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 It does not touch the appendices, and even in the parts it does touch, many details may still be out-of-date.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