You can edit the text messages for the scenario, a town, or an outdoor section. This
gives you the chance to directly edit the adventure text, without going through the
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+
+
+
+
+
Appendix 5 - Monster Abilities
+
+
When adding a new monster ability, you may have noticed that there are fourteen custom
+options to choose from at the end of the list. These options don't fill in the ability
+parameters with a template; they just present you immediately with the full ability
+dialog. You can also get there by editing an existing ability.
+
This appendix covers all the options you can get in the ability editing dialog.
+
Note: If you add a custom ability and want to cancel it, you have to click Delete,
+rather than Cancel. Clicking Cancel will cause the ability to be added with default values
+(generally all zeroes).
+
+
The Basics
+
+
When editing any monster ability, you'll see four informational fields.
+
+
+- Monster - This is here to remind you what the monster is you're editing an
+ability for.
Display name - Shows the ability's name as it will be shown in-game, for
+example when casting Scry Monster.
+- Ability Type - The type of ability. This was set when you added the ability and
+cannot be changed. (If you want to change it, you'll have to add a new ability and delete
+the old one.)
+- Action Points - Shows the number of action points the ability consumes when the
+monster activates it. This is usually based on the type and subtype, but sometimes you can
+set it directly.
+- Subtype - Most abilities allow you to choose a subtype. Click Choose to select
+from a list. The options depend on the ability type.
+- Delete - You can delete the ability by clicking this button.
+
+
+
Missile Abilities
+
+
Monsters will not use most missile abilities when adjacent to their target. Missile
+abilities offer the following "subtypes":
+
+
+- Darts
+- Bow and Arrows
+- Spears
+- Rocks or Stones
+- Razordisks
+- Spines - can be used while adjacent
+- Knives
+- Crossbow and Bolts
+- Rocks or Boulders - uses an extra action point compared to stones
+- Rapid Bow and Arrows - uses one less action point than regular bow
+
+
+
In addition, you can set the following properties:
+
+
+- Missile Graphic - Click Choose to select your missile graphic from the
+list.
+- Dice, Sides - This works the same as the monster's regular attacks.
+- Range - The maximum range at which the ability can function, in tiles.
+- Chance - The per mille chance (ie, out of 1000) that the monster chooses to use
+this ability.
+- Skill - This is similar to the monster's skill level, affecting their chance of
+hitting.
+
+
+
General Abilities
+
+
General abilities cover several categories with a variety of effects. Some of these are
+obvious, others less so. Even when ranged, monsters will also use most of these abilities
+while adjacent to their target. The following is a list of all ability types classified as
+general, using the terminology from the Add Ability page:
+
+
+- Damage - Deals direct damage. Ability strength indicates the number of dice;
+the number of sides is determined by the subtype (ray/gaze - d6, breath - d8, touch/spit -
+d10).
+- Damage (full attack) - Like damage, but takes 4 action points when used as a
+breath weapon ability. If used as a touch attack, it's identical to damage. You get this
+type by selecting a simple breath weapon (fire, ice, electricity, or darkness).
+- Status Effect - Afflicts the target with some status effect. Ability strength
+is the amount inflicted.
+- Field - Places fields around the target. Ability strength indicates the size of
+the affected area; press Choose to select one. Note that the open square will not damage
+the target itself.
+- Petrification - Turns target to stone. Ability strength affects the chance of
+resisting.
+- SP drain - Drains spell points. Ability strength is the percentage of spell
+points drained.
+- XP drain - Drains experience. Draining experience does not affect your level,
+but you'll need to regain the experience before you can gain a level. Ability strength is
+the amount drained.
+- Death - Kills the target by dealing a very large amount of damage. Ability
+strength indicates the number of d10's to roll (it's multiplied by 10, so a strength of 1
+means 10d10).
+- Steal food/gold - Drains your food or gold. Ability strength is the maximum
+amount to drain (a random number less than or equal is taken).
+- Undead stat - This is similar to status effect, but is also negated by the
+life-saving item ability.
+- Weapon stat - This is the same as status effect, except when used as a touch
+attack. In that case, it can only occur on attack 1, never on attacks 2 or 3. You could
+use this for a beast with a disease-ridden bite or an assassin with a poisoned blade.
+
+
+
They offer the following "subtypes":
+
+
+- Ray
+
- Touch - no range, occurs as part of normal melee attack
+- Gaze
+
- Breath
+
- Spit - can't be used while adjacent
+
+
+
Note that a non-ranged attack could be made using Ray, Gaze, or Breath simply by
+limiting the range to 1, but this still differs from a Touch attack because the latter
+accompanies the plain damage of the monster's regular attack.
+
+
In addition, you can set the following properties:
+
+
+- Missile Graphic - Click Choose to select your missile graphic from the
+list.
+- Range - The maximum range at which the ability can function, in tiles.
+- Chance - The per mille chance (ie, out of 1000) that the monster chooses to use
+this ability.
+- Strength - This determines how powerful the ability is. Its exact effect
+depends on the ability type.
+- Damage, Status, or Field Type - Additional information for some ability types;
+the meaning is obvious. Click Choose to select one from a list.
+
+
+
Radiate Field Abilities
+
+
Monsters that radiate fields are automatically immune to their own fields. Since
+radiate abilities are passive, they take no action points. A radiate ability provides no
+subtypes; the only editable parameters are as follows:
+
+
+- Field Type - The type of field to radiate. You can pick anything, but keep in
+mind that when the radiation is activated, an area centred on the creature is filled with
+fields, so generally something like barriers or forcecages is a poor choice.
+- Radiate Chance - The percent chance each turn of the ability activating.
+- Affected Area - The area to effect. Click Choose to select one.
+
+
+
Summoning Abilities
+
+
Since summon abilities are passive, they take no action points to activate. They do
+have the following subtypes:
+
+
+- Specific - Always summons a specific type of creature that you choose.
+- Strength - Summons a creature based on its summon strength, just like the
+general summoning spells.
+- Race - Summons a creature based on its race. This form can potentially result
+in wildly different levels, so use it with caution.
+
+
+
You can specify the following parameters for a summoning ability:
+
+
+- Monster, race, etc - Specify what sort of creature to summon by clicking the
+Choose button.
+- Max, min - The number of monsters summoned will be a random number in this
+range.
+- Duration - You can specify how long the summoned monsters will remain.
+- Chance - The percent chance each turn of summoning.
+
+
+
Other Abilities
+
+
There are several other abilities that can be added to monsters. They don't have a
+dedicated "Custom Ability" option, but you can edit them after adding for some increased
+customization. (The special node abilities assume you'll want to do this and automatically
+open the edit window once you've saved the node.)
+
+
+- Splits when hit - You can specify the per mille chance of the monster splitting
+each time it is hit.
+- Permanent martyr's shield - You can specify the per mille chance of the
+martyr's shield activating each time the monster is hit.
+- Absorb spells - You can specify the per mille chance of spells being absorbed
+each time the monster is subject to them. Normally, the monster gains health proportional
+to the damage that would have been dealt; however, some non-damaging effects can also be
+absorbed, and in that case the monster gains a fixed amount of health that you specify
+here.
+- Shoots webs - This is a legacy support type, but you can nevertheless specify
+the range of the ability and the per mille chance of the monster deciding to use it. It
+differs from a general field ability in that the monster will use it even if adjacent to
+the target.
+- Heat ray - This is a legacy support type, but you can nevertheless specify the
+range, strength (in number of d6's), and per mille chance of the monster deciding to use
+it. It differs from a standard damage ray in that it costs only one action point. It does
+not allow you to customize the damage type; it always deals fire damage.
+- Special action - This calls a special node as part of the monster's action. You
+can specify how many action points it costs as well as the per mille chance of the monster
+deciding to use it. Of course, from here you can also edit the special node that is
+called.
+- Death/hit special - This calls a special node when the monster dies or when it
+is hit. It does not have any options (other than specifying which node to call). Of
+course, from here you can edit the special node that is called.
+
+
+
+
+
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