Add quick help strings for every special node type.

Also fix one case of the special node title not fitting into the designated space.
This commit is contained in:
2025-03-08 14:59:33 -05:00
committed by Celtic Minstrel
parent 44f1f449c2
commit 7ecd6bf3b3
8 changed files with 171 additions and 171 deletions

View File

@@ -81,7 +81,7 @@ window containing one (or two) text messages.
<dl>
<dt>Mess1, Mess2:</dt><dd>Standard usage.</dd></dd>
<dt>Type 4: Start Shopping</dt><dd>You can places stores outside using this special node
<dt>Type 4: Start Shopping</dt><dd>You can place stores outside using this special node
type. When called, the special encounter ends immediately (the Jumpto field is ignored),
and the party is not allowed to enter the space they were moving into. The game immediately
goes into shopping mode. Although normally used outdoors, this special node also works in
@@ -448,7 +448,7 @@ transform.</dd></dd>
<dt>Type 37: Clear String Buffer</dt><dd>Clears the string buffer. It's best to always do
this before you use the buffer. The buffer is never automatically cleared, but it is not
saved, so if the user reloads from a saved game, anything that was in the buffer may be
saved, so if the user reloads from a saved game, anything that was in the buffer will be
lost.</dd>
<dt>Type 38: Append String to Buffer</dt><dd>Appends a literal string to the string buffer.
@@ -1516,7 +1516,7 @@ of damage supposedly dealt.
<dt>Extra 1c:</dt><dd>If 0, play the default sound for the chosen damage type. Otherwise, override it with a different sound.</dd></dd>
<dt>Type 174: Move Party</dt><dd>The party is moved to a new location. The party cannot be
moved while in combat ... if the party is in combat mode, they will not be allowed to
moved while in combat if the party is in combat mode, they will not be allowed to
enter the space, and the special encounter ends immediately.
<dl>
<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the space to move them to.</dd>
@@ -1548,7 +1548,7 @@ lockable, it becomes locked (i.e. is changed to its locked terrain type).
<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the space to lock.</dd></dd>
<dt>Type 178: Unlock Space</dt><dd>If the terrain in a given space has Special Type
unlockable, it becomes unlocked (i.e. is changed to its locked terrain type).
unlockable, it becomes unlocked (i.e. is changed to its unlocked terrain type).
<dl>
<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the space to unlock.</dd></dd>

View File

@@ -13,7 +13,7 @@ Selection Mode
Unused|0..6 - PC, 100+ - monster
Unused
Special to Jump To
Brings up a window asking the player to select a character. Once this is called, any Affect nodes during this special encounter only affect the selected character. Also, instead of bringing up a window, there are several non-interactive options.
--------------------
Do Damage
Unused
@@ -30,7 +30,7 @@ Amount of extra damage
Type of damage
Sound to play
Special to Jump To
This special node damages a character, or the whole party. It has no effect when called during a talking special. When called during combat, and a Select a PC node has not been called, it only affects the active character.
--------------------
Affect Health
Unused
@@ -47,7 +47,7 @@ Unused
Unused
Unused
Special to Jump To
Increases/decreases health. Health can be changed to a maximum of 250 or a minimum of 0. This special cannot kill anybody, only reduce their health to 0.
--------------------
Affect Spell Points
Unused
@@ -64,7 +64,7 @@ Unused
Unused
Unused
Special to Jump To
Increases/decreases spell points. Spell points can be changed to a maximum of 100 or a minimum of 0.
--------------------
Affect Experience
Unused
@@ -81,7 +81,7 @@ Unused
Unused
Unused
Special to Jump To
Adds/drains experience. If the target is a monster, this has no effect.
--------------------
Affect Skill Points
Unused
@@ -98,7 +98,7 @@ Unused
Unused
Unused
Special to Jump To
Adds/drains skill points. If the target is a monster, this has no effect.
--------------------
Kill/Raise Dead
Unused
@@ -115,7 +115,7 @@ Unused
Unused
Unused
Special to Jump To
Affects a PC's main status, such as "dead", "alive", or "fled combat". If the target is a monster, "dead" and "dust" are the same, and "fled" and "absent" are ignored.
--------------------
Affect Status Effect
Unused
@@ -132,7 +132,7 @@ Unused
Unused
Unused
Special to Jump To
Afflicts or cures a status effect on the party. Note, if harming the party, all resistances apply. You don't need to worry about whether the chosen status effect is inherently helpful or harmful - the game knows this, so just set Extra 1b to 0 if you want to help the party or 1 if you want to harm them.
--------------------
Affect Traits
Unused
@@ -149,7 +149,7 @@ Unused
Unused
Unused
Special to Jump To
Adds or removes a special trait. If the target is a monster, this has no effect.
--------------------
Affect Action Points
Unused
@@ -166,7 +166,7 @@ Unused
Unused
Unused
Special to Jump To
Adds or removes action points.
--------------------
Affect Name
Unused
@@ -183,7 +183,7 @@ Unused
Unused
Unused
Special to Jump To
Alters a PC or monster name.
--------------------
Affect Level
Unused
@@ -200,7 +200,7 @@ Unused
Unused
Unused
Special to Jump To
Alters the experience level of a monster or PC.
--------------------
Affect Morale
Unused
@@ -217,7 +217,7 @@ Unused
Unused
Unused
Special to Jump To
Changes a monster's morale. If the target is not a monster, this has no effect. Decreasing morale is the same as a Fear spell.
--------------------
Affect Soul Crystal
Unused
@@ -234,7 +234,7 @@ Unused
Unused
Unused
Special to Jump To
Records the currently targeted monster in the party's soul crystal, or erases it if there is already a monster of the same kind recorded. If the current target is not a monster, this has no effect. Only works on monsters currently on the map.
--------------------
Give Equipment
Unused
@@ -251,7 +251,7 @@ Identified?
Cursed?
Equip?
Special to Jump To
Gives some equipment to the currently targeted PC. If the target is a monster, this has no effect. This is different from the Forced Give or One-Time Give nodes in that you can choose which PC receives it; it also provides additional options.
--------------------
Affect Monster Target
Unused
@@ -268,7 +268,7 @@ Unused
Unused
Unused
Special to Jump To
Changes the monster's current target. If the target is not a monster, this has no effect.
--------------------
Affect Monster Attack
Unused
@@ -285,7 +285,7 @@ Amount to change sides
Unused
Unused
Special to Jump To
Changes the strength of one of a monster's attacks. If the target is not a monster, this has no effect.
--------------------
Affect Monster Statistic
Unused
@@ -302,7 +302,7 @@ Which stat
Unused
Unused
Special to Jump To
Changes one of a monster's inherent statistics. If the target is not a monster, this has no effect.
--------------------
Affect Statistic
Unused
@@ -319,7 +319,7 @@ Statistic to adjust
Unused
Unused
Special to Jump To
Changes the character's statistics. If the target is a monster, this has no effect.
--------------------
Give Mage Spell
Unused
@@ -336,7 +336,7 @@ Unused
Unused
Unused
Special to Jump To
Gives a mage spell. If the target is a monster, this has no effect.
--------------------
Give Priest Spell
Unused
@@ -353,7 +353,7 @@ Unused
Unused
Unused
Special to Jump To
Gives a priest spell. If the target is a monster, this has no effect.
--------------------
Affect Gold
Unused
@@ -370,7 +370,7 @@ Unused
Unused
Unused
Special to Jump To
Adds/removes gold.
--------------------
Affect Food
Unused
@@ -387,7 +387,7 @@ Unused
Unused
Unused
Special to Jump To
Adds/removes food.
--------------------
Affect Alchemy
Unused
@@ -404,7 +404,7 @@ Unused
Unused
Unused
Special to Jump To
Gives an alchemy recipe.
--------------------
Affect Party Status Effect
Unused
@@ -421,7 +421,7 @@ Which effect
Unused
Unused
Special to Jump To
Adds or removes a status effect that affects the whole party, such as Stealth or Flight.
--------------------
Create New PC
Stuff Done Flag Part A
@@ -438,7 +438,7 @@ PC strength
PC dexterity
PC intelligence
Special to Jump To
This special node adds an entirely new PC to the party. After this node is called, the new PC is considered to be the selected PC, and any subsequent Affect nodes will apply only to the new PC.
--------------------
Store PC
Stuff Done Flag Part A
@@ -455,7 +455,7 @@ Unused
Unused
Unused
Special to Jump To
This special node removes a PC from the party and stores them away somewhere.
--------------------
Unstore PC
Unused
@@ -472,5 +472,5 @@ Unused
Unused
Unused
Special to Jump To
This special node takes a PC previously stored with the above node and, if there's space, puts it back into the party.
--------------------

View File

@@ -30,7 +30,7 @@ Unused
Unused
Unused
Special to Jump To
This node increases (or decreases) a Stuff Done flag by a specified amount.
--------------------
Increment Flag
Stuff Done Flag Part A
@@ -47,7 +47,7 @@ Unused
Unused
Unused
Special to Jump To
This node displays a dialog window containing one (or two) text messages.
--------------------
Display Message
Unused
@@ -64,7 +64,7 @@ Unused
Unused
Unused
Special to Jump To
This vitally important special displays a dialog window containing one (or two) text messages.
--------------------
Start Shopping
Unused
@@ -81,7 +81,7 @@ Unused
Unused
Unused
Unused
You can place stores outside using this special node type. When called, the special encounter ends immediately (the Jumpto field is ignored), and the party is not allowed to enter the space they were moving into. The game immediately goes into shopping mode. Although normally used outdoors, this special node also works in town.
--------------------
Display Small Message
Unused
@@ -98,7 +98,7 @@ Unused
Unused
Unused
Special to Jump To
A text message is displayed in the text area (in the lower right hand corner). Don't make the displayed messages too long.
--------------------
Flip Flag
Stuff Done Flag Part A
@@ -115,7 +115,7 @@ Unused
Unused
Unused
Special to Jump To
This node changes a Stuff Done flag from 0 to 1 (or back).
--------------------
Set SDF to Random
Stuff Done Flag Part A
@@ -132,7 +132,7 @@ Unused
Unused
Unused
Special to Jump To
Generates a random value and stores it in a Stuff Done Flag.
--------------------
Addition
Result Stuff Done Flag Part A
@@ -149,7 +149,7 @@ Second SDF part A, or second number
Second SDF part B, or -1 for literal number
Unused
Special to Jump To
Adds values and stores the result in a Stuff Done Flag.
--------------------
Subtraction
Result Stuff Done Flag Part A
@@ -166,7 +166,7 @@ Second SDF part A, or second number
Second SDF part B, or -1 for literal number
Unused
Special to Jump To
Subtracts values and stores the result in a Stuff Done Flag.
--------------------
Story Dialog
Unused
@@ -183,7 +183,7 @@ Unused
Unused
Picture animation FPS (-1 for default 2)
Special to Jump To
Shows a small dialog that displays a series of messages, one at a time.
--------------------
Prevent Action
Unused
@@ -200,7 +200,7 @@ Unused|Force allow if blocked?
Unused
Unused
Special to Jump To
If the party is walking, they are not allowed to enter the space. This can be accompanied by one or two messages, if you wish. If called in other circumstances, this node prevents the action that called the node.
--------------------
Change Time
Unused
@@ -217,7 +217,7 @@ Unused
Unused
Unused
Special to Jump To
This special node sets the adventure time forward.
--------------------
Start General Timer
Unused
@@ -234,7 +234,7 @@ Unused
Unused
Unused
Special to Jump To
One of the party's special encounter timers is activated. Each move taken, the timer goes down by 1. When it runs out, a scenario special node is called (even if the party enters or leaves town).
--------------------
Play a Sound
Unused
@@ -251,7 +251,7 @@ Unused
Unused
Unused
Special to Jump To
Plays one of the game's sounds.
--------------------
Change Horse Possession
Unused
@@ -268,7 +268,7 @@ Owned by party?
Unused
Unused
Special to Jump To
Makes a horse the party's property (or not).
--------------------
Change Boat Possession
Unused
@@ -285,7 +285,7 @@ Owned by party?
Unused
Unused
Special to Jump To
Makes a boat the party's property (or not).
--------------------
Show/Hide Town
Unused
@@ -302,7 +302,7 @@ Town visible?
Unused
Unused
Special to Jump To
This either makes a party know a town is there, or hide it so they can't enter it anymore. This can be accompanied by one or two messages, if you wish.
--------------------
Major Event Has Occurred
Unused
@@ -319,7 +319,7 @@ Unused
Unused
Unused
Special to Jump To
A major event is recorded as having occurred on the current day.
--------------------
Forced Give
Unused
@@ -336,7 +336,7 @@ Unused
Unused
Unused
Special to Jump To
This places an item in the party's inventory, whether or not it's too heavy for them to carry. It only fails to give the item if there is absolutely no room in their inventory.
--------------------
Buy Items of Type
Unused
@@ -353,7 +353,7 @@ Amount to pay for each item
Unused
Unused
Special to Jump To
All items that belong to the given special class are taken from the party. For each item taken, the party gets some gold. This can be accompanied by one or two messages, if you wish.
--------------------
Call Global Special
Unused
@@ -370,7 +370,7 @@ Unused
Unused
Unused
Special to Jump To
This node does nothing itself. However, its Jump To node specifies a scenario special node, not a town or outdoors special node. This is how you call a scenario special node when in town or outdoors.
--------------------
Set Many Flags
Stuff Done Flag Part A
@@ -387,7 +387,7 @@ Unused
Unused
Unused
Special to Jump To
This node sets 50 Stuff Done flags to a desired value.
--------------------
Copy Flag
Stuff Done Flag Part A
@@ -404,7 +404,7 @@ Unused
Unused
Unused
Special to Jump To
This sets one Stuff Done flag equal to another.
--------------------
Display Picture
Unused
@@ -421,7 +421,7 @@ Unused
Unused
Unused
Special to Jump To
Shows a dialog with a large picture and a title.
--------------------
Have a Rest
Unused
@@ -438,7 +438,7 @@ Unused
Unused
Unused
Special to Jump To
If the party is in combat or if the party is in town and there was just combat going on, nothing happens. Otherwise, the party gets rested. Some time passes, and their health and spell points are restored.
--------------------
Display Message with Title
Unused
@@ -455,7 +455,7 @@ Unused
Unused
Unused
Special to Jump To
This is similar to a Display Message node, but lets you specify a title string and choose an icon.
--------------------
End Scenario
Unused
@@ -472,7 +472,7 @@ Unused
Unused
Unused
Special to Jump To
Every scenario should call a node of this type at least once. When called, the scenario immediately ends, and the player will be returned to the starting screen, with the option of saving the game.
--------------------
Set Pointer
Stuff Done Flag Part A
@@ -489,7 +489,7 @@ Unused
Unused
Unused
Special to Jump To
This sets a pointer to point to a Stuff Done Flag. Once pointer N points to a given Stuff Done Flag, the value -N placed in any special node field will be replaced by the value of that Stuff Done Flag.
--------------------
Set/Retrieve Campaign Flag
Stuff Done Flag Part A
@@ -506,7 +506,7 @@ Unused
Unused
Unused
Special to Jump To
This allows you to set or retrieve information that persists between scenarios. Campaign flags are a lot like stuff done flags, except that each scenario only gets 25x25 flags. (If you need more, you can pretend to be multiple scenarios.)
--------------------
Debug Print Numbers
Unused|Stuff Done Flag Part A
@@ -523,7 +523,7 @@ Unused
Unused
Unused
Special to Jump To
This is a utility node for debugging your scenario. If debug mode is not enabled, it does nothing. If debug mode is enabled, it prints out three numbers to the text area, much like Display Small Message.
--------------------
Multiplication
Result Stuff Done Flag Part A
@@ -540,7 +540,7 @@ Second SDF part A, or second number
Second SDF part B, or -1 for literal number
Unused
Special to Jump To
Multiplies values and stores the result in a Stuff Done Flag.
--------------------
Division
Result Stuff Done Flag Part A
@@ -557,7 +557,7 @@ Second SDF part A, or second number
Second SDF part B, or -1 for literal number
Remainder Stuff Done Flag Part B
Special to Jump To
Divides values and stores the results in Stuff Done Flags.
--------------------
Exponentiation
Result Stuff Done Flag Part A
@@ -574,7 +574,7 @@ Second SDF part A, or second number
Second SDF part B, or -1 for literal number
Unused
Special to Jump To
Raises a number to a power and stores the result in a Stuff Done Flag. Note that the maximum value that can be stored in a Stuff Done Flag is 255, and this special node has no way to get around that.
--------------------
Change Terrain
Unused
@@ -591,7 +591,7 @@ Terrain to change to
Unused
Unused
Special to Jump To
Changes a space to a given terrain type.
--------------------
Swap Terrain
Unused
@@ -608,7 +608,7 @@ Swap this terrain ...
With this terrain ...
Unused
Special to Jump To
Changes a space from a given terrain type to another, or back.
--------------------
Transform Terrain
Unused
@@ -625,7 +625,7 @@ Unused
Unused
Unused
Special to Jump To
If the terrain in a given space has a terrain type given in the Transform To What field, it is changed to that terrain type.
--------------------
Clear String Buffer
Unused
@@ -642,7 +642,7 @@ Unused
Unused
Unused
Special to Jump To
Clears the string buffer. It's best to always do this before you use the buffer. The buffer is never automatically cleared, but it is not saved, so if the user reloads from a saved game, anything that was in the buffer will be lost.
--------------------
Append String to Buffer
Unused
@@ -659,7 +659,7 @@ Unused
Unused
Unused
Special to Jump To
Appends a literal string to the string buffer.
--------------------
Append Number to Buffer
Unused
@@ -676,9 +676,9 @@ Unused
Unused
Unused
Special to Jump To
Appends a literal number to the string buffer.
--------------------
Append Monster/PC Name to Buffer
Append Monster Name to Buffer
Unused
Unused
Unused
@@ -693,7 +693,7 @@ Unused
Unused
Unused
Special to Jump To
Appends the name of a monster or PC to the string buffer.
--------------------
Append Item Name to Buffer
Unused
@@ -710,7 +710,7 @@ Unused
Unused
Unused
Special to Jump To
Appends the name of an item type to the string buffer.
--------------------
Append Terrain Name to Buffer
Unused
@@ -727,7 +727,7 @@ Unused
Unused
Unused
Special to Jump To
Appends the name of a terrain type to the string buffer.
--------------------
Pause
Unused
@@ -744,7 +744,7 @@ Unused
Unused
Unused
Special to Jump To
Pause the action for some amount of time. This could be useful in a cutscene, for example.
--------------------
Start Conversation
Unused
@@ -761,7 +761,7 @@ Unused
Unused
Unused
Unused
This special node allows you to force a conversation to start. You can use it if you want someone other than the party to initiate the conversation, or if you want a conversation outdoors. If you use this outdoors, you should avoid specifying a personality that can call a town special node.
--------------------
Update Quest
Unused
@@ -778,7 +778,7 @@ Unused|Job Board Source|Job Board Anger
Unused
Unused
Special to Jump To
This special node allows you to set the status of one of the scenario's quests or jobs.
--------------------
Swap String Buffer
Unused
@@ -795,7 +795,7 @@ Unused
Unused
Unused
Special to Jump To
This special node swaps the active string buffer with a secondary string buffer. Keep in mind that these changes are not saved with the saved game.
--------------------
Alter Sign Text
Unused
@@ -812,7 +812,7 @@ Unused
Unused
Unused
Special to Jump To
This special node swaps contents of the active string buffer with the text of a sign on the map. Keep in mind that these changes are not saved with the saved game.
--------------------
Special Name
sdf1

View File

@@ -13,7 +13,7 @@ If less than this ...
Call this special ...
Unused
Otherwise call this special
Calls new nodes depending on the value of a given Stuff Done flag. If the Stuff Done flag is greater than the value of Extra 1a, the special in Extra 1b is called. Otherwise, if the Stuff Done flag is less than the value in Extra 2a, the special in Extra 2b is called. If neither case applies, the Jump To special is called.
--------------------
Town Number?
Unused
@@ -30,7 +30,7 @@ Unused
Unused
Unused
Otherwise call this special
Result depends on the town the party is in.
--------------------
Random Number?
Unused
@@ -47,7 +47,7 @@ Unused
Unused
Unused
Otherwise call this special
Result depends on a randomly generated number. The game will pick a random number from 1 to 100.
--------------------
Have Special Item?
Unused
@@ -64,7 +64,7 @@ Unused
Unused
Unused
Otherwise call this special
Result depends on whether the party has a certain special item.
--------------------
Stuff Done Compare?
Stuff Done Flag Part A
@@ -81,7 +81,7 @@ Unused
Call this special if 2nd flag lower ...
Unused
Otherwise call this special
Calls new nodes depending on whether one Stuff Done flag is greater than another or not. If the first Stuff Done flag is greater than or equal to the second, the special in Extra 2b is called. Otherwise, the Jump To special is called.
--------------------
Terrain this type?
Unused
@@ -98,7 +98,7 @@ If space is this terrain type ...
Call this special ...
Unused
Otherwise call this special
Result depends on whether a specified spot is of a given terrain type.
--------------------
Is Alive?
Unused
@@ -115,7 +115,7 @@ Unused
Unused
Unused
Otherwise call this special
Result depends on whether the currently selected target is alive.
--------------------
Has gold?
Unused
@@ -132,7 +132,7 @@ Take gold?
Unused
Unused
Otherwise call this special
Result depends on whether the party has enough gold.
--------------------
Has food?
Unused
@@ -149,7 +149,7 @@ Take food?
Unused
Unused
Otherwise call this special
Result depends on whether the party has enough food.
--------------------
Item Class on Space?
Unused
@@ -166,7 +166,7 @@ If item of this class on space ...
Call this special ...
Take item?
Otherwise call this special
Result depends on whether an item of a given special item class is sitting on a specified spot in town.
--------------------
Have Item With Class?
Unused
@@ -183,7 +183,7 @@ Take item?
Unused
Unused
Otherwise call this special
Result depends on whether a PC owns an item with the specified Special Class.
--------------------
Equipped Item With Class?
Unused
@@ -200,7 +200,7 @@ Take item?
Unused
Unused
Otherwise call this special
Result depends on whether a PC owns an item with the specified Special Class, which is currently equipped.
--------------------
Has Mage Spell?
Unused
@@ -217,7 +217,7 @@ Unused
Unused
Unused
Otherwise call this special
If the selected PC knows this mage spell, the special in Extra 1b is called.
--------------------
Has Priest Spell?
Unused
@@ -234,7 +234,7 @@ Unused
Unused
Unused
Otherwise call this special
If the selected PC knows this priest spell, the special in Extra 1b is called.
--------------------
Has Alchemy?
Unused
@@ -251,7 +251,7 @@ Unused
Unused
Unused
Otherwise call this special
Result depends on whether the party knows a particular alchemical recipe.
--------------------
Has Status Effect?
Unused
@@ -268,7 +268,7 @@ Value to compare to
Cumulation mode (if whole party selected)
Comparison mode
Otherwise call this special
Result depends on whether the selected target is afflicted with a particular status effect.
--------------------
If Looking?
Unused
@@ -285,7 +285,7 @@ Unused
Unused
Unused
Otherwise call this special
Result depends on whether the special node was called while the party was looking at a space.
--------------------
Day Reached?
Unused
@@ -302,7 +302,7 @@ Unused
Unused
Unused
Otherwise call this special
Result depends on whether a certain day has been reached.
--------------------
If Fields?
Minimum # of fields
@@ -319,7 +319,7 @@ Bottom of rectangle
Right of rectangle
Unused
Otherwise call this special
Result depends on the presence of fields, barriers, or similar transient objects existing in the current town.
--------------------
If Party Size?
Unused
@@ -336,7 +336,7 @@ Unused
Required size
Unused
Otherwise call this special
Result depends on how many PCs are in the party.
--------------------
Special Thing Happened?
Unused
@@ -353,7 +353,7 @@ Unused
Call this special ...
Unused
Otherwise call this special
Result depends on whether a given day was reached before a given event happened.
--------------------
If Species Present?
Unused
@@ -370,7 +370,7 @@ Required number of species
Comparison method
Unused
Otherwise call this special
Result depends on whether there is a living PC of a particular species.
--------------------
If Have Trait?
Unused
@@ -387,7 +387,7 @@ Required number of trait
Comparison method
Unused
Otherwise call this special
Result depends on whether a living PC has a particular trait.
--------------------
Has Enough of Statistic?
Unused
@@ -404,7 +404,7 @@ Which statistic
Check mode
Unused
Otherwise call this special
Result depends on whether a particular skill in the party is high enough.
--------------------
Text Response?
Unused
@@ -421,7 +421,7 @@ Number of a scenario string
If answer matches, call this special ...
Unused
Otherwise call this special
This is one of the most complicated and powerful special nodes. It brings up a dialog box asking the party to type in some text (such as the answer to a riddle, or a password). If the response matches one of two given text messages, a specified special node is called.
--------------------
Stuff Done Equal?
Stuff Done Flag Part A
@@ -438,7 +438,7 @@ Unused
Unused
Unused
Otherwise call this special
If the specified Stuff Done flag is equal to the value given in Extra 1a, the special in Extra 1b is called. Otherwise, the Jump To special is called.
--------------------
If Context?
Unused
@@ -455,7 +455,7 @@ Unused
Unused
Unused
Otherwise call this special
Result depends on how the special node was called.
--------------------
If Numeric Response?
Unused
@@ -472,7 +472,7 @@ Range lower bound|Value to compare to
Range upper bound|Comparison method
If test 2 passes but test 1 fails, call ...
Otherwise call this special
Result depends on a number entered by the player.
--------------------
If In Boat?
Unused
@@ -489,7 +489,7 @@ Unused
Unused
Unused
Otherwise call this special
Result depends whether the player is in a boat.
--------------------
If On Horse?
Unused
@@ -506,7 +506,7 @@ Unused
Unused
Unused
Otherwise call this special
Result depends whether the player is on horseback.
--------------------
If Quest?
Unused
@@ -523,5 +523,5 @@ Unused
Unused
Unused
Otherwise call this special
Result depends on the status of a quest.
--------------------

View File

@@ -13,7 +13,7 @@ Amount of food to give
Special if item not given
Unused
Special to Jump To
An item is given to the party (specifically, to the first character who can carry it). Gold and food can also be given. If the party cannot carry another item, the Stuff Done flag is not set to 250. This can be accompanied by one or two messages, if you wish.
--------------------
One-Time Give Special Item
Stuff Done Flag Part A
@@ -30,7 +30,7 @@ Unused
Unused
Unused
Special to Jump To
Gives the party one of the scenario's special items. This can be accompanied by one or two messages, if you wish.
--------------------
One-Time Do Nothing
Stuff Done Flag Part A
@@ -47,7 +47,7 @@ Unused
Unused
Unused
Special to Jump To
If the Stuff Done flag is set to 250, this node ends the special encounter. Otherwise, it just calls the Jump To node.
--------------------
One-Time and Set
Stuff Done Flag Part A
@@ -64,7 +64,7 @@ Unused
Unused
Unused
Special to Jump To
If the Stuff Done flag is set to 250, this node ends the special encounter. Otherwise, it sets the Stuff Done flag to 250 and calls the Jump To node.
--------------------
One-Time Text Message
Stuff Done Flag Part A
@@ -81,7 +81,7 @@ Unused
Unused
Unused
Special to Jump To
Displays one or two message strings and sets the Stuff Done Flag to 250.
--------------------
One-Time Display Dialog
Stuff Done Flag Part A
@@ -98,7 +98,7 @@ Label of 3rd button (-1 - no button)
Special if button 3 pressed
Picture animation FPS (-1 for default 2)
Special if OK/Leave picked
This very important special node displays a dialog box with up to six text messages and a picture in the upper left. The lower right hand corner can have up to 3 buttons. The player must press a button, at which point another special node will be called. You choose a special node to call for each button.
--------------------
Unused Node
Unused
@@ -149,7 +149,7 @@ Amount of food to give
Special if item IS taken
Picture animation FPS (-1 for default 2)
Special to Jump To
Displays a dialog box with up to six text messages and a picture in the upper left. At the lower right hand corner are two buttons: Take and Leave. If take is pressed, the party is given an item. If the item is taken, the Stuff Done flag is set to 250, and a specified special node will then be called. Otherwise, the special encounter ends immediately and the Stuff Done flag is not set.
--------------------
Unused Node
Unused
@@ -200,7 +200,7 @@ Unused
Unused
Unused
Special to Jump To
This node only has an effect when called while walking outdoors. It places a special outdoor wandering encounter in a random open space near the party. This can be accompanied by one or two messages, if you wish.
--------------------
One-Time Place Town Enc.
Stuff Done Flag Part A
@@ -217,7 +217,7 @@ Unused
Unused
Unused
Special to Jump To
Activates all monsters in town in the specified Special Encounter Group. If no monsters in that group are left, the encounter has no effect. This can be accompanied by one or two messages, if you wish.
--------------------
One-Time Trap
Stuff Done Flag Part A
@@ -234,5 +234,5 @@ Penalty (0 .. 100, higher is harder)
Unused|Special node for effect
Picture animation FPS (-1 for default 2)
Special after trap finished
Brings up a dialog saying the party has found a trap, and asking if they want to disarm it. If they say no, the special ends immediately, and, if they're walking, they can't enter the space. Otherwise, they must select a character to disarm it. Once disarmed (or triggered) the Jump To special is called.
--------------------

View File

@@ -13,7 +13,7 @@ Unused
Unused
Unused
Special to Jump To
A group of wandering monsters appears (at one of the designated wandering monster sites).
--------------------
Force Town Entry
Unused
@@ -30,7 +30,7 @@ X coordinate to enter at (-1 default)
Y coordinate to enter at (-1 default)
Unused
Special to Jump To
The party is immediately placed in the specified town at the specified location.
--------------------
Place Outdoor Encounter
Unused
@@ -47,7 +47,7 @@ Unused
Unused
Unused
Special to Jump To
Places a special outdoor wandering encounter in a random open space near the party. This can be accompanied by one or two messages, if you wish.
--------------------
Outdoor Move Party
Unused
@@ -64,6 +64,6 @@ Unused
Unused
Unused
Special to Jump To
Moves the party to another location. This can be accompanied by one or two messages, if you wish.
--------------------

View File

@@ -13,7 +13,7 @@ Bottom of rectangle
Right of rectangle
Unused
Special to Jump To
Fills the rectangle with some sort of field, barrier, object, or sfx. This only works in town.
--------------------
Set Explored
0 - clear, 1 - explore
@@ -30,7 +30,7 @@ Bottom of rectangle
Right of rectangle
Unused
Special to Jump To
This node alters your map, marking spaces as having been explored or not.
--------------------
Move Items
X of space to move to
@@ -47,7 +47,7 @@ Bottom of rectangle
Right of rectangle
Unused
Special to Jump To
Moves all of the items in the rectangle to a specified space. Items inside containers are not moved. This only works in town.
--------------------
Destroy Items
Unused
@@ -64,7 +64,7 @@ Bottom of rectangle
Right of rectangle
Unused
Special to Jump To
Destroys all of the items in the rectangle. Be careful not to destroy something the party needs to finish the scenario. Only works in town.
--------------------
Change Rectange Terrain
Terrain to change to
@@ -81,7 +81,7 @@ Bottom of rectangle
Right of rectangle
Unused
Special to Jump To
Changes the terrain in the rectangle to a given terrain type.
--------------------
Swap Rectangle Terrain
Switch this ter. type
@@ -98,7 +98,7 @@ Bottom of rectangle
Right of rectangle
Unused
Special to Jump To
Changes the terrain in the rectangle from a given terrain type to another, or back.
--------------------
Transform Rectangle Terrain
Unused
@@ -115,7 +115,7 @@ Bottom of rectangle
Right of rectangle
Unused
Special to Jump To
Every square of terrain in the rectangle given is changed to the terrain type given in its Transform To What field.
--------------------
Lock Rectangle
Unused
@@ -132,7 +132,7 @@ Bottom of rectangle
Right of rectangle
Unused
Special to Jump To
If the terrain in the rectangle has Special Type lockable, it becomes locked (i.e. is changed to its locked terrain type).
--------------------
Unlock Rectangle
Unused
@@ -149,5 +149,5 @@ Bottom of rectangle
Right of rectangle
Unused
Special to Jump To
If the terrain in the rectangle has Special Type unlockable, it becomes unlocked (i.e. is changed to its locked terrain type).
--------------------

View File

@@ -13,7 +13,7 @@ New Attitude
Unused
Unused
Special to Jump To
When called, all friendly people in the town immediately turn hostile. This node can also be used for other mass attitude changes. Extra 1a and Extra 1b indicate the endpoints of a range of monsters to affect (counting based on their internal location in the game), and Extra 2a is the target attitude.
--------------------
Do Missile Animation
Unused
@@ -30,7 +30,7 @@ X coordinate of end space
Y coordinate of end space
Sound to play
Special to Jump To
This node animates a missile attack originating from one space and ending on another space.
--------------------
Animate Monster Attack
Unused
@@ -47,7 +47,7 @@ Unused
Unused
Unused
Special to Jump To
This node causes a monster to enter its attack pose. The monster can be specified in one of two ways.
--------------------
Animate Fake Damage
Unused
@@ -64,7 +64,7 @@ Boom type
Number to print (0 means print no number)
Sound to play
Special to Jump To
This node draws a splash effect on a space to indicate that it has been attacked, along with an optional number indicating the amount of damage supposedly dealt.
--------------------
Move Party
Unused
@@ -81,7 +81,7 @@ Play teleport animation?
Unused
Unused
Special to Jump To
The party is moved to a new location. The party cannot be moved while in combat - if the party is in combat mode, they will not be allowed to enter the space, and the special encounter ends immediately.
--------------------
Hit Space
Unused
@@ -98,7 +98,7 @@ Damage to inflict (0 .. 1000)
Type of damage
Unused
Special to Jump To
Everything within the specified space takes damage.
--------------------
Explosion on Space
Unused
@@ -115,7 +115,7 @@ Damage to inflict (0 .. 1000)
Type of damage
Unused
Special to Jump To
Everything within a given radius of the specified space takes damage. Only creatures who can be seen from the exploding space are affected.
--------------------
Lock Space
Unused
@@ -132,7 +132,7 @@ Unused
Unused
Unused
Special to Jump To
If the terrain in a given space has Special Type lockable, it becomes locked (i.e. is changed to its locked terrain type).
--------------------
Unlock Space
Unused
@@ -149,7 +149,7 @@ Unused
Unused
Unused
Special to Jump To
If the terrain in a given space has Special Type unlockable, it becomes unlocked (i.e. is changed to its locked terrain type).
--------------------
Do sfx Burst
Unused
@@ -166,7 +166,7 @@ Type of explosion
0 - normal, 1 - huge
Sound to play (-1 = default)
Special to Jump To
A flashy explosion appears on the specified space. This has no other affect.
--------------------
Make Wandering Monster
Unused
@@ -183,7 +183,7 @@ Unused
Unused
Unused
Special to Jump To
A group of wandering monsters appears (at one of the designated wandering monster sites).
--------------------
Place a Monster
Unused
@@ -200,7 +200,7 @@ Number of creature to place
Force placement?
Unused
Special to Jump To
Places a creature of the selected type at the selected space.
--------------------
Destroy Monster
Unused
@@ -217,7 +217,7 @@ Unused
Unused
Unused
Special to Jump To
Any creatures on the given space are removed.
--------------------
Destroy All Monsters
Unused
@@ -234,7 +234,7 @@ Unused
Unused
Unused
Special to Jump To
Most or all of the creatures in the dungeon disappear.
--------------------
Generic Lever
Unused
@@ -251,7 +251,7 @@ Unused
Unused
Unused
Special to Jump To
A dialog box comes up saying the party has found a lever, and asking if they want to pull it. If the No button is pressed, the Jump To special is used. If the Yes button is pushed, the terrain in the special space is turned to its Transform To What type, and the special node specified in Extra 1b is called.
--------------------
Generic Portal
Unused
@@ -268,7 +268,7 @@ Unused
Unused
Unused
Special to Jump To
A dialog box comes up saying the party has found a portal, and asking if they want to enter it. The dialog buttons are Enter and Leave. If the Leave button is pressed, the Jump To special is called. Otherwise, the party is moved, and the special encounter ends.
--------------------
Generic Button
Unused
@@ -285,7 +285,7 @@ Unused
Unused
Unused
Special to Jump To
A dialog box comes up saying the party has found a button, and asking if they want to push it. The dialog buttons are Yes and No. If the No button is pressed, the Jump To special is used. If the Yes button is pushed, the special node specified in Extra 1b is called.
--------------------
Generic Stairway
Unused
@@ -302,7 +302,7 @@ Number of town to place party in
What text? (0 - up, 1 - down)
Trigger Limitations
Special to Call in New Town
A dialog box comes up saying the party has found a stairway, and asking if they want to climb it. The dialog buttons are Climb and Leave. If the Leave button is pressed, the Jump To special is used, and the party is not allowed to enter the space. If the Climb button is pushed, the party is moved to another town.
--------------------
Lever
Unused
@@ -319,7 +319,7 @@ Unused
Unused
Picture animation FPS (-1 for default 2)
Special to Jump To
A dialog box comes up with text you supply (saying, perhaps, they've found a lever). If the No button is pressed, the Jump To special is used. If the Yes button is pushed, the terrain in the special space is turned to its Transform To What type, and the special node specified in Extra 1b is called.
--------------------
Portal
Unused
@@ -336,7 +336,7 @@ Unused
Unused
Picture animation FPS (-1 for default 2)
Special to Jump To
A dialog box comes up (saying, perhaps, they've found a teleporter). The dialog buttons are Enter and Leave.
--------------------
Stairway
Unused
@@ -353,7 +353,7 @@ Number of town to place party in
Skip dialog and always change level?
Trigger Limitations
Special to Call in New Town
A dialog comes up text you supply (saying, perhaps, they've found a stairway). The dialog buttons are Climb and Leave. If the Leave button is pressed, the Jump To special is used, and the party is not allowed to enter the space. If the Climb button is pushed, the party is moved to another town.
--------------------
Relocate Outdoors
Unused
@@ -366,11 +366,11 @@ Unused
X coordinate of outdoor section
Y coordinate of outdoor section
Unused
X coordinate inside section
Y coordinate inside section
X coordinate inside section
Y coordinate inside section
Unused
Special to Jump To
Changes the outdoors location of the party.
--------------------
Place Item
Unused
@@ -387,7 +387,7 @@ Item to place
Place in container, if present?
Unused
Special to Jump To
Places an item on a specified space.
--------------------
Split Party
Unused
@@ -404,7 +404,7 @@ Sound to play (10 = teleport)
Unused
Unused
Special to Jump To
This powerful and unique special node splits up the party. The player is asked to select a character. If the player hits Cancel, the node special encounter ends immediately and the party is not allowed to enter the space. Otherwise, the selected character is moved to a given spot and everyone else is left behind.
--------------------
Reunite Party
Unused
@@ -421,7 +421,7 @@ Unused
Unused
Unused
Special to Jump To
If the party is not split up, this node is ignored. If the party is split up, the lone character is moved back to where the party was when it was split up, the party is rejoined, and the special encounter ends.
--------------------
Start Town Timer
Unused
@@ -438,7 +438,7 @@ Unused
Unused
Unused
Special to Jump To
One of the party's town encounter timers is activated. Each move taken, the timer goes down by 1. When it runs out, a town special node is called. If the party leaves town (even to go to a different dungeon level), however, the timer cleared and no special happens.
--------------------
Change Lighting
Unused
@@ -455,7 +455,7 @@ Party light level
0 - increase, 1 - drain
Unused
Special to Jump To
This node changes the current light level of the town and/or party.
--------------------
Set Monster Attitude
Unused
@@ -472,7 +472,7 @@ Unused
Unused
Unused
Special to Jump To
Change the attitude of a single monster.
--------------------
Center View on Space
Unused
@@ -489,7 +489,7 @@ Unused
Unused
Unused
Special to Jump To
Centres the terrain view on the specified space, as if the player had selected the Look command and scrolled the view there. Note that, if you want to show areas that would not be visible to the party from the current location, you must also use the Lift Fog node.
--------------------
Lift Fog
Unused
@@ -506,7 +506,7 @@ Unused
Unused
Unused
Special to Jump To
Lift the fog of war so that spaces out of the party's line of sight become fully visible. The fog is automatically restored at the end of the current turn (after monsters make their move).
--------------------
Start Targeting
Unused
@@ -523,7 +523,7 @@ Special Called if Targeting Fails
Allow obstructed spaces?
Allow targeting in antimagic fields?
Special to Call for Each Target
This advanced node hooks into the native Blades of Exile targeting engine to allow the player to select one or more targets.
--------------------
Place Fields in Spell Pattern
Unused
@@ -540,7 +540,7 @@ Which field type?
Unused
Unused
Special to Jump To
Places fields according to a preset spell pattern relative to a specified space.
--------------------
Deal Damage in Spell Pattern
Unused
@@ -557,7 +557,7 @@ Which damage type?
How many dice? (calculated in d6's)
Boom type
Special to Jump To
Deals damage according to a preset spell pattern relative to a specified space.
--------------------
Relocate Creature
Unused
@@ -574,7 +574,7 @@ Which creature
Positioning mode
Delay
Special to Jump To
This node forces a single creature to relocate to a different space. Useful for cutscenes. It can handle either absolute or relative movement. However, it usually does not check that it is legal for the creature to be on that space. This can even split the party into its individual members temporarily, similar to combat mode.
--------------------
Place Label
Unused
@@ -591,5 +591,5 @@ Vertical Alignment
Delay
Unused
Special to Jump To
This node places a text label on the terrain screen, for example to indicate someone speaking. The label lasts only until the screen is next updated, but you can optionally specify a delay to ensure there is time to read it.
--------------------