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