Began cleanup of editor docs.
-Added CSS and navbar from game docs. -Performed basic cleanup of <head>. -Fully cleaned up Contents.html, About.html git-svn-id: http://openexile.googlecode.com/svn/trunk@140 4ebdad44-0ea0-11de-aab3-ff745001d230
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<title>About - BoE Scenario Editor Guide</title>
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<link rel="stylesheet" type="text/css" href="style.css">
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<body>
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<p class="p1"><b>Section 1: About the Blades of Exile Scenario Editor</b></p>
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<p class="p2"><br></p>
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<p class="p3"><span class="Apple-tab-span"> </span>OK. Youve played Blades of Exile (and maybe other Exile games), and you have your own ideas for adventures. Youd like to come up with your own twisted ideas, and inflict them upon the general public. Well, now you can! Blades of Exile comes with a powerful elaborate scenario design kit.</p>
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||||
<p class="p3"><span class="Apple-tab-span"> </span>How powerful? Well, the three scenarios that came with Blades of Exile were created using the scenario editor and only the scenario editor. It can create fully detailed adventures, including weird special encounters, people to talk to, and a world that changes as time goes by.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>There are other great things. You can also include customized graphics. You can distribute scenarios you make over the Internet, so that all sorts of people can play them. Scenarios you make on a Macintosh will work on a PC running Windows, and vise versa. And, best of all, you can make basic scenarios with very little work. If you dont want to learn all the complicated nitty gritty, you dont have to!</p>
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<p class="p2"><br></p>
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<p class="p3"><b>How to Get Started</b></p>
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<p class="p2"><br></p>
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<p class="p3"><span class="Apple-tab-span"> </span>If you want to make scenarios, the first thing to do is play Blades of Exile. A lot. Much of what follows wont be the least bit clear if you arent familiar with how the game works.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>When youre familiar with what Blades of Exile is like, read the next chapter. It gives a detailed, step by step description of how to make a scenario, make a new town, and populate it with monsters and treasure. It will tell you all you need to know to make a basic, fun scenario with lots of chopping and hacking.<span class="Apple-converted-space"> </span></p>
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<p class="p3"><span class="Apple-tab-span"> </span>Once you have the basics down, the other chapters in this section go into a bit more detail on scenario basics. You will learn how to make multiple towns, create wandering encounters, and do other, more elaborate things.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>Finally, when you have a grasp of all the basics, if you are strong of heart you can move on to the next section: Advanced Scenario Design. There you will learn how to make special encounters and write dialogue, the heart of any truly good scenario.</p>
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<p class="p2"><br></p>
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<p class="p3"><b>Using the Instructions</b></p>
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<p class="p2"><br></p>
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<p class="p3"><span class="Apple-tab-span"> </span>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>
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<p class="p3"><span class="Apple-tab-span"> </span>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 now.</p>
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<p class="p2"><br></p>
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<p class="p3"><b>The Basic Basics</b></p>
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<p class="p2"><br></p>
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<p class="p3"><span class="Apple-tab-span"> </span>Any Blades of Exile scenario is divided into two parts: the outdoors and the towns (and dungeons - theres no difference). The outdoors is a rectangle of sections, each 48 x 48 spaces (for example, Valley of Dying Things is 4 sections wide and 3 sections high, each section a 48 x 48 grid of spots of terrain). You can have up to 100 outdoor sections (although 10-20 is usually plenty).</p>
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<p class="p3"><span class="Apple-tab-span"> </span>Towns have 3 sizes: 32 x 32, 48 x 48, and 64 x 64. You can have at most 200 towns (although 20-22 is already quite a few).</p>
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<p class="p3"><span class="Apple-tab-span"> </span>When a player starts your scenario, his or her party will start in one of your towns. From there he or she can leave the town to explore the outdoors. To design a scenario, you will edit towns and outdoor sections, and them make town entrances in the outdoors and link them with towns (this isnt hard, and is well explained in the next section). Populate the towns with critters, traps and puzzles, and you have a scenario!</p>
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<p class="p2"><br></p>
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<p class="p3"><b>Three Final Warnings:</b></p>
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<p class="p2"><br></p>
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<p class="p3"><span class="Apple-tab-span"> </span>Good scenario design is a time consuming thing. Each of the Blades of Exile scenarios involved a month of full-time work. Start small at first, such as with a small outdoors and 4 or 5 towns. Put the massive Exile-sized epic off for a little while, or you risk putting a month of work into a scenario you will never finish, and which nobody will ever see. There is little more satisfying than getting an E-mail saying how much fun someone had playing your scenario. Alas, you never get such an E-mail until your scenario is done.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>Also, ALWAYS test your scenarios. Debugging is critically important. Play through them yourself, and, if possible, get someone else to play them too. If you design a scenario which cant be finished because of a bug, nobody will appreciate it.</p>
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<p class="p3"><span class="Apple-tab-span"> </span>Finally, back up your scenario file. Frequently. The designer of Blades of Exile does it hourly. <span class="Apple-converted-space"> </span>Put a copy on a floppy, and hide the floppy in your car. Copy it onto a friends computer. Put a copy in your safety deposit box. Remember, one hard drive crash can wipe out a month (or more) of work in a moment.</p>
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<p class="p2"><br></p>
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<p class="p3"><span class="Apple-tab-span"> </span>But enough preamble ... lets make a scenario!</p>
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</body>
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<div class="navbar">
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<script src="nav.js"></script>
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</div>
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<div class="content">
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<h1>Section 1: About the Blades of Exile Scenario Editor</h1>
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<p>OK. Youve played Blades of Exile (and maybe other Exile games), and you have your own ideas for adventures. Youd like to come up with your own twisted ideas, and inflict them upon the general public. Well, now you can! Blades of Exile comes with a powerful elaborate scenario design kit.</p>
|
||||
<p>How powerful? Well, the three scenarios that came with Blades of Exile were created using the scenario editor and only the scenario editor. It can create fully detailed adventures, including weird special encounters, people to talk to, and a world that changes as time goes by.</p>
|
||||
<p>There are other great things. You can also include customized graphics. You can distribute scenarios you make over the Internet, so that all sorts of people can play them. Scenarios you make on a Macintosh will work on a PC running Windows, and vise versa. And, best of all, you can make basic scenarios with very little work. If you dont want to learn all the complicated nitty gritty, you dont have to!</p>
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<h2>How to Get Started</h2>
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||||
<p>If you want to make scenarios, the first thing to do is play Blades of Exile. A lot. Much of what follows wont be the least bit clear if you arent familiar with how the game works.</p>
|
||||
<p>When youre familiar with what Blades of Exile is like, read the next chapter. It gives a detailed, step by step description of how to make a scenario, make a new town, and populate it with monsters and treasure. It will tell you all you need to know to make a basic, fun scenario with lots of chopping and hacking.</p>
|
||||
<p>Once you have the basics down, the other chapters in this section go into a bit more detail on scenario basics. You will learn how to make multiple towns, create wandering encounters, and do other, more elaborate things.</p>
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||||
<p>Finally, when you have a grasp of all the basics, if you are strong of heart you can move on to the next section: Advanced Scenario Design. There you will learn how to make 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>
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||||
<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 now.</p>
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<h2>The Basic Basics</h2>
|
||||
<p>Any Blades of Exile scenario is divided into two parts: the outdoors and the towns (and dungeons - theres no difference). The outdoors is a rectangle of sections, each 48 x 48 spaces (for example, Valley of Dying Things is 4 sections wide and 3 sections high, each section a 48 x 48 grid of spots of terrain). You can have up to 100 outdoor sections (although 10-20 is usually plenty).</p>
|
||||
<p>Towns have 3 sizes: 32 x 32, 48 x 48, and 64 x 64. You can have at most 200 towns (although 20-22 is already quite a few).</p>
|
||||
<p>When a player starts your scenario, his or her party will start in one of your towns. From there he or she can leave the town to explore the outdoors. To design a scenario, you will edit towns and outdoor sections, and them make town entrances in the outdoors and link them with towns (this isnt hard, and is well explained in the next section). Populate the towns with critters, traps and puzzles, and you have a scenario!</p>
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||||
<h2>Three Final Warnings:</h2>
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||||
<p>Good scenario design is a time consuming thing. Each of the Blades of Exile scenarios involved a month of full-time work. Start small at first, such as with a small outdoors and 4 or 5 towns. Put the massive Exile-sized epic off for a little while, or you risk putting a month of work into a scenario you will never finish, and which nobody will ever see. There is little more satisfying than getting an E-mail saying how much fun someone had playing your scenario. Alas, you never get such an E-mail until your scenario is done.</p>
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||||
<p>Also, ALWAYS test your scenarios. Debugging is critically important. Play through them yourself, and, if possible, get someone else to play them too. If you design a scenario which cant be finished because of a bug, nobody will appreciate it.</p>
|
||||
<p>Finally, back up your scenario file. Frequently. The designer of Blades of Exile does it hourly. Put a copy on a floppy, and hide the floppy in your car. Copy it onto a friend's computer. Put a copy in your safety deposit box. Remember, one hard drive crash can wipe out a month (or more) of work in a moment.</p>
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<p>But enough preamble ... lets make a scenario!</p>
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</div></body>
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</html>
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<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
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<meta http-equiv="Content-Style-Type" content="text/css">
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<title>Advanced - BoE Scenario Editor Guide</title>
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<link rel="stylesheet" type="text/css" href="style.css">
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<p class="p1"><b>Section 9: Advanced Topics Introduction</b></p>
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<title>Tutorial - BoE Scenario Editor Guide</title>
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<body>
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<p class="p1"><b>Section 2: Scenario Building: A Step By Step Guide</b></p>
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<title>BoE Scenario Editor Documentation</title>
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</style>
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<title>Blades of Exile Scenario Editor Guide</title>
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<h1><img src="../img/boe.gif"> <u><b>Blades Scenario Editor Instructions</b></u></h1>
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<p>This document contains all the information you need to play use the Blades of Exile Scenario Editor and make new scenarios for Blades of Exile!</p>
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<p>This menu can also take you to the different sections of this document. To find the thing you're looking for, try the table of contents...</p>
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<h2>Table of Contents</h2>
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<ol class='toc'>
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<ol>
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<li><a href='About.html'>About the Blades of Exile Scenario Editor</a></li>
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<li><a href='Building.html'>Scenario Building: A Step By Step Guide</a></li>
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<li><a href='Editing.html'>Making and Editing Scenarios</a></li>
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<li><a href='appendix/Messages.html'>Text Messages</a></li>
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<li><a href='appendix/Magic.html'>Spell and Alchemy Lists</a></li>
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<li><a href='appendix/Examples.html'>Special Encounter Examples</a></li>
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</ol>
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<h2>Troubleshooting Tips</h2>
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<p><b>New player or having problems?</b></p>
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<p>The Scenario Editor seems pretty tricky to use at first, but in the long run it's actually not that hard to use. However, you won't be able to use it at all without these documentation. To get started, be sure to use the chapter Scenario Building - A Step By Step Guide. It gives a very simple, detailed set of instructions for writing a simple scenario. Using this, you'll be designing in no time!</p>
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<h2>Scenario Design Contest!</h2>
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<p>Spiderweb Software is throwing a contest to see who can create the best scenario. This contest has $1000 cash and piles of products as prizes ... be sure to check it out! For more information, look on our web site (www.spidweb.com) or read the file CONTEST.TXT. {TODO: Spiderweb no longer throws the contests; update accordingly}</p>
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<h2>Technical support</h2>
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<p>{TODO: Refer to forum instead? I doubt Jeff would still be supporting this...} Should you have any questions, problems or comments, contact:</p>
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<p class="p2"><span class="Apple-tab-span"> </span>Spiderweb Software, Inc.</p>
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<p class="p2"><span class="Apple-tab-span"> </span>PO Box 85659</p>
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<p class="p2"><span class="Apple-tab-span"> </span>Seattle, WA 98145-1659</p>
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<p class="p2"><span class="Apple-tab-span"> </span>(206) 789-4438</p>
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<p class="p2"><span class="Apple-tab-span"> </span>Internet: SpidWeb@spidweb.com</p>
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<p class="p2"><span class="Apple-tab-span"> </span>America Online: SpidWeb</p>
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<p class="p2"><span class="Apple-tab-span"> </span>CompuServe: 76463,1521</p>
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<p class="p2"><span class="Apple-tab-span"> </span>WWW: http://www.spidweb.com</p>
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<p class="p3"><br></p>
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<p>If you are having trouble with the game, use the following resources to get help.</p>
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<ul>
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<li><a href="http://code.google.com/p/openexile/">Google Code Project</a></li>
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<ul><li><a href="http://code.google.com/p/openexile/issues/list">Bug Tracker</a></li></ul>
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<li><a href="http://www.ironycentral.com/forum/ubbthreads.php?ubb=postlist&Board=22&page=1">Blades of Exile Forum at Spiderweb Software</a></li>
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</ul>
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<h3>Spiderweb Software</h3>
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<ul>
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<li>PO Box 85659</li>
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<li>Seattle, WA 98145-1659</li>
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<li>(206) 789-4438</li>
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<li>E-mail: <a href="mailto:spidweb@spidweb.com">SpidWeb@spidweb.com</a></li>
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<li>America Online: SpidWeb</li>
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<li>CompuServe: 76463,1521</li>
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<li>Internet: <a href="http://www.spiderwebsoftware.com">http://www.spiderwebsoftware.com</a></li>
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</ul>
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</body>
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<title>Dialogue - BoE Scenario Editor Guide</title>
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<p class="p1"><b>Section 11: Dialogue<span class="Apple-converted-space"> </span></b></p>
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<title>Making and Editing Basics - BoE Scenario Editor Guide</title>
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<p class="p1"><b>Section 3: Making and Editing Scenarios</b></p>
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span.Apple-tab-span {white-space:pre}
|
||||
</style>
|
||||
<title>Custom Graphics - BoE Scenario Editor Guide</title>
|
||||
<link rel="stylesheet" type="text/css" href="style.css">
|
||||
</head>
|
||||
<body>
|
||||
<p class="p1"><b>Section 12: Customizing Graphics</b></p>
|
||||
|
||||
@@ -1,68 +1,57 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
|
||||
<meta http-equiv="Content-Style-Type" content="text/css">
|
||||
<title></title>
|
||||
<meta name="Generator" content="Cocoa HTML Writer">
|
||||
<meta name="CocoaVersion" content="949.46">
|
||||
<style type="text/css">
|
||||
p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 14.0px Helvetica}
|
||||
p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 10.0px Helvetica; min-height: 12.0px}
|
||||
p.p3 {margin: 0.0px 0.0px 0.0px 0.0px; font: 10.0px Helvetica}
|
||||
span.Apple-tab-span {white-space:pre}
|
||||
</style>
|
||||
<title>Items - BoE Scenario Editor Guide</title>
|
||||
<link rel="stylesheet" type="text/css" href="style.css">
|
||||
</head>
|
||||
<body>
|
||||
<p class="p1"><b>Section 8 - Editing Item Types</b></p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>Your default scenario comes with 383 premade item types, number 0 to 382, and you can have 400 item types overall. Like terrain types, you can customize the item types to suit your scenario. Click on Edit Item Types to bring up a list of items, and click on an item type to bring up the item editing window. This window has these options:</p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><b>Full Name, Unidentified Name:</b> The names of the item the party sees when the item is identified (or unidentified).</p>
|
||||
<p class="p3"><b>Item Picture:</b> Press the Choose button to select an item icon.</p>
|
||||
<p class="p3"><b>Item Type: </b>The item's types are generally self-explanatory. The item types determine how many of each item can be equipped, and what affect each type has (armor protects, weapons can be used to attack, etc.). The item type determines which special abilities each item can have. For more on this, read about special abilities, farther on.</p>
|
||||
<p class="p3"><b>Item level:</b><span class="Apple-converted-space"> </span>Determines the strength of armor or weapons. The higher the number, the more damage the weapon does, or the more damage the armor prevents. It has no meaning for items that arent armor or weapons.</p>
|
||||
<p class="p3"><b>Awkwardness:</b><span class="Apple-converted-space"> </span>Determines how much the item interferes with performance in combat when equipped. The higher value, the more the interference.</p>
|
||||
<p class="p3"><b>Bonus:</b><span class="Apple-converted-space"> </span>Gives extra strength to armor and weapons. The higher the number, the more extra damage the weapon does, or the more extra damage the armor prevents. It has no meaning for items that arent armor or weapons.</p>
|
||||
<p class="p3"><b>Protection:<span class="Apple-converted-space"> </span></b> When the item is equipped, if it has a protection value, the item reduces damage in combat. The higher the number, the greater the reduction.</p>
|
||||
<p class="p3"><b>Charges:</b><span class="Apple-converted-space"> </span>The number of times the item can be used. Only has an effect for magical items (like potions) or missiles.</p>
|
||||
<p class="p3"><b>Type Flag (Advanced) :</b><span class="Apple-converted-space"> </span>When a character gets several items of the same type (like darts or arrows), they will all be combined into one item. This happens when the items have the same type flag. You can have items have the same type flag, and thus be combined. Only give an item a type flag greater than 100 ... smaller type flags are reserved for the preset items.</p>
|
||||
<p class="p3"><b>Value: </b>The value of the item in gold.</p>
|
||||
<p class="p3"><b>Weight:</b><span class="Apple-converted-space"> </span>The weight of the item.</p>
|
||||
<p class="p3"><b>Special Class (Advanced) :</b><span class="Apple-converted-space"> </span>Some special nodes (like Have Item With Class?) check to see if the party has a special item. Set an items special class here (0 for no special class).</p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>For example, an item Boat Ticket can have special class 1, and a special node 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.</p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>An item can also have special abilities, like providing resistance to fire, or being a demon slaying weapon. To set an items special ability, press the Abilities button.</p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><b>Setting Item Abilities (Advanced)</b></p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>When you press the Abilities button, you will see the item ability dialog. Each item type can have a special ability. The types of abilities available range from shooting fireballs to weapons doing special damage to dragons to items being ingredients for alchemical recipes.</p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>There are two types of item abilities: usable and inherent.</p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><b>Usable abilities:</b><span class="Apple-converted-space"> </span>Usable item abilities are only activated by pressing the items use button on the PC inventory screen. Otherwise, the ability has no effect. Examples are a wand that shoots fireballs or a healing potion.</p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>Usable abilities are always linked to the items charges. Whenever an item with a usable ability is actually used, the items amount of charges goes down by 1. When the items charge level goes down to 0, the item disappears. An item with a usable ability must have at least 1 charge.</p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>The cash value of an item with a usable ability is calculated differently from normal items. The items actual cost is its value multiplied by the number of its charges. (Example: Suppose a Potion of Healing has a value of 100 and 2 charges. This potion would cost 200 gold and sell for half that.)</p>
|
||||
<p class="p3">Inherent Abilities:<span class="Apple-converted-space"> </span>Inherent abilities are abilities that are always present and are activated automatically, as opposed to being activated by pressing the Use button on the PC Inventory screen. Examples are a shield with fire protection (which is activated automatically when the character takes fire damage) or comfrey root (whose ability is that it can be used as an alchemical ingredient, and which is used automatically when the party tries to make a potion with it).</p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>Some inherent abilities have charges (such as alchemical ingredients). When used, the 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 class="p2"><span class="Apple-tab-span"> </span></p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>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 class="p2"><br></p>
|
||||
<p class="p3"><b>Weapon Abilities (Inherent):</b><span class="Apple-converted-space"> </span>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.</p>
|
||||
<p class="p3"><b>General Abilities (Inherent):<span class="Apple-converted-space"> </span></b> 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 cant (e.g. wands, potions). Only a few of these ability types require that the items having them have charges.</p>
|
||||
<p class="p3"><b>Non-Spell Usable (Usable):</b><span class="Apple-converted-space"> </span>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 thats not a missile (e.g. arrows, bolts). Being usable item abilities, any item having one of these abilities must have charges.</p>
|
||||
<p class="p3"><b>Spell Usable (Usable):</b><span class="Apple-converted-space"> </span>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 thats not a missile (e.g. arrows, bolts). Being usable item abilities, any item having one of these abilities must have charges.</p>
|
||||
<p class="p3"><b>Reagents (Inherent):</b><span class="Apple-converted-space"> </span>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.</p>
|
||||
<p class="p3"><b>Missiles (Inherent):</b> 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).</p>
|
||||
<p class="p2"><br></p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>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.</p>
|
||||
<p class="p3"><span class="Apple-tab-span"> </span>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 items ability strength (a number from 0 - 10, 10 is strongest) can be entered in the text area just below. The other buttons set other item properties:</p>
|
||||
<p class="p2"><b></b><br></p>
|
||||
<p class="p3"><b>Item Use Properties:<span class="Apple-converted-space"> </span></b> For items that affect the party (like healing, or curing/causing poison), you can have use of the item help only the using person, help the entire party, hurt the using PC, or hurt the entire party. For example, if the ability is Slow/Haste, and hurt the entire party is selected, then the item slows the entire party when it is used.</p>
|
||||
<p class="p3"><b>Always Identified:<span class="Apple-converted-space"> </span></b> If selected, whenever the item is found, it will be identified.</p>
|
||||
<p class="p3"><b>Magical:<span class="Apple-converted-space"> </span></b> The item is magical, and thus cant be augmented by people in towns.</p>
|
||||
<p class="p3"><b>Cursed:</b><span class="Apple-converted-space"> </span>The item is cursed, and a PC equips it, it cant be removed until the curse is removed.</p>
|
||||
<p class="p3"><b>Conceal Ability:</b><span class="Apple-converted-space"> </span>When item info is selected for the item, the player wont be told what the special ability is.</p>
|
||||
<p class="p3"><b>Item Treasure Class:</b><span class="Apple-converted-space"> </span>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.</p>
|
||||
<p class="p2"><br></p>
|
||||
<h1>Section 8 - Editing Item Types</h1>
|
||||
|
||||
<p>Your default scenario comes with 383 premade item types, number 0 to 382, and you can have 400 item types overall. Like terrain types, you can customize the item types to suit your scenario. Click on Edit Item Types to bring up a list of items, and click on an item type to bring up the item editing window. This window has these options:</p>
|
||||
<ul>
|
||||
<li>Full Name, Unidentified Name: The names of the item the party sees when the item is identified (or unidentified).</li>
|
||||
<li>Item Picture: Press the Choose button to select an item icon.</li>
|
||||
<li>Item Type: The item's types are generally self-explanatory. The item types determine how many of each item can be equipped, and what affect each type has (armor protects, weapons can be used to attack, etc.). The item type determines which special abilities each item can have. For more on this, read about special abilities, farther on.</li>
|
||||
<li>Item level: Determines the strength of armor or weapons. The higher the number, the more damage the weapon does, or the more damage the armor prevents. It has no meaning for items that arent armor or weapons.</li>
|
||||
<li>Awkwardness: Determines how much the item interferes with performance in combat when equipped. The higher value, the more the interference.</li>
|
||||
<li>Bonus: Gives extra strength to armor and weapons. The higher the number, the more extra damage the weapon does, or the more extra damage the armor prevents. It has no meaning for items that arent armor or weapons.</li>
|
||||
<li>Protection: When the item is equipped, if it has a protection value, the item reduces damage in combat. The higher the number, the greater the reduction.</li>
|
||||
<li>Charges: The number of times the item can be used. Only has an effect for magical items (like potions) or missiles.</li>
|
||||
<li>Type Flag (Advanced): When a character gets several items of the same type (like darts or arrows), they will all be combined into one item. This happens when the items have the same type flag. You can have items have the same type flag, and thus be combined. Only give an item a type flag greater than 100 ... smaller type flags are reserved for the preset items.</li>
|
||||
<li>Value: The value of the item in gold.</li>
|
||||
<li>Weight: The weight of the item.</li>
|
||||
<li>Special Class (Advanced): Some special nodes (like Have Item With Class?) check to see if the party has a special item. Set an items special class here (0 for no special class).</li>
|
||||
<li><li>For example, an item Boat Ticket can have special class 1, and a special node 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>
|
||||
|
||||
<p>An item can also have special abilities, like providing resistance to fire, or being a demon slaying weapon. To set an items special ability, press the Abilities button.</li>
|
||||
|
||||
<li>Setting Item Abilities (Advanced)</li>
|
||||
|
||||
<p>When you press the Abilities button, you will see the item ability dialog. Each item type can have a special ability. The types of abilities available range from shooting fireballs to weapons doing special damage to dragons to items being ingredients for alchemical recipes.</li>
|
||||
<p>There are two types of item abilities: usable and inherent.</li>
|
||||
|
||||
<li>Usable abilities: Usable item abilities are only activated by pressing the items use button on the PC inventory screen. Otherwise, the ability has no effect. Examples are a wand that shoots fireballs or a healing potion.</li>
|
||||
<p>Usable abilities are always linked to the items charges. Whenever an item with a usable ability is actually used, the items amount of charges goes down by 1. When the items charge level goes down to 0, the item disappears. An item with a usable ability must have at least 1 charge.</li>
|
||||
<p> The cash value of an item with a usable ability is calculated differently from normal items. The items actual cost is its value multiplied by the number of its charges. (Example: Suppose a Potion of Healing has a value of 100 and 2 charges. This potion would cost 200 gold and sell for half that.)</li>
|
||||
<p">Inherent Abilities: Inherent abilities are abilities that are always present and are activated automatically, as opposed to being activated by pressing the Use button on the PC Inventory screen. Examples are a shield with fire protection (which is activated automatically when the character takes fire damage) or comfrey root (whose ability is that it can be used as an alchemical ingredient, and which is used automatically when the party tries to make a potion with it).</li>
|
||||
<p>Some inherent abilities have charges (such as alchemical ingredients). When used, the 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.</li>
|
||||
<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:</li>
|
||||
<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 which can be equipped (e.g. rings, armor, sword, but not arrows) but not to items that cant (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 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 thats 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 thats 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 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>
|
||||
<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 items ability strength (a number from 0 - 10, 10 is strongest) can be entered in the text area just below. The other buttons set other item properties:</li>
|
||||
<li>Item Use Properties:<span class="Apple-converted-space"> </span> For items that affect the party (like healing, or curing/causing poison), you can have use of the item help only the using person, help the entire party, hurt the using PC, or hurt the entire party. For example, if the ability is Slow/Haste, and hurt the entire party is selected, then the item slows the entire party when it is used.</li>
|
||||
<li>Always Identified:<span class="Apple-converted-space"> </span> If selected, whenever the item is found, it will be identified.</li>
|
||||
<li>Magical:<span class="Apple-converted-space"> </span> The item is magical, and thus cant be augmented by people in towns.</li>
|
||||
<li>Cursed:<span class="Apple-converted-space"> </span>The item is cursed, and a PC equips it, it cant be removed until the curse is removed.</li>
|
||||
<li>Conceal Ability:<span class="Apple-converted-space"> </span>When item info is selected for the item, the player wont be told what the special ability is.</li>
|
||||
<li>Item Treasure Class:<span class="Apple-converted-space"> </span>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>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
|
||||
@@ -1,17 +1,8 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
|
||||
<meta http-equiv="Content-Style-Type" content="text/css">
|
||||
<title></title>
|
||||
<meta name="Generator" content="Cocoa HTML Writer">
|
||||
<meta name="CocoaVersion" content="949.46">
|
||||
<style type="text/css">
|
||||
p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 14.0px Helvetica}
|
||||
p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 10.0px Helvetica; min-height: 12.0px}
|
||||
p.p3 {margin: 0.0px 0.0px 0.0px 0.0px; font: 10.0px Helvetica}
|
||||
span.Apple-tab-span {white-space:pre}
|
||||
</style>
|
||||
<title>Monsters - BoE Scenario Editor Guide</title>
|
||||
<link rel="stylesheet" type="text/css" href="style.css">
|
||||
</head>
|
||||
<body>
|
||||
<p class="p1"><b>Section 7 - Editing Monster Types</b></p>
|
||||
|
||||
@@ -1,17 +1,8 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
|
||||
<meta http-equiv="Content-Style-Type" content="text/css">
|
||||
<title></title>
|
||||
<meta name="Generator" content="Cocoa HTML Writer">
|
||||
<meta name="CocoaVersion" content="949.46">
|
||||
<style type="text/css">
|
||||
p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 14.0px Helvetica}
|
||||
p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 10.0px Helvetica; min-height: 12.0px}
|
||||
p.p3 {margin: 0.0px 0.0px 0.0px 0.0px; font: 10.0px Helvetica}
|
||||
span.Apple-tab-span {white-space:pre}
|
||||
</style>
|
||||
<title>Outdoors - BoE Scenario Editor Guide</title>
|
||||
<link rel="stylesheet" type="text/css" href="style.css">
|
||||
</head>
|
||||
<body>
|
||||
<p class="p1"><b>Section 4 - Editing the Outdoors</b></p>
|
||||
|
||||
@@ -1,17 +1,8 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
|
||||
<meta http-equiv="Content-Style-Type" content="text/css">
|
||||
<title></title>
|
||||
<meta name="Generator" content="Cocoa HTML Writer">
|
||||
<meta name="CocoaVersion" content="949.46">
|
||||
<style type="text/css">
|
||||
p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 14.0px Helvetica}
|
||||
p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 10.0px Helvetica; min-height: 12.0px}
|
||||
p.p3 {margin: 0.0px 0.0px 0.0px 0.0px; font: 10.0px Helvetica}
|
||||
span.Apple-tab-span {white-space:pre}
|
||||
</style>
|
||||
<title>Special Encounters - BoE Scenario Editor Guide</title>
|
||||
<link rel="stylesheet" type="text/css" href="style.css">
|
||||
</head>
|
||||
<body>
|
||||
<p class="p1"><b>Section 10: Special Encounters<span class="Apple-converted-space"> </span></b></p>
|
||||
|
||||
@@ -1,17 +1,8 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
|
||||
<meta http-equiv="Content-Style-Type" content="text/css">
|
||||
<title></title>
|
||||
<meta name="Generator" content="Cocoa HTML Writer">
|
||||
<meta name="CocoaVersion" content="949.46">
|
||||
<style type="text/css">
|
||||
p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 14.0px Helvetica}
|
||||
p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 10.0px Helvetica; min-height: 12.0px}
|
||||
p.p3 {margin: 0.0px 0.0px 0.0px 0.0px; font: 10.0px Helvetica}
|
||||
span.Apple-tab-span {white-space:pre}
|
||||
</style>
|
||||
<title>Terrain - BoE Scenario Editor Guide</title>
|
||||
<link rel="stylesheet" type="text/css" href="style.css">
|
||||
</head>
|
||||
<body>
|
||||
<p class="p1"><b>Section 6 - Editing Terrain Types</b></p>
|
||||
|
||||
@@ -1,17 +1,8 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
|
||||
<meta http-equiv="Content-Style-Type" content="text/css">
|
||||
<title></title>
|
||||
<meta name="Generator" content="Cocoa HTML Writer">
|
||||
<meta name="CocoaVersion" content="949.46">
|
||||
<style type="text/css">
|
||||
p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 14.0px Helvetica}
|
||||
p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 10.0px Helvetica; min-height: 12.0px}
|
||||
p.p3 {margin: 0.0px 0.0px 0.0px 0.0px; font: 10.0px Helvetica}
|
||||
span.Apple-tab-span {white-space:pre}
|
||||
</style>
|
||||
<title>Testing and Distributing - BoE Scenario Editor Guide</title>
|
||||
<link rel="stylesheet" type="text/css" href="style.css">
|
||||
</head>
|
||||
<body>
|
||||
<p class="p1"><b>Section 13: Testing and Distributing Your Scenario</b></p>
|
||||
|
||||
@@ -1,17 +1,8 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
|
||||
<meta http-equiv="Content-Style-Type" content="text/css">
|
||||
<title></title>
|
||||
<meta name="Generator" content="Cocoa HTML Writer">
|
||||
<meta name="CocoaVersion" content="949.46">
|
||||
<style type="text/css">
|
||||
p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 14.0px Helvetica}
|
||||
p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 10.0px Helvetica; min-height: 12.0px}
|
||||
p.p3 {margin: 0.0px 0.0px 0.0px 0.0px; font: 10.0px Helvetica}
|
||||
span.Apple-tab-span {white-space:pre}
|
||||
</style>
|
||||
<title>Towns - BoE Scenario Editor Guide</title>
|
||||
<link rel="stylesheet" type="text/css" href="style.css">
|
||||
</head>
|
||||
<body>
|
||||
<p class="p1"><b>Section 5 - Editing Towns</b></p>
|
||||
|
||||
33
doc/editor/nav.js
Normal file
33
doc/editor/nav.js
Normal file
@@ -0,0 +1,33 @@
|
||||
/*
|
||||
|
||||
The navbar, to be included in all files.
|
||||
|
||||
*/
|
||||
|
||||
document.write('\
|
||||
<ol>\
|
||||
<li><a href="About.html">About</a></li>\
|
||||
<li><a href="Building.html">Tutorial</a></li>\
|
||||
<li><a href="Editing.html">Making and Editing</a></li>\
|
||||
<li><a href="Outdoors.html">Outdoors</a></li>\
|
||||
<li><a href="Towns.html">Towns</a></li>\
|
||||
<li><a href="Terrain.html">Terrain Types</a></li>\
|
||||
<li><a href="Monsters.html">Monster Types</a></li>\
|
||||
<li><a href="Items.html">Items</a></li>\
|
||||
<li><a href="Advanced.html">Advanced</a></li>\
|
||||
<li><a href="Specials.html">Special Encounters</a></li>\
|
||||
<li><a href="Dialogue.html">Dialogue</a></li>\
|
||||
<li><a href="Graphics.html">Customizing Graphics</a></li>\
|
||||
<li><a href="Testing.html">Testing and Distributing</a></li>\
|
||||
</ol>\
|
||||
<h2>Appendices</h2>\
|
||||
<ol style="list-style-type:upper-alpha">\
|
||||
<li><a href="appendix/Specials.html">Special Encounter Node Types</a></li>\
|
||||
<li><a href="appendix/Items.html">Item Ability Types</a></li>\
|
||||
<li><a href="appendix/Terrain.html">Starting Terrain Types</a></li>\
|
||||
<li><a href="appendix/Sounds.html">Blades Sound Effects</a></li>\
|
||||
<li><a href="appendix/Messages.html">Text Messages</a></li>\
|
||||
<li><a href="appendix/Magic.html">Spell and Alchemy Lists</a></li>\
|
||||
<li><a href="appendix/Examples.html">Special Encounter Examples</a></li>\
|
||||
</ol>\
|
||||
');
|
||||
58
doc/editor/style.css
Normal file
58
doc/editor/style.css
Normal file
@@ -0,0 +1,58 @@
|
||||
body {
|
||||
background-image: url("../img/background.gif");
|
||||
|
||||
}
|
||||
|
||||
p.p1 {
|
||||
margin: 0.0px 0.0px 0.0px 0.0px;
|
||||
font: 10.0px Geneva;
|
||||
min-height: 14.0px
|
||||
}
|
||||
|
||||
p.p2, p.p4 {
|
||||
margin: 0.0px 0.0px 0.0px 0.0px;
|
||||
font: 12.0px Geneva}
|
||||
|
||||
p.p3, p.p5 {
|
||||
margin: 0.0px 0.0px 0.0px 0.0px;
|
||||
font: 10.0px Geneva}
|
||||
|
||||
span.s1 {
|
||||
text-decoration: underline
|
||||
}
|
||||
|
||||
span.Apple-tab-span {
|
||||
white-space:pre
|
||||
}
|
||||
|
||||
img {
|
||||
border: 0px;
|
||||
}
|
||||
|
||||
span.key { /* Just to make things easier to read */
|
||||
background-color: #F1F2EC;
|
||||
width: 32px;
|
||||
border-style: outset;
|
||||
border-width: 1px;
|
||||
margin:0;
|
||||
padding:0 2px;
|
||||
clear:none;
|
||||
font-family:monospace;
|
||||
}
|
||||
|
||||
.figure {
|
||||
float:right;
|
||||
border:1px dashed #444444;
|
||||
}
|
||||
.navbar {
|
||||
position: relative;
|
||||
left: 1em;
|
||||
width: 9em;
|
||||
top: 1em
|
||||
}
|
||||
.content {
|
||||
position:absolute;
|
||||
left: 12em;
|
||||
right: 2em;
|
||||
top: 1em
|
||||
}
|
||||
@@ -3,9 +3,6 @@
|
||||
<head>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
|
||||
<title>The Blades of Exile Screen - Blades of Exile Guide</title>
|
||||
<link rel="prev" href="Intro.html">
|
||||
<link rel="next" href="Menus.html">
|
||||
<link rel="toc" href="Contents.html">
|
||||
<link rel="stylesheet" type="text/css" href="style.css">
|
||||
</head>
|
||||
<body>
|
||||
|
||||
@@ -3,9 +3,6 @@
|
||||
<head>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
|
||||
<title>Playing Tips for Beginners - Blades of Exile Guide</title>
|
||||
<link rel="prev" href="About.html">
|
||||
<link rel="next" href="Intro.html">
|
||||
<link rel="toc" href="Contents.html">
|
||||
<link rel="stylesheet" type="text/css" href="style.css">
|
||||
</head>
|
||||
<body>
|
||||
|
||||
@@ -2,9 +2,6 @@
|
||||
<html>
|
||||
<head>
|
||||
<title>Getting Around Town - Blades of Exile Guide</title>
|
||||
<link rel='prev' href='Menus.html'>
|
||||
<link rel='next' href='Outdoors.html'>
|
||||
<link rel='toc' href='Contents.html'>
|
||||
<link rel="stylesheet" type="text/css" href="style.css">
|
||||
</head>
|
||||
<body>
|
||||
|
||||
Reference in New Issue
Block a user