Lots of monster stuff, particularly documenting monster abilities
- Monster radiate abilities can now specify a spell pattern to use - Fix some abilities being incorrectly shown in the editor's ability details dialog (for example, radiate abilities were shown as "Summon aid") - Add the recently-added monster missile types to the options offered in the editor - Fix chance of activating not being editable for the martyr's shield ability - Show the monster summoned for summoning abilities (finally!) - Show the subcategory for unusual abilities (one of active, passive death) - Fix the displayed percentage chance for summon abilities (the permille was shown instead) - Fix incorrect action point display in the editor for the two recently-added monster missiles - Fix crash when editing a missile ability - Fix abilities page not showing the newly-added or recently-edited ability after exiting the detail/option dialog - Fix pick monster button for summoning abilities being off by one
This commit is contained in:
@@ -39,6 +39,14 @@ contains slots 0 to 9 (numbered left to right), the second row contains slots 11
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and so on. Each sheet contains 100 slots; thus, slots 0 to 99 are on sheet 0, slots 100 to
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199 or on sheet 1, and so forth.</p>
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<p>If you don't like having to do the calculations to figure out which graphic is in which
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slot, select Classify Custom Graphics from the Scenario menu, and go through your custom
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graphics, telling the editor what purpose each one is intended for. If you want to use a
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single graphic for multiple purposes (eg, an item and a monster), you'll still have to
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occasionally calculate a graphic number, but by classifying them here, they'll
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automatically show up in all the usual Choose Graphic lists, after all the preset
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graphics.</p>
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<h2>How to Make Your Custom Sheets</h2>
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<p>Make your graphic in a painting program, and save it as 8-bit PNG (both indexed and RGB
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@@ -141,6 +141,8 @@ aren't immune to fire.</li>
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node as its action, which can do anything a special node can do. This can be used to
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create special abilities that are otherwise not supported - for example, you could use
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this to make a monster that can teleport.</li>
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<li><b>Special when hit (Advanced) -</b> When you hit the monster with a weapon, a special
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node is called.</li>
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<li><b>Death Triggers Scenario Special (Advanced) -</b> The extra value is the number of a
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scenario special node, which is called when a creature of this type is killed.</li>
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<li><b>Custom Ability (Advanced) -</b> Most of the abilities listed above are pre-made
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@@ -12,7 +12,7 @@
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</div>
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<div class="content">
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<h1>Appendix 7 - Special Encounter Examples</h1>
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<h1>Appendix 8 - Special Encounter Examples</h1>
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<p>Extra examples can be very useful when making special encounters. Here are a few quick
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sets of instructions for making popular types of encounters.</p>
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@@ -11,7 +11,7 @@
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</div>
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<div class="content">
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<h1>Appendix 2 - Item Ability Types</h1>
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<h1>Appendix 3 - Item Ability Types</h1>
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<p>Each item type can have a special ability. The types of abilities available range from
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shooting fireballs to weapons doing special damage to dragons to items being ingredients
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@@ -11,7 +11,7 @@
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</div>
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<div class="content">
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<h1>Appendix 6 - Spell and Alchemy Lists</h1>
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<h1>Appendix 7 - Spell and Alchemy Lists</h1>
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<p>You can set special encounter nodes to give the party mage spells, priest spells, and
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alchemical recipes. These lists contains the numbers you enter to give specific
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@@ -11,7 +11,7 @@
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</div>
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<div class="content">
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<h1>Appendix 5 - Text Messages</h1>
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<h1>Appendix 6 - Text Messages</h1>
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<p>You can edit the text messages for the scenario, a town, or an outdoor section. This
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gives you the chance to directly edit the adventure text, without going through the
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216
doc/editor/appendix/Monsters.html
Normal file
216
doc/editor/appendix/Monsters.html
Normal file
@@ -0,0 +1,216 @@
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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
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<html>
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<head>
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<title></title>
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<link rel="stylesheet" type="text/css" href="../style.css">
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</head>
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<body>
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<div class="navbar">
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<script src='../nav.js' type='application/javascript'></script>
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<noscript>Javascript required for the navbar.</noscript>
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</div>
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<div class="content">
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<h1>Appendix 5 - Monster Abilities</h1>
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<p>When adding a new monster ability, you may have noticed that there are fourteen custom
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options to choose from at the end of the list. These options don't fill in the ability
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parameters with a template; they just present you immediately with the full ability
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dialog. You can also get there by editing an existing ability.</p>
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<p>This appendix covers all the options you can get in the ability editing dialog.</p>
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<p>Note: If you add a custom ability and want to cancel it, you have to click Delete,
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rather than Cancel. Clicking Cancel will cause the ability to be added with default values
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(generally all zeroes).</p>
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<h2>The Basics</h2>
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<p>When editing any monster ability, you'll see four informational fields.</p>
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<ul>
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<li><b>Monster</b> - This is here to remind you what the monster is you're editing an
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ability for.</li<
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<li><b>Display name</b> - Shows the ability's name as it will be shown in-game, for
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example when casting Scry Monster.</li>
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<li><b>Ability Type</b> - The type of ability. This was set when you added the ability and
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cannot be changed. (If you want to change it, you'll have to add a new ability and delete
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the old one.)</li>
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<li><b>Action Points</b> - Shows the number of action points the ability consumes when the
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monster activates it. This is usually based on the type and subtype, but sometimes you can
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set it directly.</li>
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<li><b>Subtype</b> - Most abilities allow you to choose a subtype. Click Choose to select
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from a list. The options depend on the ability type.</li>
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<li><b>Delete</b> - You can delete the ability by clicking this button.</li>
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</ul>
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<h2>Missile Abilities</h2>
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<p>Monsters will not use most missile abilities when adjacent to their target. Missile
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abilities offer the following "subtypes":</p>
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<ul>
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<li>Darts</li>
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<li>Bow and Arrows</li>
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<li>Spears</li>
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<li>Rocks or Stones</li>
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<li>Razordisks</li>
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<li>Spines - can be used while adjacent</li>
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<li>Knives</li>
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<li>Crossbow and Bolts</li>
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<li>Rocks or Boulders - uses an extra action point compared to stones</li>
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<li>Rapid Bow and Arrows - uses one less action point than regular bow</li>
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</ul>
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<p>In addition, you can set the following properties:</p>
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<ul>
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<li><b>Missile Graphic</b> - Click Choose to select your missile graphic from the
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list.</li>
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<li><b>Dice, Sides</b> - This works the same as the monster's regular attacks.</li>
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<li><b>Range</b> - The maximum range at which the ability can function, in tiles.</li>
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<li><b>Chance</b> - The per mille chance (ie, out of 1000) that the monster chooses to use
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this ability.</li>
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<li><b>Skill</b> - This is similar to the monster's skill level, affecting their chance of
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hitting.</li>
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</ul>
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<h2>General Abilities</h2>
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<p>General abilities cover several categories with a variety of effects. Some of these are
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obvious, others less so. Even when ranged, monsters will also use most of these abilities
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while adjacent to their target. The following is a list of all ability types classified as
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general, using the terminology from the Add Ability page:</p>
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<ul>
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<li><b>Damage</b> - Deals direct damage. Ability strength indicates the number of dice;
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the number of sides is determined by the subtype (ray/gaze - d6, breath - d8, touch/spit -
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d10).</li>
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<li><b>Damage (full attack)</b> - Like damage, but takes 4 action points when used as a
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breath weapon ability. If used as a touch attack, it's identical to damage. You get this
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type by selecting a simple breath weapon (fire, ice, electricity, or darkness).</li>
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<li><b>Status Effect</b> - Afflicts the target with some status effect. Ability strength
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is the amount inflicted.</li>
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<li><b>Field</b> - Places fields around the target. Ability strength indicates the size of
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the affected area; press Choose to select one. Note that the open square will not damage
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the target itself.</li>
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<li><b>Petrification</b> - Turns target to stone. Ability strength affects the chance of
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resisting.</li>
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<li><b>SP drain</b> - Drains spell points. Ability strength is the percentage of spell
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points drained.</li>
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<li><b>XP drain</b> - Drains experience. Draining experience does not affect your level,
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but you'll need to regain the experience before you can gain a level. Ability strength is
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the amount drained.</li>
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<li><b>Death</b> - Kills the target by dealing a very large amount of damage. Ability
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strength indicates the number of d10's to roll (it's multiplied by 10, so a strength of 1
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means 10d10).</li>
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<li><b>Steal food/gold</b> - Drains your food or gold. Ability strength is the maximum
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amount to drain (a random number less than or equal is taken).</li>
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<li><b>Undead stat</b> - This is similar to status effect, but is also negated by the
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life-saving item ability.</li>
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<li><b>Weapon stat</b> - This is the same as status effect, except when used as a touch
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attack. In that case, it can only occur on attack 1, never on attacks 2 or 3. You could
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use this for a beast with a disease-ridden bite or an assassin with a poisoned blade.</li>
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</ul>
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<p>They offer the following "subtypes":</p>
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<ul>
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<li>Ray
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<li>Touch - no range, occurs as part of normal melee attack</li>
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<li>Gaze
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<li>Breath
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<li>Spit - can't be used while adjacent</li>
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</ul>
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<p>Note that a non-ranged attack could be made using Ray, Gaze, or Breath simply by
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limiting the range to 1, but this still differs from a Touch attack because the latter
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accompanies the plain damage of the monster's regular attack.</p>
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<p>In addition, you can set the following properties:</p>
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<ul>
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<li><b>Missile Graphic</b> - Click Choose to select your missile graphic from the
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list.</li>
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<li><b>Range</b> - The maximum range at which the ability can function, in tiles.</li>
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<li><b>Chance</b> - The per mille chance (ie, out of 1000) that the monster chooses to use
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this ability.</li>
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<li><b>Strength</b> - This determines how powerful the ability is. Its exact effect
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depends on the ability type.</li>
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<li><b>Damage, Status, or Field Type</b> - Additional information for some ability types;
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the meaning is obvious. Click Choose to select one from a list.</li>
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</ul>
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<h2>Radiate Field Abilities</h2>
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<p>Monsters that radiate fields are automatically immune to their own fields. Since
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radiate abilities are passive, they take no action points. A radiate ability provides no
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subtypes; the only editable parameters are as follows:</p>
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<ul>
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<li><b>Field Type</b> - The type of field to radiate. You can pick anything, but keep in
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mind that when the radiation is activated, an area centred on the creature is filled with
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fields, so generally something like barriers or forcecages is a poor choice.</li>
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<li><b>Radiate Chance</b> - The percent chance each turn of the ability activating.</li>
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<li><b>Affected Area</b> - The area to effect. Click Choose to select one.</li>
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</ul>
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<h2>Summoning Abilities</h2>
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<p>Since summon abilities are passive, they take no action points to activate. They do
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have the following subtypes:</p>
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<ul>
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<li><b>Specific</b> - Always summons a specific type of creature that you choose.</li>
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<li><b>Strength</b> - Summons a creature based on its summon strength, just like the
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general summoning spells.</li>
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<li><b>Race</b> - Summons a creature based on its race. This form can potentially result
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in wildly different levels, so use it with caution.</li>
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</ul>
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<p>You can specify the following parameters for a summoning ability:</p>
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<ul>
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<li><b>Monster, race, etc</b> - Specify what sort of creature to summon by clicking the
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Choose button.</li>
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<li><b>Max, min</b> - The number of monsters summoned will be a random number in this
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range.</li>
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<li><b>Duration</b> - You can specify how long the summoned monsters will remain.</li>
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<li><b>Chance</b> - The percent chance each turn of summoning.</li>
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</ul>
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<h2>Other Abilities</h2>
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<p>There are several other abilities that can be added to monsters. They don't have a
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dedicated "Custom Ability" option, but you can edit them after adding for some increased
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customization. (The special node abilities assume you'll want to do this and automatically
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open the edit window once you've saved the node.)</p>
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<ul>
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<li><b>Splits when hit</b> - You can specify the per mille chance of the monster splitting
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each time it is hit.</li>
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<li><b>Permanent martyr's shield</b> - You can specify the per mille chance of the
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martyr's shield activating each time the monster is hit.</li>
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<li><b>Absorb spells</b> - You can specify the per mille chance of spells being absorbed
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each time the monster is subject to them. Normally, the monster gains health proportional
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to the damage that would have been dealt; however, some non-damaging effects can also be
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absorbed, and in that case the monster gains a fixed amount of health that you specify
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here.</li>
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<li><b>Shoots webs</b> - This is a legacy support type, but you can nevertheless specify
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the range of the ability and the per mille chance of the monster deciding to use it. It
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differs from a general field ability in that the monster will use it even if adjacent to
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the target.</li>
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<li><b>Heat ray</b> - This is a legacy support type, but you can nevertheless specify the
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range, strength (in number of d6's), and per mille chance of the monster deciding to use
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it. It differs from a standard damage ray in that it costs only one action point. It does
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not allow you to customize the damage type; it always deals fire damage.</li>
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<li><b>Special action</b> - This calls a special node as part of the monster's action. You
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can specify how many action points it costs as well as the per mille chance of the monster
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deciding to use it. Of course, from here you can also edit the special node that is
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called.</li>
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<li><b>Death/hit special</b> - This calls a special node when the monster dies or when it
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is hit. It does not have any options (other than specifying which node to call). Of
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course, from here you can edit the special node that is called.</li>
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</ul>
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</div>
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</body>
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||||
</html>
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@@ -11,7 +11,7 @@
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</div>
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<div class="content">
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<h1>Appendix 4 - Blades Sound Effects</h1>
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<h1>Appendix 5 - Blades Sound Effects</h1>
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<p>There are several places in the editor where you are asked for the number of a sound
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effect. These are the available Blades effects:</p>
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|
@@ -11,7 +11,7 @@
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||||
</div>
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<div class="content">
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<h2>Section 14: Appendix 1 - Special Encounter Node Types</h2>
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<h2>Appendix 1 - Special Encounter Node Types</h2>
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<p>These are the many types of special encounter nodes. They are divided into six
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different categories, and given with examples and descriptions of what the various editing
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|
@@ -11,11 +11,11 @@
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||||
</div>
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<div class="content">
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||||
<h1>Appendix 3 - Starting Terrain Types</h1>
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<h1>Appendix 4 - Starting Terrain Types</h1>
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||||
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||||
<p>There are 256 premade terrain types (numbered 0 - 255) in the basic scenario you start
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||||
with. Many of them have special properties, or need to be handled in different ways.
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Remember that terrain types 0-90 cant be edited (except for the graphic).</p>
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This appendix also notes which terrain types are used by the default combat arenas.</p>
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<ul>
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<li>Type 0,1 - Cave Floors (2 types)</li>
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@@ -91,6 +91,36 @@ terrain type, after the special is triggered the white spot will disappear.</li>
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different cardinal directions.</li>
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||||
</ul>
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<h2>Combat Arenas</h2>
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<ol start='0'>
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||||
<li>Grassy field - uses terrain types 2, 3, 4, 112, 114, 115, sometimes 83</li>
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<li>Ordinary cave - uses terrain types 0, 1, 93, 94, 95, 98, sometimes 82</li>
|
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<li>Mountain - uses terrain types 36, 37, sometimes 83</li>
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<li>Surface bridge - uses terrain types 50, 63, 64, 83</li>
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<li>Cave bridge - uses terrain types 71, 74, 82</li>
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<li>Rubble-strewn cave - uses terrain types 0, 84, 92, 95, 97, 98, sometimes 82</li>
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<li>Cave forest - uses terrain types 0, 91, 92, 93, 95, 98, sometimes 82</li>
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||||
<li>Cave mushrooms - uses terrain types 0, 1, 92, 93, 94, 95, sometimes 82</li>
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||||
<li>Cave swamp - uses terrain types 0, 1, 92, 95, 96, 112, sometimes 82</li>
|
||||
<li>Surface rocks - uses terrain types 2, 3, 87, 110, 113, 114, sometimes 83</li>
|
||||
<li>Surface swamp - uses terrain types 2, 3, 4, 111, sometimes 83</li>
|
||||
<li>Surface woods - uses terrain types 2, 3, 4, 112, 113, 114, sometimes 83</li>
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||||
<li>Surface shrubbery - uses terrain types 2, 3, 4, 112, 114, 115, sometimes 83</li>
|
||||
<li>Stalagmites - uses terrain types 0, 1, 75, 76, 97, 98, sometimes 82</li>
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||||
<li>Cave fumarole - uses terrain types 0, 1, 75, 76, 94, 98</li>
|
||||
<li>Surface fumarole - uses terrain types 36, 37, 75, 76</li>
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||||
<li>Cave camp - uses terrain types 0, 1, 92, 93, 94, 95, 98, 104, 105</li>
|
||||
<li>Surface camp - uses terrain types 2, 3, 4, 104, 105, 112, 114, 115</li>
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||||
<!-- Note: In the above, 104 and 105 will be replaced, as they are the bedding and campfire. -->
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<li>Cave crops - uses terrain types 0, 1, 84, 93, 97, 98,
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||||
plus the terrain type the arena was triggered from</li>
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<li>Surface crops - uses terrain types 2, 3, 4, 87, 110,
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||||
plus the terrain type the arena was triggered from</li>
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||||
</ol>
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||||
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||||
<p>In addition to the above, the walls (5-35) are used to make edges around the map and occasionally pillars in the middle.</p>
|
||||
|
||||
</div>
|
||||
</body>
|
||||
</html>
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||||
|
@@ -24,6 +24,7 @@ document.write('\
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||||
<ol style="list-style-type:upper-alpha">\
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||||
<li><a href="appendix/Specials.html">Special Encounter Node Types</a></li>\
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||||
<li><a href="appendix/Items.html">Item Ability Types</a></li>\
|
||||
<li><a href="appendix/Monsters.html">Monster Ability Types</a></li>\
|
||||
<li><a href="appendix/Terrain.html">Starting Terrain Types</a></li>\
|
||||
<li><a href="appendix/Sounds.html">Blades Sound Effects</a></li>\
|
||||
<li><a href="appendix/Messages.html">Text Messages</a></li>\
|
||||
|
Reference in New Issue
Block a user