Lots of updates to the editor documentation to reflect changes that have been made to the game.

- This update is not comprehensive. It does not touch the appendices, and even in the parts it does touch, many details may still be out-of-date.
This commit is contained in:
2015-01-29 01:10:53 -05:00
parent 81ed1e9656
commit da00da261c
13 changed files with 385 additions and 250 deletions

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@@ -50,8 +50,7 @@ special encounters and write dialogue, the heart of any truly good scenario.</p>
<p>Unfortunately, while you can play all the way through Blades of Exile without ever
cracking open the documentation, the Scenario Editor is very different. Scenario design is
a tricky business, and printing out the documentation and keeping it handy is strongly
recommended. Alternately, you can get editor documentation (in loose-leaf form) from
Spiderweb Software, Inc. Call us at (206) 789-4438.</p>
recommended.</p>
<p>In this section, you will often see (Advanced). This indicates something related to the
advanced stuff described in the next section. Feel free to ignore these things for

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@@ -44,19 +44,19 @@ future that the shield has been taken.</p>
<h2>Stuff Done Flags - the Specifics</h2>
<p>But what are the Stuff Done Flags? Picture a grid of numbers, 300 wide and 10 high, all
of which start at 0. These 3000 numbers are your Stuff Done Flags, and they are all set to
0 when the party starts a scenario (and are saved in the save file, which is how the game
remembers what you've done already when the save file is opened).</p>
<p>But what are the Stuff Done Flags? Picture a grid of numbers, 300 wide and 50 high, all
of which start at 0. These 15000 numbers are your Stuff Done Flags, and they are all set
to 0 when the party starts a scenario (and are saved in the save file, which is how the
game remembers what you've done already when the save file is opened).</p>
<p>Stuff Done Flag are described by coordinates. Much as the coordinates of a spot of
terrain are given by an X and Y value, a Stuff Done Flag has coordinates too. The first
coordinate of a Stuff Done Flag is the column it is in (out of 300 columns, a number from
0 to 9), and the second coordinate of a Stuff Done Flag is the row it is in (out of 10
rows, a number from 0 to 299). For example, the taking of a shield may be attached to
Stuff Done Flag X = 112, Y = 3, also written (112,3). Later chapters often refer to the
two parts of a Stuff Done Flag (the X coordinate is the first part and the Y coordinate is
the second part). In the example, 112 is the first part, and 3 is the second part.</p>
0 to 299), and the second coordinate of a Stuff Done Flag is the row it is in (out of 50
rows, a number from 0 to 49). For example, the taking of a shield may be attached to Stuff
Done Flag X = 112, Y = 3, also written (112,3). Later chapters often refer to the two
parts of a Stuff Done Flag (the X coordinate is the first part and the Y coordinate is the
second part). In the example, 112 is the first part, and 3 is the second part.</p>
<p>All Stuff Done Flags start as 0 when the scenario is started. For every event or thing
that must be remembered, you will need to assign a Stuff Done Flag to it. When the party
@@ -89,23 +89,24 @@ Stuff Done Flags with first part 0 ((0,0), (0,1), etc.). In town 1, only use Stu
Flags with first part 1, and so on. For outdoor sections, use the Stuff Done Flags with
first part 200, 201, 202, and so on. This way, you can be sure when designing town 8, you
wont use a Stuff Done Flag already needed for town 4.</p>
<p>Of course, in some towns you will need to use more than 10 Stuff Done Flags. When this
<p>Of course, in some towns you will need to use more than 50 Stuff Done Flags. When this
happens, you can consult your notes to find Stuff Done Flags that aren't being used for
anything yet.</p>
<h2>Text Length</h2>
<p>When writing text messages or dialogue, the maximum message length is 256 characters.
If the message is too long, it will be chopped off at 256 letters.</p>
<p>When writing text messages or dialogue, you need to take care about the length of the
messages. Although the scenario editor makes no restrictions on message length, there is
only so much space in-game to display the messages, so if a message is too long, it will
be cut off.</p>
<h2>Editing Text</h2>
<p>The scenario, each town, and each outdoor section has a list of pieces of text. The
scenario has 260 pieces of text, each town has 140 pieces of text, and each outdoor
section has 108 pieces. Selecting Edit Text from the Scenario, Outdoor, and Town menus
will bring up the lists of text. To edit a piece of text, click on it. Each piece of text
in each list has a specific purpose. The meanings of the text are listed in the
appendices.</p>
<p>The scenario, each town, and each outdoor section has a list of text strings used for
special encounters. Each town and each outdoor section has an additional list of text
strings used for signs. To edit these text strings, select "Edit Text" or "Edit Signs"
from the appropriate menu. To edit a string, click on it.</p>
<p></p>
<p>At this point, it's time to tackle the most complicated, most powerful thing in the

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@@ -18,9 +18,9 @@ to know to make a basic scenario is in here.</p>
<h2>Getting started</h2>
<p>First, go into the Blades of Exile Editor directory. Run the Blades of Exile Editor (or, if using Windows, BLADESED.EXE).
You will now see the introductory screen. Press Make New Scenario (if using Windows, always
use the left button, unless otherwise specified). A dialog box will come up asking you a few
<p>First, go into the Blades of Exile Editor directory. Run the Blades of Exile Editor.
You will now see the introductory screen. Press Make New Scenario (always use the left
mouse button unless otherwise specified). A dialog box will come up asking you a few
important questions (These gray windows are called dialog boxes. Remember this term - it
will be used later).</p>
@@ -58,7 +58,7 @@ town and maybe edit it a little. Press the Edit Town Terrain button.</p>
<p>You are now looking at Warrior's Grove. Look around it for a little bit. To scroll the
view around, click on the white border around the terrain (or use the keypad). Now take a
more panoramic view. There is a grid of buttons in the lower right hand corner of the
screen. Press the first button in the second row. You will see an overall view
screen. Press the first button in the second row a few times. You will see an overall view
of the town. You could edit terrain from this view, but it's often better to use the other
view. Press the button again to zoom back in.</p>
@@ -91,14 +91,15 @@ put in our adventure.</p>
<p>Put a name for your new town in the text area (such as Goblin Pit). The other buttons
determine the size of the town and the sort of terrain the town will start with. Press the
button by Grass With Flowers and the press OK. Your new town, town 1, is now loaded into memory.</p>
button by Grass With Flowers and the press OK. Your new town, town 1, is now the
active town.</p>
<p>It may seem peculiar that Warrior's Grove was described as town number 0, and your
second town is described at town 1. Similarly, your outdoor section is described as X = 0,
Y = 0. This is because in Blades of Exile, everything is counted beginning with 0 (this is
something computer programmers will be very used to, but may take some getting used to for
others). Also, the Blades of Exile Editor can only hold one town and outdoor section in
memory at the same time. If you want to go back to editing Warrior's Grove, you will need
others). Also, the Blades of Exile Editor keeps only one town and outdoor section active
at a time. If you want to go back to editing Warrior's Grove, you will need
to press the Load Another Town button on the main screen and enter town 0 to load it.</p>
<p>But for now, it's time to make an adventure. Press Edit Town Terrain, and you will be
@@ -154,7 +155,20 @@ far, with gradually larger monsters and larger treasures. Finally, all you need
how to make it possible for the party to enter your towns.</p>
<h2>Entering Towns</h2>
<p>Press Back To Main Menu, and then press Edit Outdoor Terrain. Scroll the terrain view a few spaces north of Warriors Grove. Select the Outdoor Building terrain (in the lower right hand corner) and place it somewhere. Theres your town. Finally, you need to link it to your dungeon. The last button in the second row is the Set Town Entrance button. Press it, and then click on your town. You will be asked what town is here. Enter 1 in the text area (for town 1, your new town), and press OK. When the party moves onto this town, they will find themselves in your new town.</p>
<p>This is all it takes! You have now created a new scenario! To run it, copy it into the Blades of Exile Scenarios folder, run Blades of Exile, and play away!
<p>Press Back To Main Menu, and then press Edit Outdoor Terrain. Scroll the terrain view a
few spaces north of Warriors Grove. Select the Outdoor Building terrain (in the lower
right hand corner) and place it somewhere. There's your town. Finally, you need to link it
to your dungeon. The last button in the second row is the Set Town Entrance button. Press
it, and then click on your town. You will be asked what town is here. Enter 1 in the text
area (for town 1, your new town), and press OK. When the party moves onto this town, they
will find themselves in your new town.</p>
<p>This is all it takes! You have now created a new scenario! To run it, copy it into the
Blades of Exile Scenarios folder, run Blades of Exile, and play away!</p>
<p>You might want to play with what you've learned so far before reading further. Or, you
can just dive in! The next few chapters flesh out what you've read so far.</p>
</div></body>
</html>

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@@ -276,13 +276,10 @@ encounter will only work correctly if the personality is one of the current town
personalities. For example, the 10 personalities for town 5 are 50-59. A talking special
encounter for personality 55 will only work correctly when the party is in town 5. If you
placed personality 55 in town 6 and the party triggered a special encounter while talking
to it, it wouldn't work. If you want to have a personality special encounter work no matter
what town the party triggers it in, use a Call Scenario Special talking node (type 30,
described below).</p>
<p>To create the talking special encounter, first select Edit Special Nodes from the town
menu, select the first node of the special encounter (a node you haven't used yet), and
create the special encounter. Then, on the dialogue node editing sceen, enter the number
of the first node of the encounter in A.</p>
to it, it wouldn't work as you might expect - it would call a special node in town 6,
rather than one in town 5. If you want to have a personality special encounter work the
same no matter what town the party triggers it in, use a Call Scenario Special talking
node (type 30, described below).</p>
<p>Example: Suppose Text 1 is "He casts a spell", and the special node selected heals the
party, and is the only special node called. If, in Mess 1 and Mess 2 of that special node,
no messages are chosen, the character will say "He casts a spell". If messages are chosen in

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@@ -134,7 +134,7 @@ want a pair of pants to appear in 25 percent of the dressers in a city. Press th
button by the terrain space and select Dresser. press one of the Choose buttons below, and
select pants. Finally, enter a 25 in the chance spot.</li>
<li><em>Delete Last Town (Advanced)</em> - This deletes the last town in the scenario's
town list. You can't delete the last town.</li>
town list. You can't delete the last town if there's only one.</li>
<li><em>Write Data To Text File (Advanced)</em> - It is often convenient to have a list of
all your scenario's terrain types and monsters. Select this, and lists of your terrain
types, items, and monsters will be dumped into a text file titled Scenario data.</li>
@@ -180,14 +180,14 @@ Scenario menu.</li>
in the right hand side of the screen. Click on a special item to edit it. For more
information on special items, see below.</li>
<li><em>Load New Section -</em> At any given time, the scenario editor will only have one
outdoor section and one town in memory. To load another outdoor section for editing, press
outdoor section and one town active. To load another outdoor section for editing, press
this button.<br>
A dialog box will come up, asking you to select an outdoor section to edit. The upper
left section is considered to be X = 0, Y = 0. The sections to the right have a higher X,
and the sections below have a higher Y.</li>
<li><em>Edit Outdoor Terrain</em> - When pressed, you will start editing the current
outdoor section.</li>
<li><em>Load Another Town</em> - To load another town into memory for editing, press this
<li><em>Load Another Town</em> - To activate another town for editing, press this
button, followed by the number of the town to edit.</li>
<li><em>Edit Town Terrain</em> - When pressed, you will start editing the current
town.</li>

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@@ -15,56 +15,50 @@
<p>One of the best ways to put your own personal spin on your scenario is to give it your
own graphics. You can provide your own graphics for monsters, items, terrain (animated or
not), and dialog pictures (36 x 36).</p>
not), dialog pictures (36 x 36), talk portraits (32 x 32), terrain map icons (12 x 12),
and missile animations (18 x 18).</p>
<p>To create your own graphics, you need to use a painting program. The basic dimension of
customized graphics is 28 x 36. The custom graphics must be arranged in a one single PICT
(Macintosh) or .BMP file (Windows) which is 280 wide (wide enough for 10 graphics and some
multiple of 36 (36,72, 108, etc.) high. This single graphic containing all your custom
graphics is called the custom sheet.</p>
customized graphics is 28 x 36. The custom graphics must be arranged in image which are
180 pixels wide and 360 pixels tall. The images must be named sheetX.png where X is a
number starting from 0. Each image is called a "sheet". Each sheet contains up to 100
individual icons. For the game to recognize them, they must be placed inside your scenario
archive, in a subdirectory called "graphics". You can have up to 10 sheets without issues.
If you have more, certain types of graphics can't be placed on the additional sheets. Only
items, dialog pictures, and talk pictures can go on sheets after the tenth one.</p>
<p>Also, if you place files in the graphics directory with the same name as any of the
graphics sheets used by the game, they will override the default sheet by that name. This
is normally not a good idea, but might be useful if for example you want a completely new
look for all terrain types.</p>
<p>The custom graphics are arranged on the custom sheet in rows, 10 to each row. Each row
is considered to have 10 slots. The first ten slots are in the top row, the next 10 slots
are in the next row, and so on. The upper left graphic is considered slot 0. The top row
contains slots 0 to 9 (numbered left to right), the second row contains slots 11 to 20,
and so on.</p>
and so on. Each sheet contains 100 slots; thus, slots 0 to 99 are on sheet 0, slots 100 to
199 or on sheet 1, and so forth.</p>
<h2>How to Make Your Custom Sheet (Macintosh)</h2>
<h2>How to Make Your Custom Sheets</h2>
<p>Make your graphic in a painting program. Make it in the standard Macintosh 256 color
palette. Find a copy of the freeware Apple utility ResEdit (available online, or at the
Spiderweb Software web site, www.spidweb.com). Run it and make a new resource file. Give
the file the same name as your scenario file, but with .meg at the end instead of .exs
(for example, if your scenario is called swords.exs, title the graphics resource file
swords.meg).</p>
<p>Make your graphic in a painting program, and save it as 8-bit PNG (both indexed and RGB
will work). For monster, item, and missile graphics, the slots must have a transparent
background.</p>
<p>Select the custom sheet in your painting program, and copy it. Move to ResEdit, and
select paste to paste your graphic into the resource file as a PICT. Double click on the
PICT icon in the ResEdit window, and you will see your custom graphic. Click on it, hit
Command-I, and give the PICT resource number 1. Save the file, and copy it into the Blades
of Exile Scenario folder.</p>
<p>Once you have your graphics sheet, there are a few ways to get it into the
scenario. A scenario generally consists of a archive file (specifically, a gzipped
tarball) containing various resource files, so you could put the graphics into the archive
yourself, either by decompressing it and recompressing it or by using a program that
allows you to open an archive without uncompressing it.</p>
<h2>How to Make Your Custom Sheet (Windows)</h2>
<p>You must make your graphic in a painting program. However, you need to use a palette
similar to the Blades of Exile palette. Create a copy of one of the Blades of Exile
graphics files. Give the file the same name as your scenario file, but with .bmp at the
end instead of .exs (for example, if your scenario is called swords.exs, title the bitmap
file swords.bmp).</p>
<p>Open it with your painting program, and change its size to the size of your custom
sheet. Draw your graphic here, so that you can be sure to be using the same palette as
Blades of Exile. Place your bitmap file in the BLDSSCEN folder to use it.</p>
<p></p>
<p>Note that Macintosh and Windows custom graphics are not compatible. If you don't know
how to translate a custom graphics file, submit your full scenario at www.spidweb.com (or
mail a copy on disk to us) and we'll translate your graphics file when we put your
adventure on our web site (more on this in the next chapter).</p>
<p>Custom graphics can be drawn in the scenario editor. To see your custom graphics, place
your custom graphics file in the same folder/directory as your scenario. If your graphics
file isn't there, the custom graphics won't be known. This is a good way to test to make
sure your custom graphics file is valid.</p>
<p>However, there's an easier way. Open your scenario in the scenario editor, then go to
the OBoE temporary files folder, where you'll find an uncompressed copy of your scenario.
(On the Mac, this can be found at "~/Library/Application Support/Blades of Exile"; on
Windows, it will be at "%APPDATA%/Blades of Exile".) Simply drop the files into the
graphics subdirectory within the scenario directory (if it doesn't exist, you can create
it), then return to the scenario editor and save the scenario. The scenario will
automatically add the new graphics to the archived copy of the scenario. You may need to
reload the scenario in the editor before it notice them, however.</p>
<h2>Placing and Using Your Custom Graphics</h2>
@@ -116,15 +110,32 @@ consecutive custom sheet slots (pushed into the upper left corner).</p>
select Display Dialog (Dialog pic) as the special node type. Add 1000 to the slot the left
half is in, and put that number in the Pict spot.</p>
<p><b>Item - </b>An item graphic takes up one 28 x 36 slot. Add 150 to the slot the
graphic is in, and put that number in the Item Picture field on the editing items window.
You can only put new item graphics in the first 105 slots (the highest item graphic number
Blades can handle is 255).</p>
<p><b>Item - </b>An item graphic takes up one 28 x 36 slot. Add 1000 to the slot the
graphic is in, and put that number in the Item Picture field on the editing items window.</p>
<p><b>Face in Dialogue - </b>You can customize the face of a character the party is
talking to. A dialogue face is a 32x32 graphic. Split the graphic into 2 16x32 halves, and
put them in two adjacent slots (left half in one slot, and then the right half in the next
slot). Add 1000 to the slot the left half is in, and put that number in the Facial Graphic
space in the Editing a Townsperson/Monster window.</p>
<p><b>Missile Animation - </b>You can assign custom missile animations for missile weapons
and monster abilities. A missile animation consists of 8 separate 18x18 graphics, one for
each of the cardinal directions. The animation will take up 4 slots in your custom
graphics sheets. Place the north icon in the first slot, aligned to the left and top.
Similarly, the northeast graphic goes in the second slot, the east graphic in the third
slot, and the southeast graphic in the fourth slot. The remaining four graphics go in the
same slot as the opposite direction, but aligned to the left and bottom. Add 1000 to the
slot the north and south graphics are in, and put that number in the text field where a
missile graphic is requested.</p>
<p><b>Terrain Map Icons - </b>A terrain map icon is 12x12 pixels, and each slot on the
custom graphic sheet can hold six of them. Within a single slot, the terrain map icons are
numbered 1 through 6, from left to right, top to bottom. Multiply that number by 1000,
then add it to the number of the slot the icons are in. Put the resulting number in the
map icon text field in the Editing Terrain window. Example: Suppose you have map icons in
the slot at row 5, column 3 of sheet 2, and you want to use the left middle icon in that
slot for a terrain. The number you put in the map icon text field would be 3253.</p>
<p></p>
<p>For examples of using custom graphics, look at the scenarios that came with Blades of
Exile. The three Blades of Exile scenarios, between them, contain examples of Custom

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@@ -51,6 +51,17 @@ class).
which checks if the party has a ticket can check for special class 1. Note that items with
a non-zero special class are taken away from the party when they leave the
scenario.</li>
<li><b>Weapon key skill:</b> If the item is a weapon of any kind (but not ammunition such as
arrows), there will be a place to enter in the key skill for the weapon. You can click the
Choose button to select the skill from a list. Generally, you should use Archery skill for
bows and crossbows, one of Edged, Bashing, or Pole Weapons for one- or two-handed weapons,
Thrown Missiles for thrown missile weapons, and either Archery or Thrown Missiles for
no-ammo missile weapons.</li>
<li><b>Missile animation:</b> If the item is a missile of some kind, there will be a place
to select the missile animation to use when the item is fired in combat. You can click the
Choose button to select an animation from a list.</li>
<li><b>Description:</b> Click the Description button at the bottom to edit a long
description of the item.</li>
</ul>
<p>An item can also have special abilities, like providing resistance to fire, or being a
@@ -86,41 +97,35 @@ tries to make a potion with it).
amount of charges goes down by one. When there are no charges left, the item disappears.
The name of inherent ability types that require charges have a (c) after them. The value of
these items is calculated the same way as for Usable abilities.</p>
<p>There are six different classes of item ability type, each with its own properties and
varieties of items that can possess it. These are listed below, along with whether they
are classes of Usable or Inherent abilities:</p>
<p>There are four different classes of item ability type, each with its own properties and
varieties of items that can possess it. Three of these classes are inherent abilities. THe
categories are listed below:</p>
<ul>
<li>Weapon Abilities (Inherent): Abilities of this type can be given to one and two handed
weapons, weapon ammunition (darts, arrows, etc.) and non-ammunition missiles (like
slings). None of these items have charges.</li>
<li>General Abilities (Inherent): Abilities of this type can be given to non-missile items
<li>Weapon Abilities: Abilities of this type can be given to weapons. Some of these
abilities can only be given to missiles (like darts or arrows). None of these abilities
require charges.</li>
<li>General Abilities: Abilities of this type can be given to non-missile items
which can be equipped (e.g. rings, armor, sword, but not arrows) but not to items that
can't (e.g. wands, potions). Only a few of these ability types require that the items
having them have charges.</li>
<li>Non-Spell Usable (Usable): Abilities of this type change the status of the party or
<li>Usable Abilities: Most abilities of this type change the status of the party or
individual character in some way, such as making them more or less poisoned, or raising or
lowering health. Abilities of these types can be given to any item that's not a missile
lowering health. A few instead cast a spell or have a similar effect such as summoning
monsters. Abilities of these types can be given to any item that's not a missile
(e.g. arrows, bolts). Being usable item abilities, any item having one of these abilities
must have charges.</li>
<li>Spell Usable (Usable): Abilities of this type cast some sort of a spell, such as
firing a fireball or summoning monsters. Abilities of these types can be given to any item
that's not a missile (e.g. arrows, bolts). Being usable item abilities, any item having one
of these abilities must have charges.</li>
<li>Reagents (Inherent): Items with these abilities are alchemical ingredients, spell
<li>Reagents: Items with these abilities are alchemical ingredients, spell
reagents (e.g. smoky crystals, sapphires), or similar substances. All items with an
ability of this type must have charges, and must be of variety Non-use Object.</li>
<li>Missiles (Inherent): These abilities can only be given to missiles (e.g. arrows,
bolts, darts). Each ability is activated when the missile is fired (such as exploding a
fireball on the target space).</li>
</ul>
</ul>
<p>There are a wide variety of special abilities. The abilities (and the meaning of the
Ability Strength field) are listed in the one of the Appendices.</li>
<p> To select an ability, press one of the six buttons to the upper right. Each button
brings up a menu with one of the six classes of special item. The item's ability strength
(a number from 0 - 10, 10 is strongest) can be entered in the text area just below. The
extra fields) are listed in the one of the Appendices.</li>
<p> To select an ability, press one of the four buttons to the upper right. Each button
brings up a menu with one of the four classes of special item. The item's ability strength
can be entered in the text area just below. The
other buttons set other item properties:</p>
<ul>
<li>Item Use Properties: For items that affect the party (like healing, or curing/causing
@@ -130,13 +135,16 @@ and hurt the entire party is selected, then the item slows the entire party when
used.</li>
<li>Always Identified: If selected, whenever the item is found, it will be identified.</li>
<li>Magical: The item is magical, and thus can't be augmented by people in towns.</li>
<li>Cursed: The item is cursed, and a PC equips it, it can't be removed until the curse is
<li>Cursed: The item is cursed. If a PC equips it, it can't be removed until the curse is
removed.</li>
<li>Conceal Ability: When item info is selected for the item, the player won't be told what
the special ability is.</li>
<li>Shops won't buy: Shops will not offer to buy the item. This might be useful to prevent
the party from accidentally selling items that are important to the plot.</li>
<li>Item Treasure Class: Determines how often the item is left as a treasure by slain
monsters. The higher the class the less often it is left. If Junk, not left is selected,
the item will never be found on dead monsters.</li>
the item will never be found on dead monsters. If Unique, not left is selected, the item
will also never be found in junk shops.</li>
</ul>
</div>
</body>

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@@ -35,8 +35,7 @@ sides, the program generates 8 random numbers from 1 to 11, adds them up, and do
much damage. A monster can have up to 3 different attacks.</li>
<li><b>Monster Type:</b> Press Choose to pick a monster type (e.g. human, insect, demon,
etc.).</li>
<li><b>Attack 1 Type, Attack 2-3 Type:</b> Press Choose to select an attack type (e.g. bite,
claw, etc.)</li>
<li><b>Attack 1 Types:</b> Press Choose to select an attack type (e.g. bite, claw, etc.)</li>
<li><b>Treasure:</b> Determines how much treasure the monster leaves when killed (0 - none,
to 4 - lots). Don't have common creatures leave treasure of type 3 or 4.</li>
<li><b>Default Talking Picture:</b> Press Choose to select the default picture the player
@@ -54,30 +53,40 @@ the Abilities button.</p>
<p>The monster abilities screen has a wide variety of options.</p>
<ul>
<li><b>Monster Poison -</b> A number from 0 to 8 (0 - none, 8 - powerful).</li>
<li><b>Breath Weapon, Breath Weapon Type -</b> The weapon is a number from 0 to 40 (0 -
none, 40 - strong). This is the number of random numbers from 1 to 8 to sum to generate
the breath damage. The type is the damage type of the breath (e.g. fire, cold, etc.).</li>
<li><b>Special Ability - </b> Press choose to pick the monster's special ability. These are
listed in the Monster Abilities section, later in this chapter.</li>
<li><b>Special Abilities - </b> Press Add to add a new special ability. Press Edit to edit
the parameters of an existing special ability. If there are more than four special
abilities, use the arrow buttons to navigate through them. Abilities are listed in the
Monster Abilities section, later in this chapter. They are also covered in more detail in
the appendices.</li>
<li><b>Summon Type -</b> Determines whether the monster can be summoned by the mages
summoning spells. Type 1 monsters are easy to summon, while Type 3 monsters require much
more powerful spells. If No Summon is selected, spells never summon the monster.</li>
<li><b>Create Monsters/Fields -</b> Press choose to pick the monster's ability to summon aid
or radiate magical fields. Several of these require giving an extra value in the text area
just below. The abilities and values needed are listed in the Monster Abilities section,
later in this chapter.</li>
<li><b>Item To Drop When Killed, Chance of Dropping -</b> The number of an item to place
when the monster is killed (like a spider fang when a spider is killed in Exile), and the
chance to place it (0 - 100).</li>
<li><b>Monster Resistances -</b> You can have the monster take half or no damage from fire,
cold, magic, and poison.</li>
<li><b>Monster Resistances -</b> When the monster takes damage from fire, cold, magic, or
poison, specify what percentage of the damage will be taken. The percentage can be more
than 100.</li>
<li><b>Invisible -</b> Monster can't be seen. You can select a graphic for this creature,
but it's only seen when editing the town, not playing the scenario.</li>
<li><b>Mindless -</b> Creature is immune to fear.</li>
<li><b>Invulnerable - </b> Creature practically immune to damage.</li>
<li><b>Guard -</b> Creature is a guard. When the party commits a crime and makes the town
hostile, it becomes stronger and will immediately seek out the party to kill them (even if
it started out immobile).</li>
<li><b>Special Node When Seen -</b> When the party sees a monster of this type for the
first time, this special node will be called. Click the Create/Edit button to edit the
special node.</li>
<li><b>Vocalization -</b> Occasionally when a monster of this type is onscreen, the
specified sound will be played. For example, use this to make a dog occasionally bark at
you.</li>
</ul>
<h2>Monster Abilities:</h2>
<p>There are two different classes of monster abilities: regular special abilities and
fields/summoning abilities. The regular abilities are:</p>
<p>When adding a new ability, you will be given a list of abilities to choose from. Some
abilities will bring up an additional dialog for more information after you've chosen
them.</p>
<ul>
<li><b>No Ability -</b> No special ability.</li>
@@ -87,58 +96,65 @@ missiles.</li>
stone.</li>
<li><b>Spell Point Drain Ray - </b> Monster fires ray which drains spell points.</li>
<li><b>Heat Ray -</b> Monster fires ray which does fire damage.</li>
<li><b>Invisible -</b> Monster can't be seen. You can select a graphic for this creature,
but it's only seen when editing the town, not playing the scenario.</li>
<li><b>Splits When Hit -</b> When hit, monster splits into two weaker creatures. Don't give
creatures like this too many health points.</li>
<li><b>Mindless -</b> Creature is immune to fear.</li>
<li><b>Breathes Stinking Clouds -</b> Monster fires clouds of stinking cloud.</li>
<li><b>Icy Touch -</b> When hitting in combat, victim takes cold damage.</li>
<li><b>Experience Draining Touch -</b> When hitting in combat, victim loses experience.</li>
<li><b>Icy and Draining Touch -</b> When hitting in combat, victim loses experience and
takes cold damage.</li>
<li><b>Slowing Touch - </b> When hitting in combat, victim is slowed.</li>
<li><b>Shoots Webs -</b> Monster fires globs of web.</li>
<li><b>Steals Food -</b> When hitting in combat, victim loses food.</li>
<li><b>Permanent Martyrs Shield - </b> Anyone hitting creature in combat takes damage.</li>
<li><b>Paralysis Ray -</b> Monster fires ray which paralyzes target.</li>
<li><b>Dumbfounding Touch - </b> When hitting in combat, victim is dumbfounded.</li>
<li><b>Breathes Fire -</b> Monster has a breath weapon that deals fire damage.</li>
<li><b>Breathes Frost -</b> Monster has a breath weapon that deals cold damage.</li>
<li><b>Breathes Electricity -</b> Monster has a breath weapon that deals magic damage.</li>
<li><b>Breathes Darkness -</b> Monster has a breath weapon that deals unblockable
damage.</li>
<li><b>Breathes Stinking Clouds -</b> Monster fires clouds of stinking cloud.</li>
<li><b>Breathe Sleep Clouds - </b>Monster fires sleep clouds.</li>
<li><b>Acid Spit - </b> Monster spits globs of acidic spittle.</li>
<li><b>Shoots Webs -</b> Monster fires globs of web.</li>
<li><b>Poisonous -</b> Monster does poison damage along with its primary attack.</li>
<li><b>Acid Touch - </b> When hitting in combat, victim is covered with acid.</li>
<li><b>Disease Touch - </b> When hitting in combat, victim is diseased.</li>
<li><b>Web Touch - </b> When hitting in combat, victim is webbed.</li>
<li><b>Sleep Touch</b> When hitting in combat, victim falls asleep.</li>
<li><b>Dumbfounding Touch - </b> When hitting in combat, victim is dumbfounded.</li>
<li><b>Paralysis Touch -</b> When hitting in combat, victim has chance of being
paralyzed.</li>
<li><b>Petrification Touch -</b> When hitting in combat, victim has chance of being turned
to stone.</li>
<li><b>Acid Touch - </b> When hitting in combat, victim is covered with acid.</li>
<li><b>Breathe Sleep Clouds - </b>Monster fires sleep clouds.</li>
<li><b>Acid Spit - </b> Monster spits globs of acidic spittle.</li>
<li><b>Death Touch - </b> When hitting in combat, victim has chance of dying.</li>
<li><b>Invulnerable - </b> Creature practically immune to damage.</li>
<li><b>Guard -</b> Creature is a guard. When the party commits a crime and makes the town
hostile, it becomes stronger and will immediately seek out the party to kill them (even if
it started out immobile).</li>
</ul>
<p>Each monster can also radiate dangerous fields, or summon monsters to its aid. Press
the Choose button to select one of these abilities. You will then need to input an extra
value into the text area just below:</p>
<ul>
<li><b>Radiate Fire Fields (or ice, shock, antimagic, sleep, or stink fields): </b>The
monster occasionally surrounds itself with a field of the selected sort. The extra value
is the chance of the creature doing so on any given turn.</li>
<li>If a creature radiates fire fields, you probably shouldn't put it near creatures who
aren't immune to fire.</li>
<li><b>Summon (%5, %20, %50 chance):</b> The extra value is the number of the creature this
<li><b>Experience Draining Touch -</b> When hitting in combat, victim loses experience.</li>
<li><b>Icy Touch -</b> When hitting in combat, victim takes cold damage.</li>
<li><b>Icy and Draining Touch -</b> When hitting in combat, victim loses experience and
takes cold damage.</li>
<li><b>Stunning - </b> When hitting in combat, victim is slowed.</li>
<li><b>Steals Food -</b> When hitting in combat, victim loses food.</li>
<li><b>Steals Gold -</b> When hitting in combat, victim loses gold.</li>
<li><b>Splits When Hit -</b> When hit, monster splits into two weaker creatures. Don't give
creatures like this too many health points.</li>
<li><b>Permanent Martyrs Shield -</b> Anyone hitting creature in combat takes damage.</li>
<li><b>Absorb Spells -</b> When the monster would normally take damage from magic, it instead
gains health.</li>
<li><b>Summon (%5, %20, %50 chance) -</b> The extra value is the number of the creature this
creature occasionally summons. The chance is the chance each turn of the creature
appearing.</li>
<li><b>Death Triggers Scenario Special (Advanced):</b> The extra value is the number of a
<li><b>Radiate Fields - </b>The monster occasionally surrounds itself with a field of the
selected sort. The extra value is the chance of the creature doing so on any given
turn.
<p>If a creature radiates fire fields, you probably shouldn't put it near creatures who
aren't immune to fire.</li>
<li><b>Special Ability (Advanced) -</b> On its turn, the monster sometimes calls a special
node as its action, which can do anything a special node can do. This can be used to
create special abilities that are otherwise not supported - for example, you could use
this to make a monster that can teleport.</li>
<li><b>Death Triggers Scenario Special (Advanced) -</b> The extra value is the number of a
scenario special node, which is called when a creature of this type is killed.</li>
<li><b>Custom Ability (Advanced) -</b> Most of the abilities listed above are pre-made
templates for ease of use. However, the ability system is quite a bit more flexible. If
you prefer, you can create an ability yourself that doesn't quite fit into the above
categories. See the appendix for details on how to do this.</li>
</ul>
<h2>Some Monsters Should be Left Alone</h2>
<p>Certain monster types are summoned by mage spells, and should be left alone. These
monster types are Guardian, Demon, Snake, Asp, Shade, and Deva.</p>
monster types are Guardian, Demon, Snake, Asp, Mung Rat, Shade, and Deva. You can easily
tell that you're editing one of these monsters by looking at the non-editable "Summoned
By" field at the bottom of the Edit Monster Type dialog.</p>
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@@ -187,7 +187,8 @@ on this space.</li>
<p> The Outdoor menu also has a number of important features.</p>
<ul>
<li><b>Outdoor Details - </b>Select this to set the name of your outdoor section.</li>
<li><b>Outdoor Details - </b>Select this to set the name of your outdoor section
and a few other details (see below for more information).</li>
<li><b>Outdoor Wandering Monsters -</b> You can have four different outdoor wandering
encounters created when the party walks through this section. For more on outdoor
wandering encounters, read the section later in this chapter.</li>
@@ -213,6 +214,26 @@ the outdoor section's text messages are listed to the right. Click on a message
or command click (right click in Windows) to clear it.</li>
</ul>
<h2>Outdoor Details</h2>
<p>This dialog lets you set a few important details about this outdoor section.</p>
<ul>
<li><b>Name:</b> You can change the area's name here.</li>
<li><b>Ambient Sounds:</b> The sound selected here will be played occasionally while the
party is in this outdoor section. If you select Drops or Birdsong, the game will select
between two or three distinct sounds at random. If you select Custom, you can choose any
single sound to play.</li>
<li><b>Backgrounds:</b> You can set the background to appears behind the game interface
when the player is in this outdoor section, and a separate background to use when they
enter combat mode in this outdoor section. You can also set default backgrounds for towns
and dungeons in this outdoor section (a town is considered to be a dungeon if its light
level is anything other than fully lit). The combat background will be shown for both town
and outdoor combat, unless an individual town overrides it. If any of these are left at
-1, the game uses the defaults set in the scenario details.</li>
<li><b>Comment:</b> This is a space for you to add notes to yourself.</li>
</ul>
<h2>Outdoor Wandering Encounters</h2>
<p> No outdoor travel would be complete without a few fights. Your main tool for providing

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@@ -142,11 +142,11 @@ done. Many of the special nodes have a button of this sort, so that you can acco
calling of the special node with text.</p>
<p>Now we need one more special node. To make the third node in the chain, we need to use
the Jump To field again. Press the Create/Edit button to the right of Jump To. You will
now be editing a third special node. Press Affect PCs again, and select Affect Poison. New
now be editing a third special node. Press Affect PCs again, and select Affect Status. New
messages have appeared by the text areas, asking for different values. Put a 2 in the
Amount (0 .. 8) field (for a small amount of poison), and 1 in the 0 - cure, 1 - inflict
area (since we want to cause poison, not cure it). Press OK. Our special encounter is now
complete.</p>
area (since we want to cause poison, not cure it). Put 2 in the Which Status field. (This
means poison.) Press OK. Our special encounter is now complete.</p>
<p>Run the scenario again, and trigger this encounter. Your party will be damaged and
poisoned, as promised.</p>
<p></p>
@@ -176,7 +176,7 @@ have no effect outdoors, for example), and what they do are described in the App
special nodes.</p>
<p><b>Stuff Done flags - </b>Many special nodes either change or examine a Stuff Done
flag. Put the two parts of the required stuff done flag in these two text areas.</p>
<p><b>Message 1, Message 2, Pict -</b> Some special nodes display a piece of text on the
<p><b>Message 1-3, Pict, Pict type -</b> Some special nodes display a piece of text on the
screen. Other special nodes display a dialog box, with text in the middle and a picture in
the upper left corner. The numbers for these messages and the number of the picture to
display can be put in these text fields.</p>
@@ -186,19 +186,15 @@ to have to worry about these. Fortunately, there is an easier way to deal with t
the Create/Edit button to create and edit text messages, and press Choose to the right of
the picture test area to select a picture. These buttons only appear if you need to
specify a value.</p>
<p><b>Extra 1a and Extra 1b, Extra 2a and Extra 2b -</b> Many special nodes require you to
provide different values, such as the amount of health to heal or the value to set a Stuff
Done Flag to or the number of an item to give. When you select a special node type, text
will appear to the left of these text fields prompting you to enter a value.</p>
<p>Extra 1a and Extra 2a often require you to choose an item, terrain, or monster type.
For most special nodes, when this happens, you can press the Choose button to select the
appropriate thing.</p>
<p>Similarly, Extra 1b and Extra 2b often require you to special a special node to call.
When this happens, a Create/Edit button appears to the right of the text area. Press it to
edit the special node to be called.</p>
<p><b>Extra 1a, 1b, 1c, 2a, 2b, 2c -</b> Many special nodes require you to provide
different values, such as the amount of health to heal or the value to set a Stuff Done
Flag to or the number of an item to give. When you select a special node type, text will
appear to the left of these text fields prompting you to enter a value. Often, there
will be a Choose button to let you select the value from a list, or a Create/Edit button
to let you edit a message or a special node to call.</p>
<p><b>Jump To -</b> Some special nodes call a different special node which is specified in
the Extra 1b or Extra 2b fields. If this doesn't happen, and a special node is given in
Jump To (in other words, if the value there isn't -1), that special node will be called
one of the other fields. If this doesn't happen, and a special node is given in Jump To
(in other words, if the value there isnt -1), that special node will usually be called
when this special node is through.</p>
<p><br></p>
<p>These meanings for the fields are not without exceptions. Some fields sometimes mean
@@ -251,9 +247,8 @@ special node is triggered in town, a town special node is called. If the special
triggered while walking or searching outdoors, a special node from that outdoor section is
called.</p>
<p>Most of your special encounters will be called when the party walks onto a specified
space outdoors or in town. In addition, when the party is outdoors and sails a boat onto a
special encounter on the water, that encounter will be called. However, special encounters
on the water won't be called while in town.</p>
space outdoors or in town. In addition, when the party sails a boat onto a special
encounter on the water, that encounter will be called.</p>
<p>Scenario special nodes are only called in a few different ways. You can use the General
type special node Call Global Special to call a scenario special node. Also, when a
special item is used, a Scenario special node is called.</p>

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@@ -69,39 +69,88 @@ special nodes (see Special Encounters). If this is a terrain type that you often
change to something else (such as a closed portcullis, which you may often want to change
to an open portcullis), enter the number of the terrain type to change it to here. Then,
to change the terrain type, use a Transform Terrain special node.</li>
<li><b>Special Properties, Extra 1, Extra 2 -</b> These fields are where you give the
<li><b>Ground Type -</b> This is a number used to identify the basic type of this terrain.
For example, all terrains on normal cave floor have ground type 0. Similarly, all terrains
on normal indoor stone floor have ground type 13. This is also used for walls and fluids -
basic stone wall is ground type 10, for example. This is used for various purposes in the
game and the editor, such as conformance of complex frills (like the edges of hills),
drawing of small frills on fluids, and so forth.</li>
<li><b>Trim Terrain -</b> This is used in conjunction with the trim type. See below for
details.</li>
<li><b>Trim Type - </b> This specifies the terrain's trim properties. Click the Choose
button to select between several options:
<ul>
<li><b>Wall -</b> Terrains with this trim type will have their outer corners slightly
rounded off to match the adjacent terrains. In addition, terrains with transitions will
conform to them in the editor.</li>
<li><b>Cardinal Directions -</b> These trim types are used by the editor to draw
conforming terrains. The Ground Type field must be set to match the primary terrain to
conform to, while the Trim Terrain field should be set to the Ground Type of the secondary
terrain. For example, hill trims transition between hills (with ground type 4) and grass
(with ground type 1), so their Trim Terrain is set to 1.</li>
<li><b>Frills -</b> Terrains with this trim type will have small frills drawn around their
borders to match the the adjacent terrains.</li>
<li><b>Road -</b> Terrains with this trim type will be connected with road segments. In
addition, if there are two terrains with this trim type separated by a single terrain with
an appropriate cardinal direction trim type, the road segment will be extended across the
transition.</li>
<li><b>Walkway -</b> Terrains with this trim type have their corners rounded off. The Trim
Terrain field specifies the Ground Type of the base terrain to use for rounding off.</li>
<li><b>Waterfall -</b> This trim type behaves like the Wall type but also prevents the
drawing of small frills next to it.</li>
<li><b>City -</b> If adjacent to a terrain with the Road trim type, a terrain with this
trim type will have a road segment connected to it.</li>
</ul>
<li><b>Combat Arena -</b> Specifies the type of combat arena to be used when the player
meets a wandering encounter while on this terrain. You can either use a predefined,
randomly-generated combat arena, or create a town specifying the exact terrain you
want.</li>
<li><b>Object Details -</b> This is only used by the editor. When you place a terrain that
has an object set, the editor looks for other terrains with the same object and places
them in nearby spaces. For example, this is how the editor knows to place the other half
of a large rubble pile when you place the first half.</li>
<li><b>Map Icon -</b> Specify the icon to be used when showing this terrain on the
automap. If you set it to -1, the game will shrink down the terrain's main graphic.</li>
<li><b>Special Properties, Extra 1-3 -</b> These fields are where you give the
terrain types the really interesting properties. All of the properties are listed on the
terrain type editing window. To select a property, click on the button by it.</li>
</ul>
<p>Many of the special properties need more information to work, which you enter in the
two fields (Extra 1, and Extra 2) at the bottom of the terrain type editing window. The
window will prompt you with what information needs to be given.</p>
<p>The special property types, and what you need to enter in Extra 1, and Extra 2 are as
follows:</p>
three fields at the bottom of the terrain type editing window. The window will prompt you
with what information needs to be given.</p>
<p>The special property types, and what you need to enter in extra fields are as follows:</p>
<ul>
<li><b>No Property -</b> The default. The terrain is ordinary. Extra 1 and Extra 2 are
ignored.</li>
<li><b>No Property -</b> The default. The terrain is ordinary. The extra fields are
ignored by the game. (However, the scenario editor uses the first extra field to specify a
small icon to apply to the terrain, which can be useful if you have two terrains with
different properties but the same appearance.)</li>
<li><b>Change When Walk -</b> The terrain type changes to another when the party tries to
walk into it. This happens even if the terrain is blocked to travel. Extra 1 is the number
of the terrain type the terrain changes into. Extra 2 is the number of the sound that
plays when this happens (for a list of sounds, look in the Appendices). If Extra 2 is left
at 200, no sound plays.</li>
<li><b>Does Fire Damage -</b> When someone walks on this space, fire damage is inflicted.
Damaged inflicted is a random number from 1 to Extra 1, times Extra 2. Only monsters with
fire resistance will walk through this space.</li>
<li><b>Does Cold Damage - </b>Exactly like Fire Damage, but cold damage is inflicted.</li>
<li><b>Does Magical Damage - </b>Exactly like Fire Damage, but magical damage is
inflicted.</li>
<li><b>Poison Land -</b> Poisons people walking on it. Extra 1 is the intensity of the
poison (a number from 1 to 8, with anything above 4 being pretty lethal). Extra 2 is the
percentage chance of being affected, a number from 0 to 100 (0 meaning never, and 100
meaning always).</li>
<li><b>Diseased Land -</b> Exactly like Poisoned Land, but spreads disease instead of
poison.</li>
<li>Crumbling - When Move Mountains or Crumble is cast on this space, it turns into the
terrain in Extra 1a.</li>
plays when this happens. If Extra 2 is left at 0, no sound plays.</li>
<li><b>Does Damage -</b> When someone walks on this space, some type of damage is
inflicted. Damaged inflicted is inflicted using a dice roll, with the number of dice in
Extra 2 and the sides per die in Extra 1. The type of damage to inflict is in Extra 3.
Only monsters with at least half resistance to this damage type will walk through this
space. If the damage type is not fire, cold, poison, or magic, only invulnerable monsters
will walk through this space.</li>
<li><b>Bridge - </b>This terrain is considered to be a bridge. If a party boats into this
terrain, they will be given a choice whether to stay in the boat. When a boat enters a
space that would be passable on foot but doesn't have this ability, the party is forced to
stay in the boat.</li>
<li><b>Change When Occupied - </b> When the party or a humanoid monster is on this space,
the PC/monster graphic is suppressed and replaced with a different terrain graphic. This
is used to show people huddling in bed, for example.</li>
<li><b>Inflicts Status -</b> Inflicts a status effect on people walking on it. Extra 1 is
the intensity of the effect (usually a number from -8 to 8; depending on the status
effect, negative intensities might be either good or bad). Extra 2 is the percentage
chance of being affected, a number from 0 to 100 (0 meaning never, and 100 meaning
always). Extra 3 is the status effect to inflict.</li>
<li>Crumbling - If Extra 2 is 0 or 1, it turns into the terrain in Extra 1 when Move
Mountains or Shatter is cast on this space. If Extra 2 is 1 or 2, it turns into the
terrain in Extra 1 when quickfire attempts to spread into this space.</li>
<li><b>Lockable Terrain -</b> Indicates a terrain type that can be locked. This only comes
into play when a special node which locks a terrain type is used on the space (see the
chapter on Special Encounters for more information). When that happens, Extra 1 is the
@@ -113,33 +162,35 @@ difficulty of unlocking the door. This is a number from 0 to 10. The higher the
the harder the door is to unlock. If the difficulty is 5 or above, picking locks always
fails (the door is magically locked and requires an Unlock spell). If the difficulty is
10, the lock can't be picked and unlock spells don't work. In this case, the only way this
space can become unlocked is if a special encounter unlocks it.</li>
<li><b>Unlockable/bashable - </b>This is exactly like Unlockable, except that the party
can also try to unlock it by bashing.</li>
space can become unlocked is if a special encounter unlocks it. If Extra 3 is 1, you can
also attempt to bash the door down.</li>
<li><b>Is a Sign -</b> This terrain type is a sign. When a space is given this terrain
type, you will be asked what the sign says. When the party looks at that space, that will
be the text that is displayed.</li>
<li><b>Call Local Special -</b> When stepped on, this space calls a town special
encounter. The number in Extra 1 is the number of the town special encounter node to call.
<br>Note: If stepped on outside, no special encounter is called.</li>
<li><b>Call Special -</b> When stepped on, this space calls a special node. If Extra 2 is
0, a scenario special is called. If Extra 2 is 1, an outdoor special is called if stepped
on outdoors; otherwise a town special is called. The number in Extra 1 is the number of
the special encounter node to call.
<li>Warning: If you create a terrain type with this special property, using it in more
than one town can have unpredictable effects. If you, for example, have a terrain type
than one area can have unpredictable effects. If you, for example, have a terrain type
with this property that calls town special encounter 29, make sure every town you use that
terrain type in has a sensible special encounter in slot 29.</li>
<li><b>Call Scenario Special -</b> When stepped on, this space calls a scenario special
encounter. The number in Extra 1 is the number of the scenario special encounter node to
call. Terrain with this special property can be used outdoors.</li>
<li><b>Is a Container - </b>This terrain type can contain items. In the town editor, when
you place an item on terrain with this property, the item is automatically considered to
be inside it. Extra 1 and Extra 2 are ignored.
<br>Example: A dresser, chest, or body.</li>
<li><b>Waterfall -</b> If the party, while outdoors (not in town), moves in a boat to the
space just north of a spot of terrain with this property, they are sucked through to the
space south of it. There is a screaming noise and they lose some food. Extra 1 and Extra 2
are ignored.</li>
<li><b>Conveyor belt (north), Conveyor belt (east), Conveyor belt (south), Conveyor belt
(west) -</b> This space is a conveyor belt, which moves everything on it in the indicated
direction. Extra 1 and Extra 2 are ignored.</li>
<li><b>Wilderness (Cave/Surface) -</b> When travelling through a terrain with one of these
abilities, a PC with the Cave Lore or Woodsman traits may occasionally hunt for food.
Extra 1 indicates how much food you can obtain from this ability. The ability activates at
random. The choice of Cave/Surface determines which trait is required.</li>
<li><b>Waterfall (Cave/Surface) -</b> If the party, while outdoors (not in town), moves in
a boat to the space (for example) just north of a spot of terrain with this property, they
are sucked through to the space south of it. There is a screaming noise and they lose some
food. Extra 1 specifies the direction of suction (the example above is for a south
waterfall). The choice of Cave/Surface determines whether the Cave Lore or Woodsman trait
is checked for to reduce the food lost.</li>
<li><b>Conveyor belt -</b> This space is a conveyor belt, which moves everything on it in
the indicated direction. Extra 1 specifies the direction it pushes in.</li>
<li><b>Blocked to Monsters -</b>Monsters will never walk into a space of this type. Extra
1 and Extra 2 are ignored.</li>
<li><b>Town Entrance -</b> For use when outdoors. This is the entrance to a town. Stepping
@@ -152,10 +203,11 @@ terrain type in Extra 1a.</li>
will change to a different terrain type (an example being an open door, which closes).
Extra 1 is the number of the terrain type it changes to. Extra 2 is the number of the
sound that plays when this happens (for a list of sounds, look in the Appendices). If
Extra 2 is left at 200, no sound plays.</li>
<li><b>Call Scenario Special when used- </b>When used (using the Use button in town mode),
this space calls a scenario special encounter. The number in Extra 1 is the number of the
scenario special encounter node to call.</li>
Extra 2 is left at 0, no sound plays.</li>
<li><b>Call Special when used- </b>When used (using the Use button in town mode), this
space calls a special node. The node to call is determined in the same way as the Call
Special ability. Note however that, since using a space is impossible outdoors, this
ability will never call an outdoor special node.</li>
</ul>
</div>
</body>

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@@ -23,12 +23,8 @@ section. If at all possible, go there often. You'll find hints, FAQs, articles w
and bug reports (so you'll learn what features don't work right), as well as the very
latest version of the scenario editor.
<p>Your feedback is welcome! If you have a neat article on how to do something cool, have
found a nasty bug or have a question that should be answered on our page, send it to
blades@spidweb.com.</p>
<p>However, please don't send general questions to us and expect an answer. While we can
help with bugs, we don't have the time to personally teach you how to use the editor.
You'll have to rely on our web page, this documentation, and the help of people on the
net.</p>
found a nasty bug or have a question that should be answered on our page, post it on the
<a href='http://l.calref.net/boeforum'>forums</a>.</p>
</li>
<li><b>Scenario Contests! -</b> Spiderweb Software will be holding scenario design
@@ -41,11 +37,11 @@ even be finishable at all.
<p>The best way around this is to play it. And give it to friends and let them play it.
With time and careful play, the problems will become clear, and you can fix them.</p>
<p>One debugging aid has been provided for you. When playing your scenario, if you type
the <span class='key'>D</span> key and enter the scenario's password, you will enter debug
mode. The monsters will no longer move and any blow will kill them, so that you can fight
through combats quickly. Press <span class='key'>D</span> again to exit debug mode. Note,
however, that you can only test your scenario in the registered version of Blades of
Exile.</p>
the <span class='key'>D</span> key, you will enter debug mode. The monsters will no longer
move while in combat mode and any blow will kill them, so that you can fight through
combats quickly. Press <span class='key'>D</span> again to exit debug mode. While in debug
mode, there are a number of additional hotkeys you can use. Press <span
class='key'>/</span> to bring up a list.</p>
<p>You can edit a scenario while playing through it. It is often convenient to keep the
editor open while playing through a new town, so you can make fixes immediately. However,
when you save the scenario, it may scramble the data in your game. Whenever you save the

View File

@@ -112,12 +112,12 @@ where you can directly edit the special nodes and the town text respectively.</l
<li><em>Set Town Event Times (Advanced)</em>: You can have special nodes called at regular
time intervals while the party is in the town. Select this option, and a dialog box will
come up. Enter the time between calling the node in the left column, and the special node
to call to the right. Press Create/Edit to create the special. Dont make the interval
to call to the right. Press Create/Edit to create the special. Don't make the interval
between calling specials too low ... special encounters slow the game down.<!-- That was
the '90s. Does this still apply, given our new code and new machines? ---></li>
</ul>
<h2>Town Details, Advanced Town Details</h2>
<h2>Town Details</h2>
<p>There are two dialog boxes to edit the town details and advanced town details, which
are accessed through the Town menu.</p>
@@ -130,8 +130,8 @@ it will be like to play through.</p>
<li><em>Town name</em>: The name of the town.</li>
<li><em>Day When Town Dies, Event Which Prevents Town Death (Advanced)</em>: After the
given day, you can have the town be abandoned (i.e. empty of creatures). If the given day
is left at -1, this doesnt happen. You can also have an event which prevents the town from
being emptied at the given day. To have an event prevent this, enter the events number (1
is left at -1, this doesn't happen. You can also have an event which prevents the town from
being emptied at the given day. To have an event prevent this, enter the event's number (1
.. 9) in the second text area. For more on this, read the section on Time Passing in the
Special Encounters Chapter.</li>
<li><em>Lighting</em>: A town can be fully lit, dark, very dark (torches burn down
@@ -142,12 +142,15 @@ Note that this will remove friendly monsters as well.</li>
<li><em>Difficulty</em>: This is a number from 0 to 10. The higher the number, the harder
the town is, i.e. the faster wandering monsters appear and the more challenging locks and
traps are.</li>
<li><em>Comment</em>: This is a space for you to add notes to yourself.</li>
</ul>
<h3>Advanced Town Details Window</h3>
<p>You can also edit more complicated features of the town in this window. All of these
are advanced topics. For all of these fields, if the value is left at -1, it is
ignored.</p>
ignored. For the special node fields, the tiny buttons next to them allow you to
edit the special node, just like the Create/Edit button in other dialogs.</p>
<ul>
<li><em>Exit Town Specials</em>: When the party leaves town while heading in a certain
direction, you can have a town special node called. Enter the number of the node to call.
@@ -155,15 +158,31 @@ You can use the Edit Special Nodes option in the Town menu to create the special
encounter.</li>
<li><em>Town Entry Special Node</em>: You can also set town special nodes to be called
when the town is entered while abandoned or not abandoned.</li>
<li><em>Town Hostile Special Node</em>: You can also set a special node to be called when
the town goes hostile.</li>
<li><em>Exit Town Location</em>: When the party leaves the town, you may want the party to
end up in different areas in the current outdoor section. Enter the locations in the
outdoor section for the party to arrive at when leaving town in that direction.</li>
<li><em>Backgrounds:</em> You can set the background to appears behind the game interface
when the player is in this town, and a separate background to use when they enter combat
mode in this town. If either is left at -1, the game checks the backgrounds set in the
current outdoor section; if those are also -1, it uses the defaults set in the scenario
details.</lie>
<li><em>Town Hidden</em>: You can have a town be invisible when the party enters the
scenario, only to be made visible by a special encounter (for example, the Show/Hide Town
node type). To do this, press this button. Note that towns are only hidden when the party
enters a scenario. If you add a town to a scenario and set it has hidden while a party is
enters a scenario. If you add a town to a scenario and set it as hidden while a party is
in the scenario, that party will still be able to see the town. If that party leaves the
scenario and then reenters, the town will be properly hidden.</li>
scenario and then re-enters, the town will be properly hidden.</li>
<li><em>No Automap</em>: You can prevent the automap from functioning in this town.</li>
<li><em>Defy Scrying</em>: This flag prevents the Magic Map spell from working. It does
not affect the True Sight spell.</li>
<li><em>Strong Barriers</em>: If this flag is set, monsters will be unable to break
through magical barriers in this town, and the Dispel Barrier spell has a lower chance of
breaking them as well.</li>
<li><em>Create New PCs</em>: Set this flag to allow the player to add a new PC while in
this town. Generally, this is set in the starting town, but you may also want to set it in
other towns, especially if you can't return to the starting town later.</li>
</ul>
<h2>Placing Items</h2>
@@ -171,12 +190,13 @@ scenario and then reenters, the town will be properly hidden.</li>
<p>You can place preset items in towns for the party to find. To place an item, select one
from the I1 - I5 menus, and click on the space to place it on. To edit a placed item,
press the Edit Item button (in the lower right hand corner) and click on the item to
edit.</p>
edit. While editing an item, you can click the Delete button to remove it from the town.</p>
<p>When you select an item to edit, the Editing Preset Item window will come up. You can
change which item is here by pressing the Choose button. If you want to set the amount of
gold or food here or the number of charges the item has (it it's a wand, set of arrows, or
other item with charges) enter the new amount in the Amount or Charges Text field.
Finally, there are three options at the bottom of this window:</p>
gold or food here or the number of charges the item has (if it's a wand, set of arrows, or
other item with charges) enter the new amount in the Amount or Charges Text field. If it's
melee weapon, you can set it to be enchanted by clicking the Choose button next to the
Enchantment field. Finally, there are three options at the bottom of this window:</p>
<ul>
<li><em>Always Here</em>: Normally,when the party takes an item,it won't be there the next
time they enter the town. If this option is selected, the item will be there every time
@@ -200,16 +220,17 @@ click on the monster. The monster dialog window has several options:</p>
<ul>
<li><em>Creature Type</em>: Press to select a new monster type.</li>
<li><em>Creature Starting Attitude</em>: Select Friendly (wont attack), Friendly, Will
Fight (wont fight party, and will fight bad monsters), Hostile, Type A (will attack the
<li><em>Creature Starting Attitude</em>: Select Friendly (won't attack), Friendly, Will
Fight (won't fight party, and will fight bad monsters), Hostile, Type A (will attack the
party, and monsters of type Hostile Type B), and Hostile, Type B (will attack the party,
and monsters of type Hostile Type A).</li>
<li><em>Creature Can Move</em>: If no, monster cant move.</li>
<li><em>Personality</em>: If left at -1, the creature cant be talked to. Otherwise, see
<li><em>Creature Can Move</em>: If no, monster can't move.</li>
<li><em>Personality</em>: If left at -1, the creature can't be talked to. Otherwise, see
chapter on Dialogue.</li>
<li><em>Facial Graphic</em>: Press Choose to select the picture the player sees when
talking to this character. If this is left at -1 and the character can be talked to, the
player will see the creatures graphic on the talking screen.</li>
player will see the creature's graphic on the talking screen.</li>
<li><em>Delete</em>: Remove this creature from the town.</li>
</ul>
<p>There are also more advanced settings for any placed creature. Press the Advanced
@@ -222,7 +243,7 @@ occurred. For a more detailed description of how time works, read the chapter on
Time.</p>
<p>Note that, if the town has been abandoned, creatures never appear.</p>
<p>There are two text editing areas after these buttons, where you will enter the days the
creatures appear/disappear and the events theyre linked to. The first area will always get
creatures appear/disappear and the events they're linked to. The first area will always get
a day, and the second area will get the number of a special event (0 - 9, with 0 meaning
no event).</p>
@@ -241,6 +262,10 @@ days 3,6,9, etc. This can be used for a character which travels from town to tow
here.</li>
<li><em>Disappear When Event</em>: Once event in second box has occurred, creature
disappears.</li>
<li><em>Appear After Town Dies</em>: The creature does not exist until the town has died.
A town can die in two ways - either the maximum number of monsters are killed, or the day
it is supposed to die is reached without the event that should prevent it occurring.
Creatures with this set are the only creatures that will exist in a dead town.</li>
<li><em>Special Encounter Group (Advanced)</em>: You can specify that a creature in a town
will not be there at first, but will be brought into being by a special encounter. You can
have 10 different groups of these creatures, who will be brought into being by calling a