New special nodes to store/unstore PCs outside the party structure
- Stored PCs are lost when you leave the scenario
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@@ -730,7 +730,11 @@ Use 0-5 to select a specific PC. To select a monster, look up its unique number
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locating it in town, editing it, and checking the "Creature number" field. Add 100 to that
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number, and put it in this field. If the selected PC or monster does not match the
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criteria set in Extra 1a, then the selected character is not changed and the special in
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Extra 1b is called.</dd>
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Extra 1b is called. You can also put a unique PC ID (which is 1000 or greater) in this
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field. If you leave this at -1, the game will take the value in Extra 2c plus 1000 as the
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unique PC ID to select. By using a unique PC ID, you can affect a stored PC without first
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unstoring it. Setting Extra 1b to -1 should be done if you have the ID in a Stuff Done
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Flag; then you'd place a pointer to that SDF in Extra 1c.</dd>
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<dt>Uses:</dt><dd>If you want something to increase the strength of one character, call a
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Select a PC node, followed by an Affect Statistic node.</dd></dd>
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@@ -888,7 +892,14 @@ effect. Also, Detect Life and Stealth do nothing outdoors while Flight does noth
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town.</dd></dd>
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<dt>Type 105: Create New PC</dt><dd>This special node adds an entirely new PC to the party.
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After this node is called, the new PC is considered to be the selected PC, and any
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subsequent Affect nodes will apply only to the new PC.
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<dl>
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<dt>Stuff Done 1, Stuff Done 2:</dt><dd>If these are set to something other than -1, this
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SDF is set to the unique ID of the new PC, minus 1000. If you want to do anything with
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this PC after the current node chain ends, you need to set these. It's not sufficient to
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just keep track of which slot the PC was placed in, because the player can rearrange their
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party at will.</dd>
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<dt>Mess3:</dt><dd>The number of a string containing the new PC's name.</dd>
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<dt>Pict:</dt><dd>The PC graphic to give to the new PC.</dd>
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<dt>Pictype:</dt><dd>A special node that will be called if the party already has 6 PCs.</dd>
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@@ -900,6 +911,28 @@ town.</dd></dd>
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<dt>Extra 2c:</dt><dd>The new PC's Intelligence skill.</dd>
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<dt>Uses:</dt><dd>This could be used to have an NPC join your party.</dd></dd>
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<dt>Type 106: Store PC</dt><dd>This special node removes a PC from the party and stores
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them away somewhere.
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<dl>
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<dt>Stuff Done 1, Stuff Done 2:</dt><dd>If these are set to something other than -1, this
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SDF is set to the unique ID of the stored PC, minus 1000. Only leave these unset if you
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already know the unique ID (for example, because you obtained it when creating the PC with
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the above node). If you don't know the unique ID of the stored PC, there is no way to
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unstore it.</dd>
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<dt>Extra 1a:</dt><dd>If you set this to 1, the PC is not stored, but the SDF (if present)
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is updated.</dd>
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<dt>Uses:</dt><dd>This could be used if you have an NPC that joins the party, and you want
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the NPC to leave at some point and later return to the party.</dd></dd>
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<dt>Type 107: Unstore PC</dt><dd>This special node takes a PC previously stored with the
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above node and, if there's space, puts it back into the party.
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<dl>
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<dt>Extra 1a:</dt><dd>The unique ID of the PC to unstore. If less than 1000, the game will
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add 1000 to it.</dd>
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<dt>Extra 1b:</dt><dd>A special node that will be called if the party already has 6
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PCs.</dd></dd>
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</dl>
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<h3>If-Then Specials</h3>
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<p>These special node types don't do anything by themselves. Instead, they choose from
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several choices which node to call next. For example, if you want something to happen when
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