I think the cleanup of the game documentation is done.

- Added navigation bar to all game docs. See game/nav.txt
- Put the GNU GPL into a file, game/Licensing.html

git-svn-id: http://openexile.googlecode.com/svn/trunk@123 4ebdad44-0ea0-11de-aab3-ff745001d230
This commit is contained in:
Sylae Corell
2009-09-04 22:30:46 +00:00
parent 3c9f1e198e
commit 5d0ee55d78
19 changed files with 991 additions and 38 deletions

View File

@@ -8,7 +8,41 @@
<link rel="stylesheet" type="text/css" href="style.css">
</head>
<body>
<h1>Section 1: About Blades of Exile</h1>
<div class="navbar">
<a href="About.html"><li>About</li></a>
<a href="Tips.html"><li>Playing Tips</a></li>
<a href="Intro.html"><li>Getting Started</li></a>
<a href="Screen.html"><li>The Exile Screen</a></li>
<a href="Menus.html"><li>The Exile Menu</a></li>
<a href="Town.html"><li>Getting Around Town</a></li>
<a href="Outdoors.html"><li>Getting Around the Outdoors</a></li>
<a href="Combat.html"><li>Killing Stuff</a></li>
<a href="Misc.html"><li>Miscellaneous</li></a>
<a href="Mage.html"><li>Mage Spells</a></li>
<a href="Priest.html"><li>Priest Spells</a></li>
<a href="Hints.html"><li>Hints</a></li>
<a href="Valleydy.html"><li>Valley of Dying Things</a></li>
<a href="Editor.html"><li>The Editor</a></li>
<a href="Credits.html"><li>Credits</a></li>
<a href="Licensing.html"><li>GNU GPL</a></li>
</div>
<div class="content">
<h1>About Blades of Exile</h1>
<h2>About this copy</h2>
<p>This is Blades of Exile, a huge, highly-detailed Shareware fantasy role-playing system for the Macintosh. This remarkable set of programs contains nearly infinite possibilities for adventure. First, the game itself comes with three full, exciting scenarios, filled with excitement, puzzles, and role-playing. Then there is the Blades of Exile scenario editor, which you can use to make your own role-playing adventures to play yourself or trade with friends. Finally, you can obtain scenarios which other people have made with the scenario editor and play through them yourself. Even when you've finished the scenarios that come with Blades, you've only started to tap the potential for fun this product offers you!</p>
<p>In 2007, ten years after the original release of BoE, the source code of the game was released, and the tedious process of updating the game to modern standards began.</p>
@@ -20,5 +54,5 @@
<h2>System Requirements:</h2>
<p>Blades of Exile for Macintosh requires 3 MB of free memory, Mac OS X (10.4 and newer is supported; it may or may not work on older systems), 7 MB of hard drive space, a 13" screen, and 256 colors. {TODO: This section is probably out of date; update it.}</p>
<p>For Windows users, Blades of Exile will work with systems as old as Windows 98 and 2000, and certain installations of Vista. The specifications are the same as with Macintosh.<!--TODO: Confirm this. That's just my personal experience --w-dueck --></p>
</body>
</div></body>
</html>

View File

@@ -8,6 +8,40 @@
<link rel="stylesheet" type="text/css" href="style.css">
</head>
<body>
<div class="navbar">
<a href="About.html"><li>About</li></a>
<a href="Tips.html"><li>Playing Tips</a></li>
<a href="Intro.html"><li>Getting Started</li></a>
<a href="Screen.html"><li>The Exile Screen</a></li>
<a href="Menus.html"><li>The Exile Menu</a></li>
<a href="Town.html"><li>Getting Around Town</a></li>
<a href="Outdoors.html"><li>Getting Around the Outdoors</a></li>
<a href="Combat.html"><li>Killing Stuff</a></li>
<a href="Misc.html"><li>Miscellaneous</li></a>
<a href="Mage.html"><li>Mage Spells</a></li>
<a href="Priest.html"><li>Priest Spells</a></li>
<a href="Hints.html"><li>Hints</a></li>
<a href="Valleydy.html"><li>Valley of Dying Things</a></li>
<a href="Editor.html"><li>The Editor</a></li>
<a href="Credits.html"><li>Credits</a></li>
<a href="Licensing.html"><li>GNU GPL</a></li>
</div>
<div class="content">
<h1>Killing Stuff</h1>
<p>Combat works much like being in town or outdoors, except that you move your party one PC at a time instead of all at once. You will get to move each of your PCs, and then all the other people/monsters move (and maybe attack you). Then the process repeats.</p>
<p>The main difference between normal town and combat mode, of course, is that you're probably trying to kill something.</p>
@@ -53,5 +87,5 @@
<p>Poisoning a Weapon: Using poison poisons your equipped weapon, which can be either a hand-to-hand weapon or a quiver of arrows (not darts or throwing knives). Hitting a monster with it then does a considerable amount of damage, spread out over time. The level of the poison decreases with every blow delivered and every blow that lands. The poison is lost should you change weapons or leave town.</p>
<p>Using poison on an already poisoned weapon gives the weapon a strength of poison equal to the maximum strength of the poison already there and the poison you're putting on.</p>
<p>Enemy Resistances: There are a wide variety of types of damage you can do. Hand to hand weapons do physical damage. Poison is another kind of damage, fire is another, non-fire magic (such as ice bolts or kill spells) is yet another. These sorts of damages affect different monsters differently. Many monsters are resistant to fire. Less are resistant to magic. Very few are resistant to poison, however - keep this in mind when dealing with that pesky enemy mage in the back.</p>
</body>
</div></body>
</html>

View File

@@ -59,6 +59,8 @@
<a href="Editor.html"><li>The Blades of Exile Editor</a></li>
<a href="Credits.html"><li>Credits</a></li>
<a href="Licensing.html"><li>The GNU GPL</a></li>
</ol>
<p>"Blades of Exile" and Spiderweb Software are trademarks of Spiderweb Software.</p>

View File

@@ -7,11 +7,45 @@
<link rel="stylesheet" type="text/css" href="style.css">
</head>
<body>
<div class="navbar">
<a href="About.html"><li>About</li></a>
<a href="Tips.html"><li>Playing Tips</a></li>
<a href="Intro.html"><li>Getting Started</li></a>
<a href="Screen.html"><li>The Exile Screen</a></li>
<a href="Menus.html"><li>The Exile Menu</a></li>
<a href="Town.html"><li>Getting Around Town</a></li>
<a href="Outdoors.html"><li>Getting Around the Outdoors</a></li>
<a href="Combat.html"><li>Killing Stuff</a></li>
<a href="Misc.html"><li>Miscellaneous</li></a>
<a href="Mage.html"><li>Mage Spells</a></li>
<a href="Priest.html"><li>Priest Spells</a></li>
<a href="Hints.html"><li>Hints</a></li>
<a href="Valleydy.html"><li>Valley of Dying Things</a></li>
<a href="Editor.html"><li>The Editor</a></li>
<a href="Credits.html"><li>Credits</a></li>
<a href="Licensing.html"><li>GNU GPL</a></li>
</div>
<div class="content">
<h1>Credits</h1>
<h2>Original Game</h2>
<p>Ayatollah of Rock-n-Rollah: Jeff Vogel (SpidWeb@spidweb.com)</p>
<p>Graphics: Andrew Hunter (Wormius@aol.com)</p>
<p>Office Manager, Design Assistant: >Mariann Krizsan (krizsan@spidweb.com)/p>
<p>Office Manager, Design Assistant: >Mariann Krizsan (krizsan@spidweb.com)</p>
<p>Opening Screen Graphic: James Ernest (ernest@speakeasy.org)</p>
<p>Beta Testing: AFA Alice (AOL), BGraceFild, Jeremy Braz, Donald Burke, Chris Gerhard, Don Henson, Farand "Bob" Koo, Seanachai, SerSpense, Och-Med, Edward Spencer, Luke Steele, Jesse Thrall, Christopher Tucker, Jake "Maxx" Wallace.</p>
<h3>Thanks to</h3>
@@ -39,5 +73,6 @@ Seattle, WA 1997</p>
<p>The Almighty Doer of Stuff (ADoS) - for insight into what is and is not a good idea, and for some new graphics.</p>
<p>Stareye - for early work on the Mac version which will hopefully be merged into the main source.</p>
<p>Thuryl - Extensive help with deciding whether a change would break legacy compatiability.</p>
</div>
</body>
</html>

View File

@@ -3,16 +3,50 @@
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta http-equiv="Content-Style-Type" content="text/css">
<title></title>
<title>Character Editor - Blades of Exile Guide</title>
<link rel="stylesheet" type="text/css" href="style.css">
</head>
<body>
<h1>Section 11: The Blades of Exile Editor</h1>
<h2>Section 11.1: What is the Blades of Exile Editor</h2>
<div class="navbar">
<a href="About.html"><li>About</li></a>
<a href="Tips.html"><li>Playing Tips</a></li>
<a href="Intro.html"><li>Getting Started</li></a>
<a href="Screen.html"><li>The Exile Screen</a></li>
<a href="Menus.html"><li>The Exile Menu</a></li>
<a href="Town.html"><li>Getting Around Town</a></li>
<a href="Outdoors.html"><li>Getting Around the Outdoors</a></li>
<a href="Combat.html"><li>Killing Stuff</a></li>
<a href="Misc.html"><li>Miscellaneous</li></a>
<a href="Mage.html"><li>Mage Spells</a></li>
<a href="Priest.html"><li>Priest Spells</a></li>
<a href="Hints.html"><li>Hints</a></li>
<a href="Valleydy.html"><li>Valley of Dying Things</a></li>
<a href="Editor.html"><li>The Editor</a></li>
<a href="Credits.html"><li>Credits</a></li>
<a href="Licensing.html"><li>GNU GPL</a></li>
</div>
<div class="content">
<h1>The Blades of Exile Editor</h1>
<h2>What is the Blades of Exile Editor?</h2>
<p>This copy of Blades of Exile comes with the Blades of Exile Character Editor, a simple utility for improving your Blades of Exile party in a mind-boggling variety of ways.</p>
<p>The unregistered (i.e. as is) version of the editor can give you unlimited gold and food, heal your party, and do several other useful things (go to the section on menus, and read about the Free Extras menu). The registered version can do much more - give you all sorts of items, complete your quests and give you maps, add as much experience and skill as you want, and more. The registered version comes with Blades of Exile registration.</p>
<h2>Section 11.2: Using the Editor</h2>
<h3>11.2.1 - How to use the editor.</h3>
<h2>Using the Editor</h2>
<h3>How to use the editor</h3>
<p>The Blades of Exile editor is very easy to use. To do so,</p>
<ol>
<li>Run it. It's called Blades Character Editor.</li>
@@ -22,22 +56,22 @@
<li>Select Save from the File menu.</li>
</ol>
<p>To make a change, press one of the other buttons. Their uses are described in the next five chapters. Note, however, if you, in an unregistered copy, selecting any option not in the Free Extras menu prevents you from saving that party.</p>
<h3>11.2.2 - A Serious Warning</h3>
<h3>A Serious Warning</h3>
<p>The Blades of Exile Editor is a powerful utility, and, as has been said, "With great power comes great responsibility." It is not only possible, but in fact quite easy to use the editor to make the game unwinnable. All you need to do is dispose of the wrong item, or rub away the memory of the wrong piece of information. The editor can also correct the damage, of course. But as a rule of thumb, it is best to:
<ol>
<li>Be careful,</li>
<li><em>Always</em> keep an unaltered back-up save file, and</li>
<li>Only do positive things with the editor. It's generally safe to give yourself new information or a new item, but very risky to take things away.</li>
</ol>
<h3>11.2.3 - Using the Main Screen</h3>
<h3>Using the Main Screen</h3>
<p>Once you've opened a save file, you'll see your party displayed on the main screen. One character's button will be blue. This is the active character. Click on another character to make him/her active.</p>
<p>To the right is the active character's inventory. To drop an item, click the 'D' button. To identify an item, click the 'I' button.</p>
<p>To the right is the active character's inventory. To drop an item, click the <span classs="key">D</span> button. To identify an item, click the <span class="key">I</span> button.</p>
<p>To the right are the five buttons you can use to edit this character:</p>
<p><em>Add Mage Spells, Add Priest Spells</em> - Enables you to give or take away the character's ability to cast certain spells. Press the button to the right of a spell to toggle the spell on/off. When the button is lighted green, the party knows the spell.</p>
<p><em>Edit Traits</em> - Enables you to change the character's race, advantages, and disadvantages.</p>
<p><em>Edit Skills</em> - Works like the training window in Blades of Exile, but all training is free. Press the + and - buttons to increment and decrement a skill.</p>
<p><em>Edit XP</em> - Enables you to set the number of experience points the character has. Note that, if you give enough experience for the character to gain a level, the new level won't be awarded right away. The character will get the new level the next time he or she gains experience in Blades of Exile.</p>
<h3>Section 11.2: The Blades of Exile Editor Menu</h3>
<h3>The Blades of Exile Editor Menu</h3>
<p>Most of the Blades of Exile Editor's features are activated through the menus.</p>
<h4>File Menu:</h4>
<p><em>Save</em> - Records the changes you've made. If the editor is unregistered and you've used features not in the Free Extras menu, this won't work.</p>
@@ -60,5 +94,5 @@
<p><em>Add Outdoor Maps, Add Town Maps</em> - When you select one of these options the Automap in Blades of Exile will display all of the town/outdoor section your party is in. Great for finding hidden stuff!</p>
<h4>Item menus:</h4>
<p>These menus list a wide variety of useful items. Select an item to have it added to the inventory of the active PC.</p>
</body>
</div></body>
</html>

View File

@@ -6,7 +6,41 @@
<link rel="stylesheet" type="text/css" href="style.css">
</head>
<body>
<h1>Section 12: Hints For Getting Started</h1>
<div class="navbar">
<a href="About.html"><li>About</li></a>
<a href="Tips.html"><li>Playing Tips</a></li>
<a href="Intro.html"><li>Getting Started</li></a>
<a href="Screen.html"><li>The Exile Screen</a></li>
<a href="Menus.html"><li>The Exile Menu</a></li>
<a href="Town.html"><li>Getting Around Town</a></li>
<a href="Outdoors.html"><li>Getting Around the Outdoors</a></li>
<a href="Combat.html"><li>Killing Stuff</a></li>
<a href="Misc.html"><li>Miscellaneous</li></a>
<a href="Mage.html"><li>Mage Spells</a></li>
<a href="Priest.html"><li>Priest Spells</a></li>
<a href="Hints.html"><li>Hints</a></li>
<a href="Valleydy.html"><li>Valley of Dying Things</a></li>
<a href="Editor.html"><li>The Editor</a></li>
<a href="Credits.html"><li>Credits</a></li>
<a href="Licensing.html"><li>GNU GPL</a></li>
</div>
<div class="content">
<h1>Hints For Getting Started</h1>
<p>Blades of Exile is not an easy game. The monsters are many, and very unforgiving of error. Gold can often be scarce, and the puzzles are tricky. Fortunately, when the going gets tough, there are plenty of resources available to you:</p>
<ul>
<li>Change the game. Select the Preferences option from the File menu, and select Easier Monsters. Your fights from then on will be a lot less stressful. You can also reduce the number of wandering monsters, but this may not be a good idea, as ...</li>
@@ -15,5 +49,5 @@
<li>Don't forget to take all the stuff in Fort Talrus (in Valley of Dying Things). There's stuff for you in all of the storerooms. Use the Unlock spell to get into the locked rooms.</li>
<li>If you get stuck on a puzzle, look in the next chapter. There's a walkthrough for Valley of Dying Things..</li>
</ul>
</body>
</div></body>
</html>

View File

@@ -9,6 +9,40 @@
<link rel="stylesheet" type="text/css" href="style.css">
</head>
<body>
<div class="navbar">
<a href="About.html"><li>About</li></a>
<a href="Tips.html"><li>Playing Tips</a></li>
<a href="Intro.html"><li>Getting Started</li></a>
<a href="Screen.html"><li>The Exile Screen</a></li>
<a href="Menus.html"><li>The Exile Menu</a></li>
<a href="Town.html"><li>Getting Around Town</a></li>
<a href="Outdoors.html"><li>Getting Around the Outdoors</a></li>
<a href="Combat.html"><li>Killing Stuff</a></li>
<a href="Misc.html"><li>Miscellaneous</li></a>
<a href="Mage.html"><li>Mage Spells</a></li>
<a href="Priest.html"><li>Priest Spells</a></li>
<a href="Hints.html"><li>Hints</a></li>
<a href="Valleydy.html"><li>Valley of Dying Things</a></li>
<a href="Editor.html"><li>The Editor</a></li>
<a href="Credits.html"><li>Credits</a></li>
<a href="Licensing.html"><li>GNU GPL</a></li>
</div>
<div class="content">
<h1>Getting Started</h1>
<h2>Starting Quickly</h2>
<p>Blades of Exile is designed to be as simple as possible to learn and play. If you, like many game-players, dislike reading the manual before jumping into the game, go ahead. It is recommended you read the Introduction (the next section), the overview of the most important commands (the section before), look at the illustrations to see what the buttons do, and, if you plan to design your characters from scratch (eventually a good idea), read the section describing what the skills are.</p>
@@ -182,5 +216,5 @@ Although you can buy a lot of this skill, 3-4 levels should be sufficient.</dd>
<dd>This skill is expensive, but can be a bargain at twice the cost. Its effects are pervasive, subtle, powerful, and sometimes irreplaceable.</dd>
</dl>
<p>Eventually, one way or another, you will have a party to control. At this point, you will be returned to the main menu, where you can select a scenario.</p>
</body>
</div></body>
</html>

390
doc/game/Licensing.html Normal file
View File

@@ -0,0 +1,390 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta http-equiv="Content-Style-Type" content="text/css">
<title>Licensing - Blades of Exile Guide</title>
<link rel="stylesheet" type="text/css" href="style.css">
</head>
<body>
<div class="navbar">
<a href="About.html"><li>About</li></a>
<a href="Tips.html"><li>Playing Tips</a></li>
<a href="Intro.html"><li>Getting Started</li></a>
<a href="Screen.html"><li>The Exile Screen</a></li>
<a href="Menus.html"><li>The Exile Menu</a></li>
<a href="Town.html"><li>Getting Around Town</a></li>
<a href="Outdoors.html"><li>Getting Around the Outdoors</a></li>
<a href="Combat.html"><li>Killing Stuff</a></li>
<a href="Misc.html"><li>Miscellaneous</li></a>
<a href="Mage.html"><li>Mage Spells</a></li>
<a href="Priest.html"><li>Priest Spells</a></li>
<a href="Hints.html"><li>Hints</a></li>
<a href="Valleydy.html"><li>Valley of Dying Things</a></li>
<a href="Editor.html"><li>The Editor</a></li>
<a href="Credits.html"><li>Credits</a></li>
<a href="Licensing.html"><li>GNU GPL</a></li>
</div>
<div class="content">
<p>Blades of Exile Game/Editor/Character Editor are released under the terms of the GNU General Public License, Version 2. This license is shown below.</p>
<pre>
GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
License is intended to guarantee your freedom to share and change free
software--to make sure the software is free for all its users. This
General Public License applies to most of the Free Software
Foundation's software and to any other program whose authors commit to
using it. (Some other Free Software Foundation software is covered by
the GNU Lesser General Public License instead.) You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
this service if you wish), that you receive source code or can get it
if you want it, that you can change the software or use pieces of it
in new free programs; and that you know you can do these things.
To protect your rights, we need to make restrictions that forbid
anyone to deny you these rights or to ask you to surrender the rights.
These restrictions translate to certain responsibilities for you if you
distribute copies of the software, or if you modify it.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must give the recipients all the rights that
you have. You must make sure that they, too, receive or can get the
source code. And you must show them these terms so they know their
rights.
We protect your rights with two steps: (1) copyright the software, and
(2) offer you this license which gives you legal permission to copy,
distribute and/or modify the software.
Also, for each author's protection and ours, we want to make certain
that everyone understands that there is no warranty for this free
software. If the software is modified by someone else and passed on, we
want its recipients to know that what they have is not the original, so
that any problems introduced by others will not reflect on the original
authors' reputations.
Finally, any free program is threatened constantly by software
patents. We wish to avoid the danger that redistributors of a free
program will individually obtain patent licenses, in effect making the
program proprietary. To prevent this, we have made it clear that any
patent must be licensed for everyone's free use or not licensed at all.
The precise terms and conditions for copying, distribution and
modification follow.
GNU GENERAL PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License applies to any program or other work which contains
a notice placed by the copyright holder saying it may be distributed
under the terms of this General Public License. The "Program", below,
refers to any such program or work, and a "work based on the Program"
means either the Program or any derivative work under copyright law:
that is to say, a work containing the Program or a portion of it,
either verbatim or with modifications and/or translated into another
language. (Hereinafter, translation is included without limitation in
the term "modification".) Each licensee is addressed as "you".
Activities other than copying, distribution and modification are not
covered by this License; they are outside its scope. The act of
running the Program is not restricted, and the output from the Program
is covered only if its contents constitute a work based on the
Program (independent of having been made by running the Program).
Whether that is true depends on what the Program does.
1. You may copy and distribute verbatim copies of the Program's
source code as you receive it, in any medium, provided that you
conspicuously and appropriately publish on each copy an appropriate
copyright notice and disclaimer of warranty; keep intact all the
notices that refer to this License and to the absence of any warranty;
and give any other recipients of the Program a copy of this License
along with the Program.
You may charge a fee for the physical act of transferring a copy, and
you may at your option offer warranty protection in exchange for a fee.
2. You may modify your copy or copies of the Program or any portion
of it, thus forming a work based on the Program, and copy and
distribute such modifications or work under the terms of Section 1
above, provided that you also meet all of these conditions:
a) You must cause the modified files to carry prominent notices
stating that you changed the files and the date of any change.
b) You must cause any work that you distribute or publish, that in
whole or in part contains or is derived from the Program or any
part thereof, to be licensed as a whole at no charge to all third
parties under the terms of this License.
c) If the modified program normally reads commands interactively
when run, you must cause it, when started running for such
interactive use in the most ordinary way, to print or display an
announcement including an appropriate copyright notice and a
notice that there is no warranty (or else, saying that you provide
a warranty) and that users may redistribute the program under
these conditions, and telling the user how to view a copy of this
License. (Exception: if the Program itself is interactive but
does not normally print such an announcement, your work based on
the Program is not required to print an announcement.)
These requirements apply to the modified work as a whole. If
identifiable sections of that work are not derived from the Program,
and can be reasonably considered independent and separate works in
themselves, then this License, and its terms, do not apply to those
sections when you distribute them as separate works. But when you
distribute the same sections as part of a whole which is a work based
on the Program, the distribution of the whole must be on the terms of
this License, whose permissions for other licensees extend to the
entire whole, and thus to each and every part regardless of who wrote it.
Thus, it is not the intent of this section to claim rights or contest
your rights to work written entirely by you; rather, the intent is to
exercise the right to control the distribution of derivative or
collective works based on the Program.
In addition, mere aggregation of another work not based on the Program
with the Program (or with a work based on the Program) on a volume of
a storage or distribution medium does not bring the other work under
the scope of this License.
3. You may copy and distribute the Program (or a work based on it,
under Section 2) in object code or executable form under the terms of
Sections 1 and 2 above provided that you also do one of the following:
a) Accompany it with the complete corresponding machine-readable
source code, which must be distributed under the terms of Sections
1 and 2 above on a medium customarily used for software interchange; or,
b) Accompany it with a written offer, valid for at least three
years, to give any third party, for a charge no more than your
cost of physically performing source distribution, a complete
machine-readable copy of the corresponding source code, to be
distributed under the terms of Sections 1 and 2 above on a medium
customarily used for software interchange; or,
c) Accompany it with the information you received as to the offer
to distribute corresponding source code. (This alternative is
allowed only for noncommercial distribution and only if you
received the program in object code or executable form with such
an offer, in accord with Subsection b above.)
The source code for a work means the preferred form of the work for
making modifications to it. For an executable work, complete source
code means all the source code for all modules it contains, plus any
associated interface definition files, plus the scripts used to
control compilation and installation of the executable. However, as a
special exception, the source code distributed need not include
anything that is normally distributed (in either source or binary
form) with the major components (compiler, kernel, and so on) of the
operating system on which the executable runs, unless that component
itself accompanies the executable.
If distribution of executable or object code is made by offering
access to copy from a designated place, then offering equivalent
access to copy the source code from the same place counts as
distribution of the source code, even though third parties are not
compelled to copy the source along with the object code.
4. You may not copy, modify, sublicense, or distribute the Program
except as expressly provided under this License. Any attempt
otherwise to copy, modify, sublicense or distribute the Program is
void, and will automatically terminate your rights under this License.
However, parties who have received copies, or rights, from you under
this License will not have their licenses terminated so long as such
parties remain in full compliance.
5. You are not required to accept this License, since you have not
signed it. However, nothing else grants you permission to modify or
distribute the Program or its derivative works. These actions are
prohibited by law if you do not accept this License. Therefore, by
modifying or distributing the Program (or any work based on the
Program), you indicate your acceptance of this License to do so, and
all its terms and conditions for copying, distributing or modifying
the Program or works based on it.
6. Each time you redistribute the Program (or any work based on the
Program), the recipient automatically receives a license from the
original licensor to copy, distribute or modify the Program subject to
these terms and conditions. You may not impose any further
restrictions on the recipients' exercise of the rights granted herein.
You are not responsible for enforcing compliance by third parties to
this License.
7. If, as a consequence of a court judgment or allegation of patent
infringement or for any other reason (not limited to patent issues),
conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot
distribute so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you
may not distribute the Program at all. For example, if a patent
license would not permit royalty-free redistribution of the Program by
all those who receive copies directly or indirectly through you, then
the only way you could satisfy both it and this License would be to
refrain entirely from distribution of the Program.
If any portion of this section is held invalid or unenforceable under
any particular circumstance, the balance of the section is intended to
apply and the section as a whole is intended to apply in other
circumstances.
It is not the purpose of this section to induce you to infringe any
patents or other property right claims or to contest validity of any
such claims; this section has the sole purpose of protecting the
integrity of the free software distribution system, which is
implemented by public license practices. Many people have made
generous contributions to the wide range of software distributed
through that system in reliance on consistent application of that
system; it is up to the author/donor to decide if he or she is willing
to distribute software through any other system and a licensee cannot
impose that choice.
This section is intended to make thoroughly clear what is believed to
be a consequence of the rest of this License.
8. If the distribution and/or use of the Program is restricted in
certain countries either by patents or by copyrighted interfaces, the
original copyright holder who places the Program under this License
may add an explicit geographical distribution limitation excluding
those countries, so that distribution is permitted only in or among
countries not thus excluded. In such case, this License incorporates
the limitation as if written in the body of this License.
9. The Free Software Foundation may publish revised and/or new versions
of the General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the Program
specifies a version number of this License which applies to it and "any
later version", you have the option of following the terms and conditions
either of that version or of any later version published by the Free
Software Foundation. If the Program does not specify a version number of
this License, you may choose any version ever published by the Free Software
Foundation.
10. If you wish to incorporate parts of the Program into other free
programs whose distribution conditions are different, write to the author
to ask for permission. For software which is copyrighted by the Free
Software Foundation, write to the Free Software Foundation; we sometimes
make exceptions for this. Our decision will be guided by the two goals
of preserving the free status of all derivatives of our free software and
of promoting the sharing and reuse of software generally.
NO WARRANTY
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
REPAIR OR CORRECTION.
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
POSSIBILITY OF SUCH DAMAGES.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this
when it starts in an interactive mode:
Gnomovision version 69, Copyright (C) year name of author
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, the commands you use may
be called something other than `show w' and `show c'; they could even be
mouse-clicks or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
`Gnomovision' (which makes passes at compilers) written by James Hacker.
<signature of Ty Coon>, 1 April 1989
Ty Coon, President of Vice
This General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may
consider it more useful to permit linking proprietary applications with the
library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License.
</pre>
</div></body>
</html>

View File

@@ -7,7 +7,41 @@
<link rel="stylesheet" type="text/css" href="style.css">
</head>
<body>
<h1>Section 10: Mage Spells:</h1>
<div class="navbar">
<a href="About.html"><li>About</li></a>
<a href="Tips.html"><li>Playing Tips</a></li>
<a href="Intro.html"><li>Getting Started</li></a>
<a href="Screen.html"><li>The Exile Screen</a></li>
<a href="Menus.html"><li>The Exile Menu</a></li>
<a href="Town.html"><li>Getting Around Town</a></li>
<a href="Outdoors.html"><li>Getting Around the Outdoors</a></li>
<a href="Combat.html"><li>Killing Stuff</a></li>
<a href="Misc.html"><li>Miscellaneous</li></a>
<a href="Mage.html"><li>Mage Spells</a></li>
<a href="Priest.html"><li>Priest Spells</a></li>
<a href="Hints.html"><li>Hints</a></li>
<a href="Valleydy.html"><li>Valley of Dying Things</a></li>
<a href="Editor.html"><li>The Editor</a></li>
<a href="Credits.html"><li>Credits</a></li>
<a href="Licensing.html"><li>GNU GPL</a></li>
</div>
<div class="content">
<h1>Mage Spells:</h1>
<p>These are the spells available to your mages. A character starts with most of the first three levels of spells automatically. The higher level spells must be found or bought.</p>
<p>PCs can cast spells on other PCs regardless of the distance between them. Hostile spells, on the other hand, can only affect monsters sufficiently nearby. The number in parenthesis after the name is the cost of the spell in spell points. When there is an R and a number, the second number is the range for the spell.</p>
<h2>Level 1</h2>
@@ -94,5 +128,5 @@
<li>Quickfire: (C 50) Devastating beyond words, this spell creates a space of quickfire, which will sweep over the area killing everyone and everything.</li>
<li>Death Arrows: (C 10, R 6) This spell is like the previous Arrow spells, but strikes each target with a kill spell. The number of arrows increases with the level of the caster.</li>
</ul>
</body>
</div></body>
</html>

View File

@@ -8,6 +8,40 @@
<link rel="stylesheet" type="text/css" href="style.css">
</head>
<body>
<div class="navbar">
<a href="About.html"><li>About</li></a>
<a href="Tips.html"><li>Playing Tips</a></li>
<a href="Intro.html"><li>Getting Started</li></a>
<a href="Screen.html"><li>The Exile Screen</a></li>
<a href="Menus.html"><li>The Exile Menu</a></li>
<a href="Town.html"><li>Getting Around Town</a></li>
<a href="Outdoors.html"><li>Getting Around the Outdoors</a></li>
<a href="Combat.html"><li>Killing Stuff</a></li>
<a href="Misc.html"><li>Miscellaneous</li></a>
<a href="Mage.html"><li>Mage Spells</a></li>
<a href="Priest.html"><li>Priest Spells</a></li>
<a href="Hints.html"><li>Hints</a></li>
<a href="Valleydy.html"><li>Valley of Dying Things</a></li>
<a href="Editor.html"><li>The Editor</a></li>
<a href="Credits.html"><li>Credits</a></li>
<a href="Licensing.html"><li>GNU GPL</a></li>
</div>
<div class="content">
<h1>The Blades of Exile Menus</h1>
<p>Blades of Exiles menus can perform many of the actions in the game, and dispense help and information as well.</p>
<h2>File Menu</h2>
@@ -68,5 +102,5 @@
</ul>
<h2>Mage Spells, Priest Spells</h2>
<p>These menus constantly list the spells the active PC can currently cast. Select a spell to cast it.</p>
</body>
</div></body>
</html>

View File

@@ -8,19 +8,53 @@
<link rel="stylesheet" type="text/css" href="style.css">
</head>
<body>
<div class="navbar">
<a href="About.html"><li>About</li></a>
<a href="Tips.html"><li>Playing Tips</a></li>
<a href="Intro.html"><li>Getting Started</li></a>
<a href="Screen.html"><li>The Exile Screen</a></li>
<a href="Menus.html"><li>The Exile Menu</a></li>
<a href="Town.html"><li>Getting Around Town</a></li>
<a href="Outdoors.html"><li>Getting Around the Outdoors</a></li>
<a href="Combat.html"><li>Killing Stuff</a></li>
<a href="Misc.html"><li>Miscellaneous</li></a>
<a href="Mage.html"><li>Mage Spells</a></li>
<a href="Priest.html"><li>Priest Spells</a></li>
<a href="Hints.html"><li>Hints</a></li>
<a href="Valleydy.html"><li>Valley of Dying Things</a></li>
<a href="Editor.html"><li>The Editor</a></li>
<a href="Credits.html"><li>Credits</a></li>
<a href="Licensing.html"><li>GNU GPL</a></li>
</div>
<div class="content">
<h1>Miscellaneous</h1>
<h2>Material Wealth</h2>
<p>There are three sorts of possessions you can come across:</p>
<p>Gold: Well, this isnt always literal chunks of gold. Its gold nuggets or silver coins or trade goods or anything else you can give people to get stuff. You start with a small amount, and can get more.</p>
<p>Gold: Well, this isn't always literal chunks of gold. It's gold nuggets or silver coins or trade goods or anything else you can give people to get stuff. You start with a small amount, and can get more.</p>
<p>Food: Preserved giant lizard steaks, dried mushrooms, yummy, tangy lichens, and all the other rich bounty of Exile. Every once in a while you will eat some of it, one unit for each active PC. Not having enough food results in starvation, damage, and bad things.</p>
<p>Items: Each PC can carry 24 objects, such as armor, helmets, tools, weapons, etc. You can do various things with these items. These are described in Chapter 4.</p>
<p>You can only carry so much weight. The amount of bulk you can carry depends on your strength. Armor is very heavy, while potions and scrolls arent.</p>
<p>You can only carry so much weight. The amount of bulk you can carry depends on your strength. Armor is very heavy, while potions and scrolls aren't.</p>
<p>When equipping items, you only have two hands, and some weapons take up both of them. You can only wear two rings, and one necklace (too many magic items interfere with each other in bizarre ways). Beware. When you equip a cursed item, you will need to find a healer to take the curse off.</p>
<h2>Magic</h2>
<p>There are seven levels of spells. Your characters begin the game knowing most spells up to third level. They can cast a mage spell of a given level if they have enough spell points, and Mage Spells skill of that level (and the same goes for priest spells). Upon casting, the character loses the spell points, and something neat happens.</p>
<p>Spell effects are cumulative, and build up quickly. For example, if you bless a character twice, the effect will be much more than twice the effect of one bless. When you poison a monster twice, it will do well over twice the damage the first spell would have caused. If one fear spell doesnt make a monster flee, the next one will have a much better chance of working. Casting two light spells makes the light last twice as long.</p>
<p>Spell effects are cumulative, and build up quickly. For example, if you bless a character twice, the effect will be much more than twice the effect of one bless. When you poison a monster twice, it will do well over twice the damage the first spell would have caused. If one fear spell doesn't make a monster flee, the next one will have a much better chance of working. Casting two light spells makes the light last twice as long.</p>
<p>Mage spells require great delicacy of movement to cast. For this reason, they cannot be cast when when armor with total encumbrance of more than 1 is being worn. High defense skill can sometimes offset this effect, but it never will when any single item has an encumbrance value of more than 2.</p>
<p>Mage Spells and Encumbrance:If you are wearing armor with a total encumbrance of greater than one, you cannot cast mage spells. However, high defense skill can counteract this. If your armor isnt too bulky, sometimes defense skill will enable you to cast spells (though spells never, ever work when any single item has an encumbrance value greater than 2). If you fail, however, you lose your turn.</p>
<p>Mage Spells and Encumbrance:If you are wearing armor with a total encumbrance of greater than one, you cannot cast mage spells. However, high defense skill can counteract this. If your armor isn't too bulky, sometimes defense skill will enable you to cast spells (though spells never, ever work when any single item has an encumbrance value greater than 2). If you fail, however, you lose your turn.</p>
<p>Priest spells, consisting mainly of prayers shouted very loudly, do not have this limitation.</p>
<p>Multiple Target Spells:Some spells, such as the Arrow spells, have more than one target. When you cast such a spell, click on each target. Click on a target again to untarget it. Should you decide to cast the spell without using all your targets, hit space.</p>
<p>Magical barriers:Some spells create a two space wide barrier of some sort of magical wall. You can rotate this before placing it. Do so by hitting space.</p>
@@ -34,7 +68,7 @@
<p>Fire and Force Barriers:<span class="Apple-converted-space">  </span>These barriers last until they are dispelled. The former damages anyone entering, and the latter prevents anyone from entering at all.</p>
<h2>Summoned Monsters</h2>
<p>Both you and your foes can magically bring forth creatures to aid you. These summoned monsters fight for a short time, and then disappear. If killed, they leave no treasure.</p>
<p>The most (potentially) powerful summoning spells are Capture Soul and Simulacrum. Casting Capture Soul on a monster stores a copy of it in your partys mind. Later, you can cast Simulacrum to bring a copy of the monster forth. Collect copies of the most powerful monsters and bring them to your aid! You can only remember at most 4 monsters.</p>
<p>The most (potentially) powerful summoning spells are Capture Soul and Simulacrum. Casting Capture Soul on a monster stores a copy of it in your party's mind. Later, you can cast Simulacrum to bring a copy of the monster forth. Collect copies of the most powerful monsters and bring them to your aid! You can only remember at most 4 monsters.</p>
<p>Beware - when you Capture Soul a monster, its copy is stored in a random slot (out of the 4 available). It may copy over a monster you already have.</p>
</body>
</div></body>
</html>

View File

@@ -8,6 +8,40 @@
<link rel="stylesheet" type="text/css" href="style.css">
</head>
<body>
<div class="navbar">
<a href="About.html"><li>About</li></a>
<a href="Tips.html"><li>Playing Tips</a></li>
<a href="Intro.html"><li>Getting Started</li></a>
<a href="Screen.html"><li>The Exile Screen</a></li>
<a href="Menus.html"><li>The Exile Menu</a></li>
<a href="Town.html"><li>Getting Around Town</a></li>
<a href="Outdoors.html"><li>Getting Around the Outdoors</a></li>
<a href="Combat.html"><li>Killing Stuff</a></li>
<a href="Misc.html"><li>Miscellaneous</li></a>
<a href="Mage.html"><li>Mage Spells</a></li>
<a href="Priest.html"><li>Priest Spells</a></li>
<a href="Hints.html"><li>Hints</a></li>
<a href="Valleydy.html"><li>Valley of Dying Things</a></li>
<a href="Editor.html"><li>The Editor</a></li>
<a href="Credits.html"><li>Credits</a></li>
<a href="Licensing.html"><li>GNU GPL</a></li>
</div>
<div class="content">
<h1>Getting Around The Outdoors</h1>
<p>When you leave town, you will be in the massive caverns that make up Exile or the Empire, or the seemingly limitless expanses of the surface. The things you can do out here are similar to what you can do indoors, but slightly more restricted.</p>
<p>Moving around and casting spells works the same as in town. However, the spells you can cast are a bit more limited. Looking works the same, although there will no longer be things to search (there are still signs to read).</p>
@@ -23,5 +57,5 @@
<p>There will still be combats outdoors. Occasionally, monsters will run up to attack you. When this happens, you will find yourself on a battlefield where you will fight the monsters, much as you would have fought them in town. Finally, certain outdoor combats are automatic. These special combats will happen even when you aren't adjacent to the monsters.</p>
<p>You can drop items outdoors, but when you do, they're gone forever. Should a PC die (of starvation, for example), the PC's items will appear on the ground the next time you enter a town or get in an outdoor combat.</p>
<p>Finally, note that traveling outdoors is very time consuming. Be careful not to do too much of it, until you get horses. See the section in the previous chapter on The Ravages Of Time.</p>
</body>
</div></body>
</html>

View File

@@ -7,8 +7,41 @@
<link rel="stylesheet" type="text/css" href="style.css">
</head>
<body>
<div class="navbar">
<a href="About.html"><li>About</li></a>
<h1>Section 11: Priest Spells:</h1>
<a href="Tips.html"><li>Playing Tips</a></li>
<a href="Intro.html"><li>Getting Started</li></a>
<a href="Screen.html"><li>The Exile Screen</a></li>
<a href="Menus.html"><li>The Exile Menu</a></li>
<a href="Town.html"><li>Getting Around Town</a></li>
<a href="Outdoors.html"><li>Getting Around the Outdoors</a></li>
<a href="Combat.html"><li>Killing Stuff</a></li>
<a href="Misc.html"><li>Miscellaneous</li></a>
<a href="Mage.html"><li>Mage Spells</a></li>
<a href="Priest.html"><li>Priest Spells</a></li>
<a href="Hints.html"><li>Hints</a></li>
<a href="Valleydy.html"><li>Valley of Dying Things</a></li>
<a href="Editor.html"><li>The Editor</a></li>
<a href="Credits.html"><li>Credits</a></li>
<a href="Licensing.html"><li>GNU GPL</a></li>
</div>
<div class="content">
<h1>Priest Spells:</h1>
<p>As with mage spells, all PCs start with the first three levels of priest spells, and some only work within a certain range.</p>
@@ -103,5 +136,5 @@
<li>Word of Recall: (C 30) This spell returns the party to the town where you began the scenario. Because of the danger of teleporting from narrow, windy tunnels, it can only be cast outdoors.</li>
<li>Major Cleansing: (C 10)This spell removes all webs and disease from the party.</li>
</ul>
</body>
</div></body>
</html>

View File

@@ -9,8 +9,42 @@
<link rel="stylesheet" type="text/css" href="style.css">
</head>
<body>
<div class="navbar">
<a href="About.html"><li>About</li></a>
<a href="Tips.html"><li>Playing Tips</a></li>
<a href="Intro.html"><li>Getting Started</li></a>
<a href="Screen.html"><li>The Exile Screen</a></li>
<a href="Menus.html"><li>The Exile Menu</a></li>
<a href="Town.html"><li>Getting Around Town</a></li>
<a href="Outdoors.html"><li>Getting Around the Outdoors</a></li>
<a href="Combat.html"><li>Killing Stuff</a></li>
<a href="Misc.html"><li>Miscellaneous</li></a>
<a href="Mage.html"><li>Mage Spells</a></li>
<a href="Priest.html"><li>Priest Spells</a></li>
<a href="Hints.html"><li>Hints</a></li>
<a href="Valleydy.html"><li>Valley of Dying Things</a></li>
<a href="Editor.html"><li>The Editor</a></li>
<a href="Credits.html"><li>Credits</a></li>
<a href="Licensing.html"><li>GNU GPL</a></li>
</div>
<div class="content">
<h1>The Blades of Exile Screen</h1>
<div style="text-align: center;" <!-- Do not float this, it's hugegantic -->>
<div style="text-align: center;"> <!-- Do not float this, it's hugegantic -->
<img src="../img/terscr.gif">
<p>Figure 1: The main Blades of Exile screen, with the six sections marked.</p>
</div>
@@ -78,5 +112,5 @@
</dl>
<h2>Text Screen</h2>
<p>This area gives you a running account of what's going on. If you miss something, use the scroll bar.</p>
</body>
</div></body>
</html>

View File

@@ -9,8 +9,42 @@
<link rel="stylesheet" type="text/css" href="style.css">
</head>
<body>
<h1>Section 2: Playing Tips for Beginners</h1>
<>Blades of Exile (Blades for short) is a computer fantasy role-playing game. If you've never played a game of this sort before, much of what's going on will be very unfamiliar to you. This section provides an overview of how to do the most important things, so you don't get too swamped with the details. Don't worry - even though Blades of Exile is a complicated program, once you can get around, you will be able to pick up other things very easily. Also, don't worry if you've never played Exile I-III. Experience with those games is not necessary to enjoy Blades of Exile.</p>
<div class="navbar">
<a href="About.html"><li>About</li></a>
<a href="Tips.html"><li>Playing Tips</a></li>
<a href="Intro.html"><li>Getting Started</li></a>
<a href="Screen.html"><li>The Exile Screen</a></li>
<a href="Menus.html"><li>The Exile Menu</a></li>
<a href="Town.html"><li>Getting Around Town</a></li>
<a href="Outdoors.html"><li>Getting Around the Outdoors</a></li>
<a href="Combat.html"><li>Killing Stuff</a></li>
<a href="Misc.html"><li>Miscellaneous</li></a>
<a href="Mage.html"><li>Mage Spells</a></li>
<a href="Priest.html"><li>Priest Spells</a></li>
<a href="Hints.html"><li>Hints</a></li>
<a href="Valleydy.html"><li>Valley of Dying Things</a></li>
<a href="Editor.html"><li>The Editor</a></li>
<a href="Credits.html"><li>Credits</a></li>
<a href="Licensing.html"><li>GNU GPL</a></li>
</div>
<div class="content">
<h1>Playing Tips for Beginners</h1>
Blades of Exile (Blades for short) is a computer fantasy role-playing game. If you've never played a game of this sort before, much of what's going on will be very unfamiliar to you. This section provides an overview of how to do the most important things, so you don't get too swamped with the details. Don't worry - even though Blades of Exile is a complicated program, once you can get around, you will be able to pick up other things very easily. Also, don't worry if you've never played Exile I-III. Experience with those games is not necessary to enjoy Blades of Exile.</p>
<h3>Starting the game</h3>
<p>In Blades of Exile, you will control a group (or "party") of up to six adventurers (often referred to as PCs, for "player characters"). You will take these six people on adventures, kill monsters, collect loot, and try to save the world. Each person has his or her own skills, abilities, and items.</p>
<p>To start the game, you need to get a group of adventurers. From the starting screen, press Create New Party, and watch the introduction. When you hit the button, you will be at the party creation screen.</p>
@@ -55,5 +89,5 @@
<p>Finally, when you're through with Fort Talrus, walk out of the building you started in, and walk north. You'll eventually leave the town you're in and be outdoors. You'll be standing by a road. Follow it north, and you will eventually find a town called Sweetgrove. Walk into it to enter it. You're on your way!</p>
<p>This is only a brief overview, of course. It says nothing about training, or many important things about spellcasting. It will, however, get you moving, and once you're getting around, you should find the rest falls into place very quickly.</p>
<p>So welcome to the wild world of Blades of Exile! And good luck! Who knows? You may actually be able to make a difference!</p>
</body>
</div></body>
</html>

View File

@@ -8,6 +8,40 @@
<link rel="stylesheet" type="text/css" href="style.css">
</head>
<body>
<div class="navbar">
<a href="About.html"><li>About</li></a>
<a href="Tips.html"><li>Playing Tips</a></li>
<a href="Intro.html"><li>Getting Started</li></a>
<a href="Screen.html"><li>The Exile Screen</a></li>
<a href="Menus.html"><li>The Exile Menu</a></li>
<a href="Town.html"><li>Getting Around Town</a></li>
<a href="Outdoors.html"><li>Getting Around the Outdoors</a></li>
<a href="Combat.html"><li>Killing Stuff</a></li>
<a href="Misc.html"><li>Miscellaneous</li></a>
<a href="Mage.html"><li>Mage Spells</a></li>
<a href="Priest.html"><li>Priest Spells</a></li>
<a href="Hints.html"><li>Hints</a></li>
<a href="Valleydy.html"><li>Valley of Dying Things</a></li>
<a href="Editor.html"><li>The Editor</a></li>
<a href="Credits.html"><li>Credits</a></li>
<a href="Licensing.html"><li>GNU GPL</a></li>
</div>
<div class="content">
<h1>Getting Around Town</h1>
<p>When you begin the game, you will be in one of Exile's many towns and forts. There are a variety of things you can and should do.</p>
<p>Moving around: To move, place the cursor on the terrain screen in the direction you want to move (it should turn into a little arrow) and click. You will take a step in the direction the arrow points. To move up, for example, move the cursor above the little person in the middle (you). The cursor should turn into an arrow pointing up. Click. You will move up a space.</p>
@@ -67,5 +101,5 @@
<p>People will only buy identified items. To identify an item, go to a sage (such as Axel, in Sweetgrove, in "Valley of Dying Things"). Ask about 'identify' (or, usually, click the Buy button), and ID buttons will appear by your unidentified items. Click this button to pay to have it identified. You will now know exactly what it is.</p>
<p>Finally, a very few people will cast magical spells to strengthen your identified, non-magical weapons. When this is offered, small 'Augm' buttons will appear by items that can be augmented. Press them to buy the improvement.</p>
<p>When you leave town (or go into combat) the buttons will change. The next two sections say what the new buttons do.</p>
</body>
</div></body>
</html>

View File

@@ -3,11 +3,45 @@
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta http-equiv="Content-Style-Type" content="text/css">
<title></title>
<title>Vallry of Dying Things - Blades of Exile Guide</title>
<link rel="stylesheet" type="text/css" href="style.css">
</head>
<body>
<h1>Section 13: How to Solve Valley of Dying Things</h1>
<div class="navbar">
<a href="About.html"><li>About</li></a>
<a href="Tips.html"><li>Playing Tips</a></li>
<a href="Intro.html"><li>Getting Started</li></a>
<a href="Screen.html"><li>The Exile Screen</a></li>
<a href="Menus.html"><li>The Exile Menu</a></li>
<a href="Town.html"><li>Getting Around Town</a></li>
<a href="Outdoors.html"><li>Getting Around the Outdoors</a></li>
<a href="Combat.html"><li>Killing Stuff</a></li>
<a href="Misc.html"><li>Miscellaneous</li></a>
<a href="Mage.html"><li>Mage Spells</a></li>
<a href="Priest.html"><li>Priest Spells</a></li>
<a href="Hints.html"><li>Hints</a></li>
<a href="Valleydy.html"><li>Valley of Dying Things</a></li>
<a href="Editor.html"><li>The Editor</a></li>
<a href="Credits.html"><li>Credits</a></li>
<a href="Licensing.html"><li>GNU GPL</a></li>
</div>
<div class="content">
<h1>How to Solve Valley of Dying Things</h1>
<p>This chapter contains all the information you need to get to the end of the scenario Valley of Dying Things.It does not contain the solution to every puzzle. For the minor puzzles and quests, youll just have to work them out on your own. What this guide does provide are directions for navigating your way through the main storyline, from the first steps all the way to the grand conclusion.</p>
<p>When you get stuck, go to the section on the appropriate scenario. Each section is divided into subsections, each of which describes a specific part of the scenario. The subsections begin with several questions you might be asking about how to get through. Read these sample questions first. If none of them make any sense, back up to an earlier subsection.</p>
<p>When you find the subsection that describes the area youre stuck in, start reading. Slowly. Eventually, you get to the area youre having problems with. If the place youre stuck at isnt described, the puzzle youre working on isnt important to the overall adventure and can be skipped.</p>
@@ -54,5 +88,5 @@
<p>Leave the level to the south (youll use the silver key), and you will be in the caves under the school. Fight your way through them to the southeast corner, where you find a cave. Enter it.</p>
<p>You will be inside the Control Rooms. Use the Opening Stone to get inside. Find your way through to the control chambers on the east side. You will find a shade to talk to, who will tell you a lot of things about the situation with the school. Sit in the throne at (34,20), and the controls to clean up the waste will be activated.</p>
<p>Finally, travel back up to the giant cavern between the Upper and Lower halves of the school and enter the Major Waste Depository. Go through the secret passage at (38,39). Walk up to the gate at (29,2), through the gap at (14,15), and through the gate at (18,24) into the center of the repository. Use the Opening Stone to open the glowing gate, and sit in the chair at (23,23). Sit in the chair, flip the switch, and insert the stone. The cleaning process will begin. Walk out to (26,23), and you will be carried out to safety. Youve won.</p>
</body>
</div></body>
</html>

38
doc/game/nav.txt Normal file
View File

@@ -0,0 +1,38 @@
/*
USE YOUR EDITOR'S FIND/REPLACE FEATURE TO UPDATE THE NAVBAR. THE CURRENT NAVBAR CONTENT IS BELOW.
If you change the navbar, please also change this file. (This comment is obviously not included in the html files)
*/
<a href="About.html"><li>About</li></a>
<a href="Tips.html"><li>Playing Tips</a></li>
<a href="Intro.html"><li>Getting Started</li></a>
<a href="Screen.html"><li>The Exile Screen</a></li>
<a href="Menus.html"><li>The Exile Menu</a></li>
<a href="Town.html"><li>Getting Around Town</a></li>
<a href="Outdoors.html"><li>Getting Around the Outdoors</a></li>
<a href="Combat.html"><li>Killing Stuff</a></li>
<a href="Misc.html"><li>Miscellaneous</li></a>
<a href="Mage.html"><li>Mage Spells</a></li>
<a href="Priest.html"><li>Priest Spells</a></li>
<a href="Hints.html"><li>Hints</a></li>
<a href="Valleydy.html"><li>Valley of Dying Things</a></li>
<a href="Editor.html"><li>The Editor</a></li>
<a href="Credits.html"><li>Credits</a></li>
<a href="Licensing.html"><li>GNU GPL</a></li>

View File

@@ -1,5 +1,6 @@
body {
background-image: url("../img/background.gif");
}
p.p1 {
@@ -42,4 +43,16 @@ span.key { /* Just to make things easier to read */
.figure {
float:right;
border:1px dashed #444444;
}
.navbar {
position: relative;
left: 1em;
width: 9em;
top: 1em
}
.content {
position:absolute;
left: 12em;
right: 2em;
top: 1em
}