Documentation: Update appendix on item abilities and about half the appendix on special nodes

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2015-01-29 23:00:29 -05:00
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@@ -56,6 +56,38 @@ three long.</p>
256. This multitude of special nodes will be the clay with which you can sculpt a wild,
elaborate adventure.</p>
<h2>Pointers (Advanced)</h2>
<p>Pointers are an advanced feature of the special node engine. A pointer is a negative
number that references a Stuff Done Flag, allowing you to directly use the value of a
Stuff Done Flag as a parameter to a special node.</p>
<p>When the game calls a special node, it looks at the values it has. If any of them are
negative (more specifially, less than or equal to -10), the game checks to see if there is
a pointer with that number. If there is, the game fetches the value of a Stuff Done Flag
that the pointer points to, and substitutes that into the special node where the pointer
was specified.</p>
<p>There are 100 mutable pointers available, which can be set using the Set Pointer
special node. In addition, there are a number of reserved pointers that are set in certain
circumstances. Rather than referencing a Stuff Done Flag, these refer to special values of
the encounter itself. The reserved pointers are:</p>
<ol start=''>
<li value='5'>If the special node was called to determine the result of a custom trap
effect, this pointer refers to the trap level.</li>
<li value='8'>This can be used anywhere a scenario message is expected to refer to the
special string buffer. The contents of the special string buffer can be manipulated using
the Clear Buffer special node and various Append To Buffer special nodes.</li>
<li value='10'>This contains the X coordinate of the space the special node was triggered
on.</li>
<li>This contains the Y coordinate of the space the special node was triggered on.</li>
<li>This contains the terrain type of the space the special node was triggered on.</li>
<li value='20'>When a special node is called during an attack, this contains the number of
the targeted creature, ready to be passed to a Select Target special node.</li>
<li>When a special node is called during an attack, this contains the X coordinate of the
targeted space.</li>
<li>When a special node is called during an attack, this contains the Y coordinate of the
targeted space.</li>
</ol>
<h2>Simple Examples</h2>
<p>Confused yet? Understandable. Creating a special encounter is a lot like writing a