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

@@ -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>