Add two new special nodes for cutscenes
- Node to change a monster's location (also works on party members) - Node to temporarily place text on the map - Fix the "lift fog" node - Remove the optimization of only redrawing a terrain space if it has changed
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@@ -65,8 +65,8 @@ Your spell points are what you expend to cast spells. Each spell drains away som
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Some doors can't be opened no matter what you try. For example, portcullises can almost never be opened by picking locks or bashing.
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A special node just triggered, and since you previously enabled it, you are now in step-through mode. Take a look at the transcript - it gives you the node that is about to execute, together with the type and number (useful if you need to locate it in the editor).
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To execute that node, simply press any key (or click the mouse button). After the node has executed, if it calls another one, you will see it in the transcript. Keep pressing a key to step through the nodes. If you wish to exit step-through mode in the middle of a node sequence, simply press Escape.
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@@ -200,8 +200,8 @@ lift-fog
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start-target
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spell-pat-field
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spell-pat-boom
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relocate
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label
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@@ -526,3 +526,35 @@ How many dice? (calculated in d6's)
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0 - sequential simple booms, 1 - simultaneous animated booms
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Special to Jump To
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Relocate Creature
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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X destination or differential
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Y destination or differential
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Unused
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Which creature
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Positioning mode
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Delay
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Special to Jump To
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Place Label
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Unused
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Unused
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Label text
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Unused
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Unused
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Unused
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Unused
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X coordinate, or which creature
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Y coordinate, or -1 for creature
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Unused
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0 - Align top, 1 - align centre
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Delay
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Unused
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Special to Jump To
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