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