspect ratio and centre the graphic in
the available space.</p>
<p><b>Monster (1 x 2), Monster (2 x 2) -</b> These 2 graphics require 8 and 16 custom
sheet slots. Put the parts of the monster facing right, then facing left, then attacking
right, then attacking left, with the parts arranged left to right and top to bottom. To
give a monster type this graphic, add 3000 (if 1 x 2) or 4000 (if 2 x 2) to the number of
the slot the first of the graphics is in, and put that number in the Monster Picture
field on the editing monster window.</p>
<p>To use this graphic as the dialog picture in a dialog (created by a special node),
put 3 in the Picture Type field. Add 3000 (if 1 x 2) or 4000 (if 2 x 2) to the slot the
first of the graphics is in, and put that number in the Pict spot.</p>
<p><b>Dialog Picture -</b> You can put a custom 36 x 36 graphic in the upper left corner
of a dialog box. Split the graphic into 2 18 x 36 halves, and put the 2 graphics in 2
consecutive custom sheet slots (pushed into the upper left corner).</p>
<p>To use this graphic as the dialog picture in a dialog (created by a special node),
select Display Dialog (Dialog pic) as the special node type. Add 1000 to the slot the left
put 4 in the Picture Type field. Add 1000 to the slot the left
half is in, and put that number in the Pict spot.</p>
<p><b>Item - </b>An item graphic takes up one 28 x 36 slot. Add 1000 to the slot the
graphic is in, and put that number in the Item Picture field on the editing items window.</p>
<p>To use this graphic as the dialog picture in a dialog (created by a special node),
put 7 in the Picture Type field. Add 1000 to the slot the left
half is in, and put that number in the Pict spot.</p>
<p><b>Face in Dialogue - </b>You can customize the face of a character the party is
talking to. A dialogue face is a 32x32 graphic. Split the graphic into 2 16x32 halves, and
put them in two adjacent slots (left half in one slot, and then the right half in the next
slot). Add 1000 to the slot the left half is in, and put that number in the Facial Graphic
space in the Editing a Townsperson/Monster window.</p>
<p>To use this graphic as the dialog picture in a dialog (created by a special node),
put 5 in the Picture Type field. Add 1000 to the slot the left
half is in, and put that number in the Pict spot.</p>
<p><b>Missile Animation - </b>You can assign custom missile animations for missile weapons
and monster abilities. A missile animation consists of 8 separate 18x18 graphics, one for
@@ -140,9 +172,12 @@ map icon text field in the Editing Terrain window. Example: Suppose you have map
the slot at row 5, column 3 of sheet 2, and you want to use the left middle icon in that
slot for a terrain. The number you put in the map icon text field would be 2253.</p>
<p></p>
<p>For examples of using custom graphics, look at the scenarios that came with Blades of
Exile. The three Blades of Exile scenarios, between them, contain examples of Custom
Sheets with all of the different sorts of custom graphics.</p>
<!-- TODO: Not yet true - still need examples of map icons, missiles, and explosions in the
preset scenarios! -->
</div>
</body>
</html>

View File

@@ -47,7 +47,7 @@ reserved for the preset items.</li>
<li><b>Special Class (Advanced):</b> Some special nodes (like Have Item With Class?) check
to see if the party has a special item. Set an item's special class here (0 for no special
class).
<p>For example, an item Boat Ticket can have special class 1, and a special node
<br>For example, an item Boat Ticket can have special class 1, and a special node
which checks if the party has a ticket can check for special class 1. Note that items with
a non-zero special class are taken away from the party when they leave the
scenario.</li>
@@ -67,6 +67,91 @@ description of the item.</li>
<p>An item can also have special abilities, like providing resistance to fire, or being a
demon slaying weapon. To set an item's special ability, press the Abilities button.</li>
<h2>Item Types</h2>
<p>Though the item types are mostly self-explanatory, a few of them are less obvious.
Thus, a detailed look at them is reasonable.</p>
<dl>
<dt>No Item</dt>
<dd>This is intended for items that have been deleted - since items are referenced by
their index in a list, anything that changes the index of an item is something to avoid,
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>
<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>
<dd>Gold is a type of item that only appears on the ground. When you pick it up, it is
transformed into currency rather than appearing in your inventory. It cannot have special
abilities.</dd>
<dt>Food</dt>
<dd>Food is a type of item that only appears on the ground. When you pick it up, it is
transformed into rations rather than appearing in your inventory. It cannot have special
abilities.</dd>
<dt>Bow</dt>
<dd>Bows are wielded in one hand. They cannot have reagent abilities.</dd>
<dt>Arrows</dt>
<dd>Arrows are wielded in your ammo slot. They can only have weapon abilities. Their
weight is multiplied by their charges.</dd>
<dt>Thrown missile</dt>
<dd>Thrown missiles are wielded in one hand. They can only have weapon abilities. Their
weight is multiplied by their charges.</dd>
<dt>Potion/Magic Item</dt>
<dt>Scroll/Magic Item</dt>
<dt>Wand</dt>
<dd>Potions, scrolls, and wands cannot be equipped. They can only have usable abilities. When a potion is used, a drinking sound is played; also, a potion's weight is multiplied by its charges. Other than this, the only difference between potions, scrolls, and wands is how they're chosen for random treasure generation.</dd>
<dt>Tool</dt>
<dd>Tools are equipped in a unique tool slot. They can have general or usable
abilities.</dd>
<dt>Shield</dt><dt>Shield 2</dt>
<dd>Shields are equipped in one hand. The item level determines the maximum amount of
damage it can block. There is no difference between the two shield types, except that you
can only have two shields equipped if they are of different types. Shields can only have
general or usable abilities.</dd>
<dt>Armor</dt>
<dd>Armor is worn on your torso. The item level determines the maximum amount of damage it
can block. You cannot put it on in combat, though you can take it off. Armor can only have
general or usable abilities.</dd>
<dt>Helm</dt>
<dd>Helms are worn on your head. The item level determines the maximum amount of damage it
can block. Helms can only have general or usable abilities.</dd>
<dt>Gloves</dt>
<dd>Gloves are worn on your hands. The item level determines the maximum amount of damage
it can block. Gloves can only have general or usable abilities.</dd>
<dt>Boots</dt>
<dd>Boots are worn on your feet. The item level determines the maximum amount of damage it
can block. Boots can only have general or usable abilities.</dd>
<dt>Ring</dt>
<dd>Rings are worn on a finger. You can wear up to two rings. Rings can only have general
or usable abilities.</dd>
<dt>Necklace</dt>
<dd>Rings are worn on the neck. Necklaces can only have general or usable abilities.</dd>
<dt>Weapon Poison</dt>
<dd>Poison cannot be equipped. It can only have usable abilities.</dd>
<dt>Non-Use Object</dt>
<dd>Non-use objects cannot be equipped. They can only have usable or reagent
abilities.</dd>
<dt>Pants</dt>
<dd>Pants are worn on the legs. They are not counted as armour - their item level has no
effect on damage. (The protection field does, of course.) Pants can only have general or
usable abilities.</dd>
<dt>Crossbow</dt>
<dd>Crossbows are wielded in one hand. They cannot have reagent abilities.</dd>
<dt>Bolts</dt>
<dd>Bolts are wielded in your ammo slot. They can only have weapon abilities. Their weight
is multiplied by their charges.</dd>
<dt>Missile (no ammo)</dt>
<dd>Missiles are wielded in one hand. They cannot have reagent abilities.</dd>
<dt>Special Item</dt>
<dd>This type of item only appears on the ground. When you pick it up, you instead gain
the special item specified as the item level.</dd>
<dt>Quest</dt>
<dd>This type of item only appears on the ground. When you pick it up, you instead gain
the quest specified as the item level.</dd>
</dl>
<h2>Setting Item Abilities (Advanced)</h2>
<p>When you press the Abilities button, you will see the item ability dialog. Each item
@@ -98,7 +183,7 @@ amount of charges goes down by one. When there are no charges left, the item dis
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>There are four different classes of item ability type, each with its own properties and
varieties of items that can possess it. Three of these classes are inherent abilities. THe
varieties of items that can possess it. Three of these classes are inherent abilities. The
categories are listed below:</p>
<ul>

View File

@@ -13,7 +13,7 @@
<h1>Section 7 - Editing Monster Types</h1>
<p>Your default scenario comes with 187 premade monster types, number 1 to 187, and you
can have 256 monster types overall. Like terrain types, you can customize the monster
can add as many more as you want. Like terrain types, you can customize the monster
types to suit your scenario. Click on Edit Monster Types to bring up a list of creatures,
and click on a monster type to bring up the monster editing window. This window has these
options:</p>
@@ -135,7 +135,7 @@ appearing.</li>
<li><b>Radiate Fields - </b>The monster occasionally surrounds itself with a field of the
selected sort. The extra value is the chance of the creature doing so on any given
turn.
<p>If a creature radiates fire fields, you probably shouldn't put it near creatures who
<br>If a creature radiates fire fields, you probably shouldn't put it near creatures who
aren't immune to fire.</li>
<li><b>Special Ability (Advanced) -</b> On its turn, the monster sometimes calls a special
node as its action, which can do anything a special node can do. This can be used to

View File

@@ -43,7 +43,8 @@ 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>
right of the editing buttons. The second terrain shown there is the erase terrain, which
will be used by the eraser tool or when you click a terrain of the same type on the map.</li>
</ul>
<h2>Editing Terrain</h2>
@@ -56,16 +57,15 @@ walls, click on the wall icon to the right, move the cursor onto the terrain are
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>
the spot will be erased, and replaced with a spot of ground.</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>
replaced by hills. Also, when you draw one piece of a multi-space tile, such as a large
pile of rubble, the editor will automatically fill in the other pieces.</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
@@ -101,8 +101,8 @@ bottom row of terrain spots in the next outdoor section to the north. You can't
row - it's 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 require 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
<p>Two terrain types that require special care are grass and cave walkways (near the start
of the sixth 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
is drawn. Make sure to only use cave walkways around cave floor, and grass walkways around
@@ -111,7 +111,7 @@ 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">
<img src="../img/edoutbtns.png" 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
@@ -126,6 +126,8 @@ circle). The spray can will only place the terrain on ground. It won't spray ont
floor, etc.</li>
<li>Small Spraycan: Spray a random sprinkling of terrain (area to spray on is a 3 diameter
circle).</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>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,
@@ -133,11 +135,13 @@ press this button, select the upper left corner of the rectangle (on the terrain
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 can't 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>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>Clear Town Entry: Clear any town entry set on the selected space. Even if it is a
town, the party will not enter town when walking into a space whose town entry has been
cleared.</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
@@ -152,18 +156,14 @@ 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 change
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
to trees). To do so, press this button.<br>
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>Change View: Change the terrain view from zoomed in to zoomed out, and back again.
When zoomed out, you can't 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>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
@@ -180,6 +180,8 @@ terrain, so that the nodes aren't called when the party steps there.</li>
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>
<li>Toggle Special Spot (Advanced) : Toggles whether there is a white special encounter
dot on the space.</li>
</ol>
<h2>The Outdoor Menu</h2>
@@ -202,7 +204,7 @@ give the terrain a little more varied appearance.</li>
into ordinary grass, and cave floor with small mushrooms back to cave floor.</li>
<li><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.</li>
Alt-click to remove rectangles, or click to edit the text.</li>
<li><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.</li>
@@ -211,7 +213,10 @@ the outdoor sections special nodes are listed to the right. Click on a node to e
it.</li>
<li><b>Edit Outdoor Text (Advanced) -</b> This moves you to the main screen, where all of
the outdoor section's 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>
or alt click to clear it.</li>
<li><b>Edit Outdoor Signs (Advanced) -</b> This moves you to the main screen, where all of
the outdoor section's signs are listed to the right. Click on a message to edit it,
or alt click to clear it.</li>
</ul>
<h2>Outdoor Details</h2>

View File

@@ -52,9 +52,9 @@ special node. This next special node will damage the party and then call a third
node. This third node will poison the party, and not specify any more nodes to be called.
In this case, you have created a special encounter which is a chain of special nodes,
three long.</p>
<p>Each town has 100 special nodes. Each outdoor section has 70. The scenario itself has
256. This multitude of special nodes will be the clay with which you can sculpt a wild,
elaborate adventure.</p>
<p>Each town and outdoor section has its own set of special nodes. The scenario itself has
a set of global nodes. This multitude of special nodes will be the clay with which you can
sculpt a wild, elaborate adventure.</p>
<h2>Pointers (Advanced)</h2>
@@ -71,7 +71,7 @@ special node. In addition, there are a number of reserved pointers that are set
circumstances. Rather than referencing a Stuff Done Flag, these refer to special values of
the encounter itself. The reserved pointers are:</p>
<ol start=''>
<li value='8'>This can be used anywhere a scenario message is expected to refer to the
<li value='8'>This can be used anywhere a message number is expected to refer to the
special string buffer. The contents of the special string buffer can be manipulated using
the Clear Buffer special node and various Append To Buffer special nodes.</li>
<li value='10'>This contains the X coordinate of the space the special node was triggered
@@ -105,8 +105,8 @@ introductory chapter. Select Edit Outdoor Terrain.</p>
<p>First, we're going to create a simple text message, which will appear when a party steps
on a space. The fourth button in the third row is the Create/Edit special encounter
button. Press it, and then click on a spot of ordinary grass.</p>
<p>Wow. A pretty complicated dialog box just came up. This is the special encountering
editing box. It's not as bad as it look. For now, we're just creating a text message. Press
<p>Wow. A pretty complicated dialog box just came up. This is the special encounter
editing box. It's not as bad as it looks. For now, we're just creating a text message. Press
General (a list of special node types will come up), select Display Message, and then
press OK. There. You are now editing a node of type Display Message. Now you need to write
the message. Notice that two of the fields below that buttons have changed to First Part
@@ -131,8 +131,8 @@ as, say, (3,4). This assumes you havent used (3,4) already.</p>
the text message and sets the Stuff Done Flag (3,4) to 250. The Stuff Done Flag being set
to 250 tells Blades of Exile that this special encounter is dead and done and never comes
back again.</p>
<p>To create the encounter, first click on the grass with white spot terrain (second row
from bottom, fifth from right), and then place this terrain type on some grass. The white
<p>To create the encounter, first click on the special spot button terrain (third row,
sixth from left in the tools), and then place it on some grass. The white
spot marks a special encounter. Press the Create/Edit Special button, and click on this
spot.</p>
<p>Special encounters that only happen once are listed under One Shots, so press the One
@@ -198,11 +198,12 @@ Nodes section in the appendices. Reading through these is a great way to determi
special encounters work and get ideas for things your scenario can do.</p>
<p>The special editing dialog has a number of fields and buttons on it, each of which
determine the traits of your special encounter.</p>
<p>For all of the nodes in the fields below, if you place a -1 or leave a -1, that means
that there is no effect. If you leave -1s in the message areas for example, no message
will be displayed.</p>
<p>For nearly all of the nodes in the fields below, if you place a -1 or leave a -1, that
means that there is no effect. If you leave -1s in the message areas for example, no message
will be displayed. Sometimes, leaving a field at -1 will prevent anything from happening.
Occasionally, -1 has a specific meaning other than "no effect".</p>
<p><br></p>
<p><b>Type Selection Buttons - </b>These six buttons each bring up a list of one of the
<p><b>Type Selection Buttons - </b>These seven buttons each bring up a list of one of the
different classes of special encounters. These classes, when they can be used (town nodes
have no effect outdoors, for example), and what they do are described in the Appendix on
special nodes.</p>
@@ -217,10 +218,10 @@ the main action of the node. For example, a Missile Animation node with attached
messages will show the missile, then display the text. Similarly, a Pause special node will
display the text after the delay is complete.</p>
<p>Each picture and each text message has a number associated with it (for example, every
town has 100 text messages, numbered from 0 to 99). Most of the time, you really dont want
town has 100 text messages, numbered from 0 to 99). Most of the time, you really don't want
to have to worry about these. Fortunately, there is an easier way to deal with this. Press
the Create/Edit button to create and edit text messages, and press Choose to the right of
the picture test area to select a picture. These buttons only appear if you need to
the picture text area to select a picture. These buttons only appear if you need to
specify a value.</p>
<p><b>Extra 1a, 1b, 1c, 2a, 2b, 2c -</b> Many special nodes require you to provide
different values, such as the amount of health to heal or the value to set a Stuff Done
@@ -230,9 +231,8 @@ will be a Choose button to let you select the value from a list, or a Create/Edi
to let you edit a message or a special node to call.</p>
<p><b>Jump To -</b> Some special nodes call a different special node which is specified in
one of the other fields. If this doesn't happen, and a special node is given in Jump To
(in other words, if the value there isnt -1), that special node will usually be called
(in other words, if the value there isn't -1), that special node will usually be called
when this special node is through.</p>
<p><br></p>
<p>These meanings for the fields are not without exceptions. Some fields sometimes mean
different things, and some nodes prevent the Jump To node from being called. These
exceptions are detailed in the descriptions of the individual nodes in the node list in
@@ -265,14 +265,6 @@ encounter for these features, make a special encounter in the Edit Special Nodes
remember the number of the first special node in the chain, and enter it into the
appropriate place (such as Special To Call When Town Entered in the Advanced Town
Properties window).</p>
<p><br></p>
<p><b>The Limits</b></p>
<p><br></p>
<p>You can only have so many special nodes, and so much text in them. Each town can have
at most 100 special nodes, which can use at most 100 text messages (each dialog box uses 6
text messages, so these can be eaten up quickly if you aren't careful). Each outdoor can
have at most 60 special nodes, which can use at most 90 text messages. Finally, the
scenario itself has 256 special nodes, which have access to only 100 text messages.</p>
<h2>What Nodes are Called When</h2>
@@ -281,13 +273,25 @@ onto it. If you put a special encounter on a space the party can't walk onto, it
when the party searches that space (such as a Trap special node on a chest). If the
special node is triggered in town, a town special node is called. If the special node is
triggered while walking or searching outdoors, a special node from that outdoor section is
called.</p>
called. There are some cases when attempting to walk onto an impassable space will trigger
a special node: if the terrain on that space changes when stepped on (even if the terrain
it changes to is also impassable); if the terrain on that space is set to call a special
node when stepped on; or if the first node in the chain is a Prevent Action node.</p>
<p>Most of your special encounters will be called when the party walks onto a specified
space outdoors or in town. In addition, when the party sails a boat onto a special
encounter on the water, that encounter will be called.</p>
<p>Town special nodes can be called when entering town, when leaving town, when attempting
to talk to someone, when killing a monster, when seeing a monster, when the town goes
hostile (by stealing something or attacking someone), or when casting a spell on a
space.</p>
<p>Outdoor special nodes can be called when encountering monsters, when winning a battle,
or when fleeing from a battle.</p>
<p>Scenario special nodes are only called in a few different ways. You can use the General
type special node Call Global Special to call a scenario special node. Also, when a
special item is used, a Scenario special node is called.</p>
special item is used, a Scenario special node is called. Other times when scenario special
nodes might be called are when you use a space, as part of a monster's move, when
attacking or being attacked, when purchasing something from a shop, or when dropping an
item on the ground.</p>
<p>You can specify a town special node to be called every so many turns while the party is
in a town (select Set Town Event Timers from the Town menu). You can also specify a
scenario special node to be called every so many moves no matter where the party is in the
@@ -306,24 +310,24 @@ appear or disappear based on what day it is. You set this on the Advanced Monste
Dialog, described in the chapter on Editing Towns.</p>
<p>You may not always want things to change based on just what day it is, however. You may
want things to happen based on what the party actually does. In this case, you can use
Events. In each scenario, you can have up to 20 events (number 1 .. 20). An even can be
Events. You can have as many events as you want, starting with event #1. An event can be
something like a town being reached, or a treasure being stolen, or a major creature being
killed. When something happens you want to be an Event, call a special node of type Major
Event Has Occured. For example, if you want the killing of the Goblin Chief to be Event 4,
have a special node called when that creature is killed. That node should, of course, be
of type Major Event Has Occured, set to Event 4.</p>
<p>The purpose of Events is determine whenther things should happen in the scenario or
<p>The purpose of Events is determine whether things should happen in the scenario or
not. The occurance of an Event can prevent bad things from happening. For example, suppose
you want the goblin tribe to attack a town on day 90 and kill Fred, one of the characters
in the town. This will be prevented if the Goblin Chief is killed before day 90 (killing
the chief is Event 4).</p>
<p>When you place Fred in the town, bring up the Advanced Monster Settings Dialog, and set
When Is Creature Here to Appear On Given Day. In the Day Creature Disappears field, enter
When Is Creature Here to Disappear On Given Day. In the Day Creature Disappears field, enter
90 (for Day 90), and for the Event Code which prevents the disappearance (the second
field), enter 4. This character will disappear on day 90 unless Event 4 happens to prevent
it.</p>
<p>Similarly, when talking to characters, you can have their responses depend on whether
events have happened or not. Suppose, Sue, in the same town, talks about Fred. Before Fred
events have happened or not. Suppose Sue, in the same town, talks about Fred. Before Fred
dies, she says something nice about him. After he dies, she says he died. When writing
Sue's dialog, give her a dialogue node of type Depends On Time (and event). Set the day
the response changes (the first field) to 90, and the Event which prevents the change (the

View File

@@ -14,10 +14,12 @@
<p>Your default scenario comes with 256 premade terrain types, number 0 to 255 (which are
listed in the Appendices). However, you can also customize the terrain types to suit your
scenario. Click on Edit Terrain Types to bring up all of the terrain icons, and click on a
scenario, or add new ones of your own.
Click on Edit Terrain Types to bring up all of the terrain icons, and click on a
terrain type to bring up the terrain editing window.</p>
<p>The first 90 terrain types (0 to 89) are fixed by the game. The only thing you can
change in these is the picture. You can do what you want with terrain types 91 - 255.</p>
<p>The first 91 terrain types (0 to 90), as well as a few others, are used by the game
when generating terrain for outdoor combat arenas. As such, it is recommended that you
change only the picture.</p>
<h2>Defining Terrain Types</h2>
@@ -153,7 +155,7 @@ the intensity of the effect (usually a number from -8 to 8; depending on the sta
effect, negative intensities might be either good or bad). Extra 2 is the percentage
chance of being affected, a number from 0 to 100 (0 meaning never, and 100 meaning
always). Extra 3 is the status effect to inflict.</li>
<li>Crumbling - If Extra 2 is 0 or 1, it turns into the terrain in Extra 1 when Move
<li><b>Crumbling</b> - If Extra 2 is 0 or 1, it turns into the terrain in Extra 1 when Move
Mountains or Shatter is cast on this space. If Extra 2 is 1 or 2, it turns into the
terrain in Extra 1 when quickfire attempts to spread into this space.</li>
<li><b>Lockable Terrain -</b> Indicates a terrain type that can be locked. This only comes
@@ -176,7 +178,7 @@ be the text that is displayed.</li>
0, a scenario special is called. If Extra 2 is 1, an outdoor special is called if stepped
on outdoors; otherwise a town special is called. The number in Extra 1 is the number of
the special encounter node to call.
<li>Warning: If you create a terrain type with this special property, using it in more
<br><b>Warning:</b> If you create a terrain type with this special property, using it in more
than one area can have unpredictable effects. If you, for example, have a terrain type
with this property that calls town special encounter 29, make sure every town you use that
terrain type in has a sensible special encounter in slot 29.</li>

View File

@@ -21,16 +21,28 @@ chapter for a diagram of button positions). Most of these buttons have the same
they do when editing outdoors. The buttons which work differently are described to the
right.</p>
<div class="figure">
<img src='../img/edtownbtns.gif' alt="Outdoor Editing Buttons">
<p>Figure 1: Outdoor Editing Buttons</p>
<img src='../img/edtownbtns.png' alt="Town Editing Buttons">
<p>Figure 1: Town Editing Buttons</p>
</div>
<ol start="12">
<ol start="10">
<li>Set North Entry: Use these to set the space the party starts in when they enter the
town from the outdoors. When the party enters the town from due north or due south, they
start at the north and south entry spaces. If they enter from the east, northeast, or
southeast, the start at the east entry space. If they enter from the west, northwest, or
southwest, the start at the west entry space.</li>
<li>Set West Entry: See above.</li>
<li>Set South Entry: See above.</li>
<li>Set East Entry: See above.</li>
<li>Edit Sign: Works like in outdoor sections.</li>
<li>Set Area Description: Works like in outdoor sections, except that you now get 16
rectangles to edit.</li>
<li>Place Wandering Monster Location: Towns, like outdoor sections, have 4 wandering
monster arrival points, which can be chosen here. Make sure to choose places with open
area around them, so that theres room for the monsters to appear.</li>
<li value="16">Edit Item: Edit an item you've already placed. Press this button and then
<li value='19'>Pick Terrain: Shows the terrains in the palette above the tool buttons.</li>
<li value='25'>Place Special Spot: Place a special spot on the map. In town mode, this
button only places the spot; use Clear Space to remove it.</li>
<li>Edit Item: Edit an item you've already placed. Press this button and then
click on the item to edit. A dialog will come up. To change the item, press the Choose
button. If the item is gold, food, or has charges, you can use the text area to set the
amount of gold or food, or the number of charges (leave at -1 for it to be ignored). If
@@ -43,28 +55,23 @@ selected, the item is considered to be in a barrel, crate, dresser, etc. The
exact duplicate of the last item placed/edited is placed. The <span class="key">/</span>
key is a shortcut for this button.</li>
<li>Erase Item: Use to erase all items in a space.</li>
<li value="24">Edit Monster: Press this and click on a monster to change its properties.
<li>Pick Item: Shows the items in the palette above the tool buttons.</li>
<li value="30">Edit Monster: Press this and click on a monster to change its properties.
For more information, read Placing and Editing Monsters, later in the chapter. The
<span class='key'>,</span> key is a keyboard shortcut.</li>
<li>Duplicate Monster: Press and click a terrain space to place an exact duplicate of the
last placed/edited monster. The <span class="key">`</span> key is a keyboard
shortcut.</li>
<li>Erase Monster: Erase a placed monster.</li>
<li>Set North Entry: Use these to set the space the party starts in when they enter the
town from the outdoors. When the party enters the town from due north or due south, they
start at the north and south entry spaces. If they enter from the east, northeast, or
southeast, the start at the east entry space. If they enter from the west, northwest, or
southwest, the start at the west entry space.</li>
<li>Set West Entry: See above.</li>
<li>Set South Entry: See above.</li>
<li>Set East Entry: See above.</li>
<li>Pick Monster: Shows the monsters in the palette above the tool buttons.</li>
<li>Place Web</li>
<li>Place Crate</li>
<li>Place Barrel</li>
<li>Place Stone Block</li>
<li>Place Fire Barrier</li>
<li>Place Force Barrier</li>
<li>Place Quickfire: Places these objects/fields in the selected space. Each town can have
at most 50 of these items or special effects (see below).</li>
<li>Place Quickfire</li>
<li>Place Forcecage: Places these objects/fields in the selected space.</li>
<li>Clear Space: Clear all fields, webs, barrels, crates, and special effects from a
space.</li>
<li>Place Small Blood Stain</li>
@@ -74,7 +81,7 @@ space.</li>
<li>Place Large Slime Pool</li>
<li>Place Dust</li>
<li>Place Bones</li>
<li>Place Rubble:These are the eight special effects, things that have no game purpose but
<li>Place Rubble: These are the eight special effects, things that have no game purpose but
enhance the atmosphere of the level.</li>
</ol>
@@ -106,8 +113,9 @@ this feature.</li>
<li><em>Set All Items Not Property</em>: All items in the town that are marked as someone
elses property become safe for the party to get.</li>
<li><em>Clear All Items</em>: Erase all items in the town.</li>
<li><em>Edit Special Nodes, Edit Town Text (Advanced)</em>: Takes you to the main screen,
where you can directly edit the special nodes and the town text respectively.</li>
<li><em>Edit Special Nodes, Edit Town Text, Edit Town Signs (Advanced)</em>: Takes you to
the main screen, where you can directly edit the special nodes, the town text, and town
signs respectively.</li>
<li><em>Advanced Town Details (Advanced)</em>: These are described below.</li>
<li><em>Set Town Event Times (Advanced)</em>: You can have special nodes called at regular
time intervals while the party is in the town. Select this option, and a dialog box will
@@ -181,14 +189,15 @@ not affect the True Sight spell.</li>
through magical barriers in this town, and the Dispel Barrier spell has a lower chance of
breaking them as well.</li>
<li><em>Create New PCs</em>: Set this flag to allow the player to add a new PC while in
this town. Generally, this is set in the starting town, but you may also want to set it in
other towns, especially if you can't return to the starting town later.</li>
this town. Generally, this should be set in the starting town, but you may also want to set
it in other towns, especially if you can't return to the starting town later.</li>
</ul>
<h2>Placing Items</h2>
<p>You can place preset items in towns for the party to find. To place an item, select one
from the I1 - I5 menus, and click on the space to place it on. To edit a placed item,
<p>You can place preset items in towns for the party to find. To place an item, click the
sword icon at the right of the tool palette, select an item from the grid above, and click
on the space to place it on. To edit a placed item,
press the Edit Item button (in the lower right hand corner) and click on the item to
edit. While editing an item, you can click the Delete button to remove it from the town.</p>
<p>When you select an item to edit, the Editing Preset Item window will come up. You can
@@ -198,7 +207,7 @@ other item with charges) enter the new amount in the Amount or Charges Text fiel
melee weapon, you can set it to be enchanted by clicking the Choose button next to the
Enchantment field. Finally, there are three options at the bottom of this window:</p>
<ul>
<li><em>Always Here</em>: Normally,when the party takes an item,it won't be there the next
<li><em>Always Here</em>: Normally, when the party takes an item, it won't be there the next
time they enter the town. If this option is selected, the item will be there every time
they enter the town.</li>
<li><em>Someone's Property</em>: If the party takes this item and a friendly person sees
@@ -206,13 +215,16 @@ them do it, the town will become hostile.</li>
<li><em>Contained In Something</em>: This item is contained inside a barrel, dresser, etc.
and can't be taken until the party looks inside. When an item is placed onto a contained,
this option is automatically selected for you. If you select this option and the item is
not inside a container, the party won't be able to see or get it.</li>
not inside a container, the party won't be able to see or get it.
Note that if there's both a container and a crate/barrel on the space, the item will
always be inside the crate/barrel, not the container.</li>
</ul>
<h2>Placing And Editing Monsters</h2>
<p>Placing and editing monsters works like editing items. Select a monster, from the M1 -
M4 menus, and click on the spot for it to appear in. Each monster has a default attitude
<p>Placing and editing monsters works like editing items. Click the person icon at the
right of the tool palette, select a monster from the grid above, and click on the spot for
it to appear in. Each monster has a default attitude
(friendly, hostile, etc.), which is set in the monster type editing screen. The monster
has this attitude when it appears.</p>
<p>To edit a monster, press the Edit Monster button (in the lower right hand corner) and
@@ -220,10 +232,11 @@ click on the monster. The monster dialog window has several options:</p>
<ul>
<li><em>Creature Type</em>: Press to select a new monster type.</li>
<li><em>Creature Starting Attitude</em>: Select Friendly (won't attack), Friendly, Will
Fight (won't fight party, and will fight bad monsters), Hostile, Type A (will attack the
party, and monsters of type Hostile Type B), and Hostile, Type B (will attack the party,
and monsters of type Hostile Type A).</li>
<li><em>Creature Starting Attitude</em>: Select
Friendly, Docile (won't attack);
Friendly, Will Fight (won't fight party, and will fight bad monsters);
Hostile, Type A (will attack the party, and monsters of type Hostile Type B); or
Hostile, Type B (will attack the party, and monsters of type Hostile Type A).</li>
<li><em>Creature Can Move</em>: If no, monster can't move.</li>
<li><em>Personality</em>: If left at -1, the creature can't be talked to. Otherwise, see
chapter on Dialogue.</li>
@@ -241,7 +254,8 @@ button to set them.</p>
appear in the town. These mainly depend on what day it is, and what special events have
occurred. For a more detailed description of how time works, read the chapter on Passing
Time.</p>
<p>Note that, if the town has been abandoned, creatures never appear.</p>
<p>Note that, if the town has been abandoned, creatures never appear, with one exception
mentioned below.</p>
<p>There are two text editing areas after these buttons, where you will enter the days the
creatures appear/disappear and the events they're linked to. The first area will always get
a day, and the second area will get the number of a special event (0 - 9, with 0 meaning
@@ -268,16 +282,26 @@ it is supposed to die is reached without the event that should prevent it occurr
Creatures with this set are the only creatures that will exist in a dead town.</li>
<li><em>Special Encounter Group (Advanced)</em>: You can specify that a creature in a town
will not be there at first, but will be brought into being by a special encounter. You can
have 10 different groups of these creatures, who will be brought into being by calling a
have several different groups of these creatures, who will be brought into being by calling a
special node of the type One-Time Place Town Encounter.</li>
<li><em>Special Node to Call When Killed (Advanced)</em>: Give the number of a town
special node to call when the creature is killed (or -1 for none).</li>
special node to call when the creature is killed (or -1 for none). Or click Create/Edit to
edit the node.</li>
<li><em>Linked Stuff Done Flag (Advanced)</em>: Give the two parts of a Stuff Done flag.
If this flag is non-zero, the creature wont be here. If it is 0, the creature will be
here, but, should the creature die, the flag will be set to 1. This can be used for a
monster you only want the party to be able to kill once.</li>
</ul>
<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>

View File

@@ -506,6 +506,20 @@ level of that job board. You can set Extra 2a if you want to increase the anger
more. A job board won't offer any jobs if its anger level is 50 or more.</li>
</ol>
</dd></dd>
<dt>Type 46: Swap String Buffer</dt><dd>This special node swaps the active string buffer
with a secondary string buffer. Keep in mind that these changes are not saved with the
saved game.
<dl>
<dt>Mess1, Mess2:</dt><dd>Standard usage.</dd>
<dt>Extra 1a:</dt><dd>The buffer to swap with.</dd></dd>
<dt>Type 47: Alter Sign Text</dt><dd>This special node swaps contents of the active string
buffer with the text of a sign on the map. Keep in mind that these changes are not saved
with the saved game.
<dl>
<dt>Mess1, Mess2:</dt><dd>Standard usage.</dd>
<dt>Extra 1a:</dt><dd>The sign to swap with.</dd></dd>
</dl>
<h3>One-Shot Specials</h3>
@@ -870,7 +884,7 @@ monster, this has no effect. Decreasing morale is the same as a Fear spell.
<dt>Extra 1a:</dt><dd>The amount to increase/decrease morale.</dd>
<dt>Extra 1b: If 0, increases. Otherwise, decreases.</dd></dd>
<dt>Type 95: Affect Soul Crystal</dt><dd>Records the currently targeted monster in the
<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.
If the current target is not a monster, this has no effect. If you know the type of the
monster you want to record, then you need to first place one on the map, record it in the
@@ -884,6 +898,40 @@ Soul on it, meaning that a random existing monster will be erased if necessary t
room. Multispace monsters, monsters of the Important race, and monsters with the Splits
special ability will not be recorded.</dd></dd>
<dt>Type 94: Give Equipment</dt><dd>Gives some equipment to the currently targeted PC. If
the target is a monster, this has no effect. This is different from the Forced Give or
One-Time Give nodes in that you can choose which PC receives it; it also provides
additional options.
<dl>
<dt>Pict:</dt><dd>If the target PC's inventory is full, this special node is called. It is
not called if the item is too heavy for the PC to carry (in that case, the item is given
anyway). This would also be called if you tried to give an item to a dead or absent
PC.</dd>
<dt>Extra 1a:</dt><dd>The item to give. Press Choose to select one.</dd>
<dt>Extra 1b:</dt><dd>If the item is a weapon, you can optionally add an enchantment.
Press Choose to select one, or leave at -1 for none.</dd>
<dt>Extra 1c:</dt><dd>If the item has charges, you can specify a different number than the
default. Leave at -1 to use the default. If the item doesn't normally have charges, this
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
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>
<dt>Extra 2c:</dt><dd>You can cause the item to be automatically equipped using this
field. Leave at -1 to suppress this behaviour, or choose from the following options:
<ol start='0'>
<li><i>Soft equip</i> - as if the player had attempted to equip it normally. If there is any
restriction preventing it from being equipped, such as having something else of the same
kind equipped, then the item will not be equipped.</li>
<li><i>Try to equip</i> - as if the player had unequipped any blocking items and then
equipped it. The only thing that will prevent it from being equipped is if there was a
cursed item of the same kind equipped.</li>
<li><i>Force equip</i> - the item will be equipped, no matter what. Any items that were of
the same type will be unequipped, even if they were cursed.</li>
</ol></dd></dd>
<dt>Type 95: Affect Monster Target</dt><dd>Changes the monster's current target. If the
target is not a monster, this has no effect.
<dl>

Binary file not shown.

Before

Width:  |  Height:  |  Size: 26 KiB

BIN
doc/img/editormainmenu.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 91 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 3.0 KiB

After

Width:  |  Height:  |  Size: 4.4 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.9 KiB

BIN
doc/img/edoutbtns.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 12 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.7 KiB

BIN
doc/img/edtownbtns.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 12 KiB