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