Manual: Update a bunch of obsolete or inaccurate references, other small changes
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@@ -30,16 +30,17 @@ fields do.</p>
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<h2 id='gen'>General Use Specials</h2>
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<p>This is the class of special encounters which can be called at practically any time.
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Most of them can always be called. A few can't - these are noted in the encounter
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Most of them can always be called. A few can't be called in certain circumstances -
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these are noted in the encounter
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description.</p>
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<h3>General notes</h3>
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<dl>
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<dt>Stuff done 1, Stuff done 2:</dt><dd>Some of these nodes change a Stuff Done flag. A
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Stuff Done flag is described by two values: Stuff done 1 and Stuff done 2. The legal range
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of the first flag is from 0 to 299, and the range for the second flag is 0 to 9. If a
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of the first flag is from 0 to 349, and the range for the second flag is 0 to 49. If a
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value is given outside the legal range, the special node does nothing and the Jump To node
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is called next (though often the editor will give you an error when you try to do
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is called next (though usually the editor will give you an error when you try to do
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this).</dd>
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<dt>Jump To:</dt><dd>After a special node is called and has its effect, this field
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specifies the next node to be called. If this value is negative, the special encounter
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@@ -64,7 +65,7 @@ Jump To node.</dd></dd>
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<dt>Extra 1a:</dt><dd>This is the value to change it to.</dd>
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<dt>Example:</dt><dd>If Stuff done 1 is set to 90, Stuff done 2 is set to 4, and Extra 1a
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is set to 8, when this node is called Stuff Done (90,4) becomes 8. If, instead, Stuff done
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2 is set to 40, this value is out of range (0 ... 9) and you will get an error.</dd></dd>
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2 is set to 60, this value is out of range (0 ... 49) and you will get an error.</dd></dd>
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<dt>Type 2: Increment Flag</dt><dd>This node increases (or decreases) a Stuff Done flag by
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a specified amount.
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@@ -213,7 +214,9 @@ at No Special, nothing happens.</dd></dd>
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<dt>Type 14: Play a sound</dt><dd>Plays one of the game's sounds.
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<dl>
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<dt>Extra1a:</dt><dd>Which sound to play. For a list of sounds, read Appendix A.</dd></dd>
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<dt>Extra 1a:</dt><dd>Which sound to play. For a list of sounds, read Appendix A.
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You can also click Choose to select the sound from a list, which allows you to hear
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the sounds while you choose.</dd></dd>
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<dt>Type 15: Change Horse Possession</dt><dd>Makes a horse the party's property (or not).
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<dl>
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@@ -294,7 +297,7 @@ scenario specials once, and then just call it from the many places it's used.</d
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<dt>Type 22: Set Many Flags</dt><dd>This node sets 50 Stuff Done flags to a desired
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value.
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<dl>
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<dt>Stuff Done 1:</dt><dd>A number from 0 to 299. When this node is called, (Stuff Done 1,
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<dt>Stuff Done 1:</dt><dd>A number from 0 to 349. When this node is called, (Stuff Done 1,
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0), (Stuff Done 1, 1), ... (Stuff Done 1, 49) are all set to Extra 1a.</dd>
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<dt>Extra 1a:</dt><dd>This is the value to change it to.</dd>
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<dt>Example:</dt><dd>Suppose Stuff Done flag (200,4) is 35. This node is called with Stuff
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@@ -516,7 +519,8 @@ the scenario's quests or jobs.
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<ol start='0'>
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<li>Marks the quest as not started. This might be useful if the quest is on a job board
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and you want it to be repeatable. Note however that marking a quest available does not
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grant automatic rewards.</li>
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grant automatic rewards. If you want the rewards you would need to first mark
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the quest as complete.</li>
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<li>Marks the quest as started. If it wasn't already started, the game automatically fills
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in the quest's start day, and if Extra 2a is non-negative, the quest is considered to have
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come from the job board with that number.</li>
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@@ -562,7 +566,7 @@ dot.</p>
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<dl>
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<dt>Stuff done 1, Stuff done 2:</dt><dd>All of these nodes change a Stuff Done flag. A
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Stuff Done flag is described by two values: Stuff done 1 and Stuff done 2. The legal range
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of the first flag is from 0 to 299, and the range for the second flag is 0 to 9. You can
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of the first flag is from 0 to 349, and the range for the second flag is 0 to 49. You can
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give a value outside the legal range (such as -1 for Stuff Done 1). If you do this, the
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special node does its job normally, and if this node is called again, it will do it again.
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This is sometimes a good idea.</dd>
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@@ -666,7 +670,7 @@ ends immediately and the Stuff Done flag is not set.
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<dt>Mess 1:</dt><dd>The number of the first message to be displayed in the dialog box. The
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six messages starting with this message will be displayed in the dialog box (though the
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strings can, of course, be blank). Press the create/edit button to edit the text.</dd>
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<dt>Mess 3:</dt><dd>The number of special item to give (0 .. 49). If this is left at -1,
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<dt>Mess 3:</dt><dd>The number of special item to give. If this is left at -1,
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no special item is given.</dd>
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<dt>Pict:</dt><dd>This is the number of the picture to display. To select a picture, press
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the Choose button.</dd>
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@@ -709,17 +713,29 @@ in town or combat (no traps outdoors). <!-- TODO: Check this -->
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<dt>Mess1, Mess2:</dt><dd>Standard usage. You can provide customized text saying the party
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sees what may be a trap. If both of these fields are left at -1, the game displays a
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generic You Found A Trap message.</dd>
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<dt>Extra 1a:</dt><dd>The type of trap: 0 - randomly selected, 1 - damage 1 character, 2 -
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poison 1 character, 3 - poison party, 4 - damage party, 5 - paralyze character, 6 - no
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trap after all, 7 - drain experience, 8 - make town hostile, 9 - fire damage 1 character,
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10 - dumbfound 1 character, 11 - disease 1 character, 12 - disease party, 13 - custom</dd>
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<dt>Extra 1a:</dt><dd>The type of trap:
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<ol start='0'>
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<li>randomly selected</li>
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<li>damage 1 character</li>
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<li>poison 1 character</li>
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<li>poison party</li>
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<li>damage party</li>
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<li>paralyze character</li>
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<li>no trap after all</li>
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<li>drain experience</li>
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<li>make town hostile</li>
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<li>fire damage 1 character</li>
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<li>dumbfound 1 character</li>
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<li>disease 1 character</li>
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<li>disease party</li>
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<li>custom</li></ol></dd>
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<dt>Extra 1b:</dt><dd>The severity of the trap. The higher the number, the deadlier the
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trap. A severity of three all but guarantees lethality. (Range 0 ... 3)</dd>
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<dt>Extra 2a:</dt><dd>The disarming penalty. The higher the number, the harder to disarm.
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(Range 0 ... 100)</dd>
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<dt>Extra 2b:</dt><dd>If trap type is 13 (custom), this scenario special node is called
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when the PC fails to disarm the trap. It is never called if the PC successfully disarms
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the trap.</dd>
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the trap. The JumpTo node will still be called after calling this node.</dd>
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<dt>Note:</dt><dd>If this special node is placed on a container (like a chest), the party
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must disarm the trap to be able to take any of the items in the chest.</dd></dd>
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</dl>
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@@ -794,9 +810,6 @@ Select a PC node, followed by an Affect Statistic node.</dd></dd>
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It has no effect when called during a talking special. When called during combat, and a
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Select a PC node has not been called, it only affects the active character.
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<dl>
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<dt>Pict:</dt><dd>If this is 0, this node damages the whole party. If this is 1, and the
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node is called during combat, only the current pc is damaged. Otherwise, the whole party
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is damaged.</dd>
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<dt>Extra 1a:</dt><dd>This is the number of dice of damage that is rolled. (Maximum:
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256)</dd>
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<dt>Extra 1b:</dt><dd>This is the number of sides of the dice that are rolled. For
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@@ -805,7 +818,7 @@ example, if Extra 1a is 5 and Extra 2b is 8, the game generates 5 random numbers
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<dt>Extra 2a:</dt><dd>This is the amount of extra damage to add. If this is 100, for
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example, 100 extra points of damage are inflicted.</dd>
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<dt>Extra 2b:</dt><dd>This is the type of damage inflicted (0 - weapon, 1 - fire, 2 -
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poison, 3 - general magic, 4 - unblockable, 5 - cold, 6 - demon,7 - undead)</dd>
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poison, 3 - general magic, 4 - unblockable, 5 - cold, 6 - demon, 7 - undead, 8 - assassination)</dd>
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<dt>Extra 2c:</dt><dd>If non-zero, this specifies which sound to play along with the
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damage. Leave it at 0 to use the default sound.</dd></dd>
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@@ -1331,8 +1344,7 @@ specified trait compares favourably with the required number in Extra 2a.</dd>
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<dt>Jump To:</dt><dd>Otherwise, this special is called.</dd>
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<dt>Uses:</dt><dd>This is often used to check the Cave Lore or Woodsman traits.</dd></dd>
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<dt>Type 153: Has Enough of Statistic?</dt><dd>Result depends on whether the sum of the
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parties Mage Lore skill is high enough.
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<dt>Type 153: Has Enough of Statistic?</dt><dd>Result depends on whether a particular skill in the party is high enough.
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<dl>
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<dt>Extra 1a:</dt><dd>If the skill is at least this amount, the special in Extra 1b is
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called.</dd>
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@@ -1345,7 +1357,8 @@ maximum level.</dd>
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<dt>Jump To:</dt><dd>Otherwise, this special is called.</dd>
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<dt>Note:</dt><dd>Don't make the required amount be much higher than 20. In fact, it's
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generally best to never make it higher than 20, since there's a possibility that the party
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will have only one PC.</dd>
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will have only one PC. For the same reason, if checking mage or priest spells skill, you generally
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shouldn't make the required amount higher than 7.</dd>
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<dt>Uses:</dt><dd>Checking if the party has enough mage lore to decipher an ancient scroll
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and learn a new spell.</dd></dd>
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@@ -1494,7 +1507,7 @@ while talking.</dd></dd>
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<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the space to hit.</dd>
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<dt>Extra 2a:</dt><dd>The amount of damage to inflict. (Range 0 ... 1000)</dd>
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<dt>Extra 2b:</dt><dd>This is the type of damage inflicted (0 - weapon, 1 - fire, 2 -
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poison, 3 - general magic, 4 - unblockable, 5 - cold, 6 - demon,7 - undead)</dd>
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poison, 3 - general magic, 4 - unblockable, 5 - cold, 6 - demon, 7 - undead, 8 - assassination)</dd>
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<dt>Note:</dt><dd>Damage doing specials are ignored when called while Talking.</dd></dd>
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<dt>Type 176: Explosion on Space</dt><dd>Everything within a given radius of the specified
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@@ -1504,7 +1517,7 @@ space takes damage. Only creatures who can be seen from the exploding space are
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<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the space to hit.</dd>
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<dt>Extra 2a:</dt><dd>The amount of damage to inflict. (Range 0 ... 1000)</dd>
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<dt>Extra 2b:</dt><dd>This is the type of damage inflicted (0 - weapon, 1 - fire, 2 -
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poison, 3 - general magic, 4 - unblockable, 5 - cold, 6 - demon,7 - undead)</dd>
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poison, 3 - general magic, 4 - unblockable, 5 - cold, 6 - demon, 7 - undead, 8 - assassination)</dd>
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<dt>Note:</dt><dd>Damage doing specials are ignored when called while Talking.</dd></dd>
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<dt>Type 177: Lock Space</dt><dd>If the terrain in a given space has Special Type
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@@ -1523,7 +1536,7 @@ has no other affect.
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<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the space for the explosion to
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appear on.</dd>
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<dt>Extra 2a:</dt><dd>The type of explosion. 0 - fire 1 - teleportation
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2 - electricity (blue) 3 - electricity (yellow)</dd>
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2 - electricity (blue) 3 - electricity (yellow) 4 - weird 5 - frost</dd>
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<dt>Extra 2b:</dt><dd>If left at 0, the burst is a simple explosion. If set to 1, a larger
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burst is used for an even flashier effect.</dd>
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<dt>Extra 2c:</dt><dd>Specifies the sound to play with the explosion. Leave at -1 to use
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@@ -1568,7 +1581,7 @@ and the special encounter ends.
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<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the space the party is
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teleported to if the player pushes Enter.</dd>
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<dt>Note:</dt><dd>Like all party moving special nodes, if this is called any time besides
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when walking in town mode, the special encounter ends immediately, and, if moving, the
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when walking in town mode, the special encounter normally ends immediately, and, if moving, the
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party is not allowed to enter the space.</dd></dd>
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<dt>Type 186: Generic Button</dt><dd>A dialog box comes up saying the party has found a
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@@ -1647,9 +1660,7 @@ sector (Range 0 ... 47, 0 ... 47)</dd>
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<dt>Uses:</dt><dd>If, when the party leaves at the north end of a dungeon, you want them
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to be in a different location in the outdoors from where they were when the entered, place
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a special node of this type just before the north exit (where they're forced to step on
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it).</dd>
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<dt>Note:</dt><dd>When this node is called, there is a delay while the new outdoors
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section is loaded into memory. Try not to call it too often.</dd></dd>
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it).</dd></dd>
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<dt>Type 192: Place Item</dt><dd>Places an item on a specified space.
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<dl>
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@@ -1782,7 +1793,9 @@ intended to be magical. Set it to 0 to prevent the user from targeting spaces in
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antimagic field. If left at -1, the default is used, which is to allow it in town mode but
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not in combat. (This is probably a relic of the extremely limited selection of spells that
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can be targeted in town mode.)</dd>
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<dt>JumpTo:</dt><dd>This node is called once for every selected target.</dd></dd>
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<dt>JumpTo:</dt><dd>This node is called once for every selected target. Note that this
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does not mean it is called once for every space affected – if you target 3 crosses,
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the node is called once for each cross.</dd></dd>
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<dt>Type 201: Place Pattern (Fields/Objects)</dt><dd>Places fields according to a preset
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spell pattern relative to a specified space.
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@@ -1798,7 +1811,9 @@ spell pattern relative to a specified space.
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5 - circle radius 3,
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6 - 5 spaces in a cross,
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7-13 - rotateable 2x8 wall in various orientation</dd>
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<dt>Extra 2a</dt><dd>The field type to place</dd></dd>
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<dt>Extra 2a</dt><dd>The field type to place. Two special values are supported – 32 removes
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any fields on the space, while 33 transforms any terrains of the Crumbling type into their
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transform to terrain.</dd></dd>
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<dt>Type 202: Place Pattern (Direct Damage)</dt><dd>Deals damage according to a preset
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spell pattern relative to a specified space.
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@@ -1815,17 +1830,19 @@ what happens when casting spells such as Fireball or Divine Thud.</dd></dd>
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<dt>Type 203: Relocate Creature</dt><dd>This node forces a single creature to relocate to
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a different space. Useful for cutscenes. It can handle either absolute or relative
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movement.
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However, it does not currently check that it is legal for the creature to be on that
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However, it usually does not check that it is legal for the creature to be on that
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space.
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This can split the party into its individual members temporarily, similar to combat mode,
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but they return to the party's original location once the node sequence ends.
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However, if in combat mode, the PCs remain on the final location.
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<dl>
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<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates or differentials.</dd>
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<dt>Extra 2a:</dt><dd>The creature to relocate - 0-5 for party members, 100+x for a
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specific monster, -1 for the currently selected target.</dd>
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<dt>Extra 2b:</dt><dd>If 0, Extra 1a and 1b are taken as absolute coordinates. If 1, they
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are added to the x and y coordinates, respectively. 2 or 3 means the x coordinate is
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instead subtracted, while 3 or 4 means the y coordinate is instead subtracted.</dd>
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instead subtracted, while 3 or 4 means the y coordinate is instead subtracted. Set to 5 to use
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absolute positioning but select a nearby space the monster can be on.</dd>
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<dt>Extra 2c:</dt><dd>If positive, this specifies a delay in milliseconds after the
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creature
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is repositioned.</dd></dd>
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Reference in New Issue
Block a user