Documentation: Update appendix on item abilities and about half the appendix on special nodes
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@@ -56,6 +56,38 @@ three long.</p>
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256. This multitude of special nodes will be the clay with which you can sculpt a wild,
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elaborate adventure.</p>
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<h2>Pointers (Advanced)</h2>
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<p>Pointers are an advanced feature of the special node engine. A pointer is a negative
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number that references a Stuff Done Flag, allowing you to directly use the value of a
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Stuff Done Flag as a parameter to a special node.</p>
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<p>When the game calls a special node, it looks at the values it has. If any of them are
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negative (more specifially, less than or equal to -10), the game checks to see if there is
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a pointer with that number. If there is, the game fetches the value of a Stuff Done Flag
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that the pointer points to, and substitutes that into the special node where the pointer
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was specified.</p>
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<p>There are 100 mutable pointers available, which can be set using the Set Pointer
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special node. In addition, there are a number of reserved pointers that are set in certain
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circumstances. Rather than referencing a Stuff Done Flag, these refer to special values of
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the encounter itself. The reserved pointers are:</p>
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<ol start=''>
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<li value='5'>If the special node was called to determine the result of a custom trap
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effect, this pointer refers to the trap level.</li>
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<li value='8'>This can be used anywhere a scenario message is expected to refer to the
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special string buffer. The contents of the special string buffer can be manipulated using
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the Clear Buffer special node and various Append To Buffer special nodes.</li>
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<li value='10'>This contains the X coordinate of the space the special node was triggered
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on.</li>
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<li>This contains the Y coordinate of the space the special node was triggered on.</li>
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<li>This contains the terrain type of the space the special node was triggered on.</li>
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<li value='20'>When a special node is called during an attack, this contains the number of
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the targeted creature, ready to be passed to a Select Target special node.</li>
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<li>When a special node is called during an attack, this contains the X coordinate of the
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targeted space.</li>
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<li>When a special node is called during an attack, this contains the Y coordinate of the
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targeted space.</li>
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</ol>
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<h2>Simple Examples</h2>
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<p>Confused yet? Understandable. Creating a special encounter is a lot like writing a
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