From 7ecd6bf3b37f68e28cc62cec1ab0f21a3747f67a Mon Sep 17 00:00:00 2001 From: Celtic Minstrel Date: Sat, 8 Mar 2025 14:59:33 -0500 Subject: [PATCH] Add quick help strings for every special node type. Also fix one case of the special node title not fitting into the designated space. --- doc/editor/appendix/Specials.html | 8 +-- rsrc/strings/specials-text-affect.txt | 56 +++++++-------- rsrc/strings/specials-text-general.txt | 96 +++++++++++++------------- rsrc/strings/specials-text-ifthen.txt | 62 ++++++++--------- rsrc/strings/specials-text-once.txt | 20 +++--- rsrc/strings/specials-text-outdoor.txt | 8 +-- rsrc/strings/specials-text-rect.txt | 18 ++--- rsrc/strings/specials-text-town.txt | 74 ++++++++++---------- 8 files changed, 171 insertions(+), 171 deletions(-) diff --git a/doc/editor/appendix/Specials.html b/doc/editor/appendix/Specials.html index 68ba3093..79203392 100644 --- a/doc/editor/appendix/Specials.html +++ b/doc/editor/appendix/Specials.html @@ -81,7 +81,7 @@ window containing one (or two) text messages.
Mess1, Mess2:
Standard usage.
-
Type 4: Start Shopping
You can places stores outside using this special node +
Type 4: Start Shopping
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.
Type 37: Clear String Buffer
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.
Type 38: Append String to Buffer
Appends a literal string to the string buffer. @@ -1516,7 +1516,7 @@ of damage supposedly dealt.
Extra 1c:
If 0, play the default sound for the chosen damage type. Otherwise, override it with a different sound.
Type 174: Move Party
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.
Extra 1a, Extra 1b:
The x and y coordinates of the space to move them to.
@@ -1548,7 +1548,7 @@ lockable, it becomes locked (i.e. is changed to its locked terrain type).
Extra 1a, Extra 1b:
The x and y coordinates of the space to lock.
Type 178: Unlock Space
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).
Extra 1a, Extra 1b:
The x and y coordinates of the space to unlock.
diff --git a/rsrc/strings/specials-text-affect.txt b/rsrc/strings/specials-text-affect.txt index 4c4f9f3d..905ca526 100644 --- a/rsrc/strings/specials-text-affect.txt +++ b/rsrc/strings/specials-text-affect.txt @@ -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. -------------------- diff --git a/rsrc/strings/specials-text-general.txt b/rsrc/strings/specials-text-general.txt index 321fd688..c4d3e534 100644 --- a/rsrc/strings/specials-text-general.txt +++ b/rsrc/strings/specials-text-general.txt @@ -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 diff --git a/rsrc/strings/specials-text-ifthen.txt b/rsrc/strings/specials-text-ifthen.txt index beee572d..bf0525db 100644 --- a/rsrc/strings/specials-text-ifthen.txt +++ b/rsrc/strings/specials-text-ifthen.txt @@ -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. -------------------- diff --git a/rsrc/strings/specials-text-once.txt b/rsrc/strings/specials-text-once.txt index 11d3737b..b85d739b 100644 --- a/rsrc/strings/specials-text-once.txt +++ b/rsrc/strings/specials-text-once.txt @@ -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. -------------------- diff --git a/rsrc/strings/specials-text-outdoor.txt b/rsrc/strings/specials-text-outdoor.txt index 0d42fe6d..7fe99d50 100644 --- a/rsrc/strings/specials-text-outdoor.txt +++ b/rsrc/strings/specials-text-outdoor.txt @@ -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. -------------------- diff --git a/rsrc/strings/specials-text-rect.txt b/rsrc/strings/specials-text-rect.txt index 74c4dbf1..0081d448 100644 --- a/rsrc/strings/specials-text-rect.txt +++ b/rsrc/strings/specials-text-rect.txt @@ -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). -------------------- diff --git a/rsrc/strings/specials-text-town.txt b/rsrc/strings/specials-text-town.txt index 36afcfe7..40402e74 100644 --- a/rsrc/strings/specials-text-town.txt +++ b/rsrc/strings/specials-text-town.txt @@ -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. --------------------