Mass update editor documentation
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@@ -21,16 +21,28 @@ chapter for a diagram of button positions). Most of these buttons have the same
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they do when editing outdoors. The buttons which work differently are described to the
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right.</p>
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<div class="figure">
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<img src='../img/edtownbtns.gif' alt="Outdoor Editing Buttons">
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<p>Figure 1: Outdoor Editing Buttons</p>
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<img src='../img/edtownbtns.png' alt="Town Editing Buttons">
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<p>Figure 1: Town Editing Buttons</p>
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</div>
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<ol start="12">
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<ol start="10">
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<li>Set North Entry: Use these to set the space the party starts in when they enter the
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town from the outdoors. When the party enters the town from due north or due south, they
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start at the north and south entry spaces. If they enter from the east, northeast, or
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southeast, the start at the east entry space. If they enter from the west, northwest, or
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southwest, the start at the west entry space.</li>
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<li>Set West Entry: See above.</li>
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<li>Set South Entry: See above.</li>
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<li>Set East Entry: See above.</li>
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<li>Edit Sign: Works like in outdoor sections.</li>
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<li>Set Area Description: Works like in outdoor sections, except that you now get 16
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rectangles to edit.</li>
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<li>Place Wandering Monster Location: Towns, like outdoor sections, have 4 wandering
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monster arrival points, which can be chosen here. Make sure to choose places with open
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area around them, so that theres room for the monsters to appear.</li>
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<li value="16">Edit Item: Edit an item you've already placed. Press this button and then
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<li value='19'>Pick Terrain: Shows the terrains in the palette above the tool buttons.</li>
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<li value='25'>Place Special Spot: Place a special spot on the map. In town mode, this
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button only places the spot; use Clear Space to remove it.</li>
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<li>Edit Item: Edit an item you've already placed. Press this button and then
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click on the item to edit. A dialog will come up. To change the item, press the Choose
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button. If the item is gold, food, or has charges, you can use the text area to set the
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amount of gold or food, or the number of charges (leave at -1 for it to be ignored). If
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@@ -43,28 +55,23 @@ selected, the item is considered to be in a barrel, crate, dresser, etc. The
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exact duplicate of the last item placed/edited is placed. The <span class="key">/</span>
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key is a shortcut for this button.</li>
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<li>Erase Item: Use to erase all items in a space.</li>
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<li value="24">Edit Monster: Press this and click on a monster to change its properties.
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<li>Pick Item: Shows the items in the palette above the tool buttons.</li>
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<li value="30">Edit Monster: Press this and click on a monster to change its properties.
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For more information, read Placing and Editing Monsters, later in the chapter. The
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<span class='key'>,</span> key is a keyboard shortcut.</li>
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<li>Duplicate Monster: Press and click a terrain space to place an exact duplicate of the
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last placed/edited monster. The <span class="key">`</span> key is a keyboard
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shortcut.</li>
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<li>Erase Monster: Erase a placed monster.</li>
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<li>Set North Entry: Use these to set the space the party starts in when they enter the
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town from the outdoors. When the party enters the town from due north or due south, they
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start at the north and south entry spaces. If they enter from the east, northeast, or
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southeast, the start at the east entry space. If they enter from the west, northwest, or
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southwest, the start at the west entry space.</li>
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<li>Set West Entry: See above.</li>
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<li>Set South Entry: See above.</li>
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<li>Set East Entry: See above.</li>
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<li>Pick Monster: Shows the monsters in the palette above the tool buttons.</li>
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<li>Place Web</li>
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<li>Place Crate</li>
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<li>Place Barrel</li>
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<li>Place Stone Block</li>
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<li>Place Fire Barrier</li>
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<li>Place Force Barrier</li>
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<li>Place Quickfire: Places these objects/fields in the selected space. Each town can have
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at most 50 of these items or special effects (see below).</li>
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<li>Place Quickfire</li>
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<li>Place Forcecage: Places these objects/fields in the selected space.</li>
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<li>Clear Space: Clear all fields, webs, barrels, crates, and special effects from a
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space.</li>
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<li>Place Small Blood Stain</li>
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@@ -74,7 +81,7 @@ space.</li>
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<li>Place Large Slime Pool</li>
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<li>Place Dust</li>
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<li>Place Bones</li>
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<li>Place Rubble:These are the eight special effects, things that have no game purpose but
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<li>Place Rubble: These are the eight special effects, things that have no game purpose but
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enhance the atmosphere of the level.</li>
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</ol>
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@@ -106,8 +113,9 @@ this feature.</li>
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<li><em>Set All Items Not Property</em>: All items in the town that are marked as someone
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elses property become safe for the party to get.</li>
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<li><em>Clear All Items</em>: Erase all items in the town.</li>
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<li><em>Edit Special Nodes, Edit Town Text (Advanced)</em>: Takes you to the main screen,
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where you can directly edit the special nodes and the town text respectively.</li>
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<li><em>Edit Special Nodes, Edit Town Text, Edit Town Signs (Advanced)</em>: Takes you to
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the main screen, where you can directly edit the special nodes, the town text, and town
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signs respectively.</li>
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<li><em>Advanced Town Details (Advanced)</em>: These are described below.</li>
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<li><em>Set Town Event Times (Advanced)</em>: You can have special nodes called at regular
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time intervals while the party is in the town. Select this option, and a dialog box will
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@@ -181,14 +189,15 @@ not affect the True Sight spell.</li>
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through magical barriers in this town, and the Dispel Barrier spell has a lower chance of
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breaking them as well.</li>
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<li><em>Create New PCs</em>: Set this flag to allow the player to add a new PC while in
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this town. Generally, this is set in the starting town, but you may also want to set it in
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other towns, especially if you can't return to the starting town later.</li>
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this town. Generally, this should be set in the starting town, but you may also want to set
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it in other towns, especially if you can't return to the starting town later.</li>
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</ul>
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<h2>Placing Items</h2>
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<p>You can place preset items in towns for the party to find. To place an item, select one
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from the I1 - I5 menus, and click on the space to place it on. To edit a placed item,
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<p>You can place preset items in towns for the party to find. To place an item, click the
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sword icon at the right of the tool palette, select an item from the grid above, and click
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on the space to place it on. To edit a placed item,
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press the Edit Item button (in the lower right hand corner) and click on the item to
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edit. While editing an item, you can click the Delete button to remove it from the town.</p>
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<p>When you select an item to edit, the Editing Preset Item window will come up. You can
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@@ -198,7 +207,7 @@ other item with charges) enter the new amount in the Amount or Charges Text fiel
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melee weapon, you can set it to be enchanted by clicking the Choose button next to the
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Enchantment field. Finally, there are three options at the bottom of this window:</p>
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<ul>
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<li><em>Always Here</em>: Normally,when the party takes an item,it won't be there the next
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<li><em>Always Here</em>: Normally, when the party takes an item, it won't be there the next
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time they enter the town. If this option is selected, the item will be there every time
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they enter the town.</li>
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<li><em>Someone's Property</em>: If the party takes this item and a friendly person sees
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@@ -206,13 +215,16 @@ them do it, the town will become hostile.</li>
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<li><em>Contained In Something</em>: This item is contained inside a barrel, dresser, etc.
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and can't be taken until the party looks inside. When an item is placed onto a contained,
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this option is automatically selected for you. If you select this option and the item is
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not inside a container, the party won't be able to see or get it.</li>
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not inside a container, the party won't be able to see or get it.
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Note that if there's both a container and a crate/barrel on the space, the item will
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always be inside the crate/barrel, not the container.</li>
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</ul>
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<h2>Placing And Editing Monsters</h2>
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<p>Placing and editing monsters works like editing items. Select a monster, from the M1 -
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M4 menus, and click on the spot for it to appear in. Each monster has a default attitude
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<p>Placing and editing monsters works like editing items. Click the person icon at the
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right of the tool palette, select a monster from the grid above, and click on the spot for
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it to appear in. Each monster has a default attitude
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(friendly, hostile, etc.), which is set in the monster type editing screen. The monster
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has this attitude when it appears.</p>
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<p>To edit a monster, press the Edit Monster button (in the lower right hand corner) and
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@@ -220,10 +232,11 @@ click on the monster. The monster dialog window has several options:</p>
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<ul>
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<li><em>Creature Type</em>: Press to select a new monster type.</li>
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<li><em>Creature Starting Attitude</em>: Select Friendly (won't attack), Friendly, Will
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Fight (won't fight party, and will fight bad monsters), Hostile, Type A (will attack the
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party, and monsters of type Hostile Type B), and Hostile, Type B (will attack the party,
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and monsters of type Hostile Type A).</li>
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<li><em>Creature Starting Attitude</em>: Select
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Friendly, Docile (won't attack);
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Friendly, Will Fight (won't fight party, and will fight bad monsters);
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Hostile, Type A (will attack the party, and monsters of type Hostile Type B); or
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Hostile, Type B (will attack the party, and monsters of type Hostile Type A).</li>
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<li><em>Creature Can Move</em>: If no, monster can't move.</li>
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<li><em>Personality</em>: If left at -1, the creature can't be talked to. Otherwise, see
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chapter on Dialogue.</li>
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@@ -241,7 +254,8 @@ button to set them.</p>
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appear in the town. These mainly depend on what day it is, and what special events have
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occurred. For a more detailed description of how time works, read the chapter on Passing
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Time.</p>
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<p>Note that, if the town has been abandoned, creatures never appear.</p>
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<p>Note that, if the town has been abandoned, creatures never appear, with one exception
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mentioned below.</p>
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<p>There are two text editing areas after these buttons, where you will enter the days the
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creatures appear/disappear and the events they're linked to. The first area will always get
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a day, and the second area will get the number of a special event (0 - 9, with 0 meaning
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@@ -268,16 +282,26 @@ it is supposed to die is reached without the event that should prevent it occurr
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Creatures with this set are the only creatures that will exist in a dead town.</li>
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<li><em>Special Encounter Group (Advanced)</em>: You can specify that a creature in a town
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will not be there at first, but will be brought into being by a special encounter. You can
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have 10 different groups of these creatures, who will be brought into being by calling a
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have several different groups of these creatures, who will be brought into being by calling a
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special node of the type One-Time Place Town Encounter.</li>
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<li><em>Special Node to Call When Killed (Advanced)</em>: Give the number of a town
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special node to call when the creature is killed (or -1 for none).</li>
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special node to call when the creature is killed (or -1 for none). Or click Create/Edit to
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edit the node.</li>
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<li><em>Linked Stuff Done Flag (Advanced)</em>: Give the two parts of a Stuff Done flag.
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If this flag is non-zero, the creature wont be here. If it is 0, the creature will be
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here, but, should the creature die, the flag will be set to 1. This can be used for a
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monster you only want the party to be able to kill once.</li>
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</ul>
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<h2>Special Icons</h2>
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<div class="figure">
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<img src='../img/editorsymbols.gif' alt="Display Symbols">
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<p>Figure 2: Meanings of the Display Symbols</p>
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</div>
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<p> The terrain icons to the right and the terrain spaces in the terrain editing area
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often have small icons, which represent special properties of the spaces/terrain
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types:</p>
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</div>
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</body>
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</html>
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