Fix scenario editor build and update data/docs regarding shop nodes
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@@ -124,7 +124,12 @@ the party is in town A, the response is Text 1. Otherwise, its Text 2.</p>
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<p>When one of these nodes is a response, conversation temporarily ends, and a different sort of screen appears.</p>
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<p><b>Node Type 7 - Shop</b> A shopping screen appears. WHen the party is done shopping (and the player hits the done button), talking resumes. Shop where the party can buy items. A is the cost adjustment (Range 0 ... 6, see below). B is the number of the first thing in the shop. C is the total number of things in the shop, taken in order starting with B (press the Choose button to select). D is the type of shop. Text 1 is the name of the shop.</p>
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<p><b>Node Type 7 - Shop</b> A shopping screen appears. When the party is done shopping
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(and the player hits the done button), talking resumes. A is the cost adjustment (Range 0
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... 6, see below). B is the number of the shop (shop 0 is usually the standard healing
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shop; but if the scenario was created with an older version of the BoE Scenario Editor,
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0-4 are the magic random item shops and 5 is the standard healing shop). C and D are
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ignored Text 1 is the name of the shop.</p>
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<p>The meaning of the cost adjustments are:</p>
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<ol start='0'>
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<li>Extremely Cheap</li>
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@@ -135,29 +140,10 @@ the party is in town A, the response is Text 1. Otherwise, its Text 2.</p>
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<li>Exorbitant</li>
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<li>Utterly Ridiculous</li>
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</ol>
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<p>The possible shop types are as follows:</p>
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<ol start='0'>
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<li>Ordinary items shop; B is the number of the first item from the scenario's item
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list.</li>
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<li>Mage spells shop; B is the number of the first mage spell (0 - 61, but generally not
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lower than 30).</li>
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<li>Priest spells shop; B is the number of the first priest spell (0 - 61, but generally
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not lower than 30).</li>
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<li>Alchemy shop; B is the number of the first recipe (0 - 19).</li>
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<li>Healing shop; B and C are ignored.</li>
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<li>Random Items Shop, type 0. This brings up a shop window where the party can buy up to
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10 randomly chosen items. These items are changed every 3000 moves, and are often magical.
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There are five separate random lists maintained by the game. B and C are ignored for these
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shops.</li>
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<li>Random Items Shop, type 1.</li>
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<li>Random Items Shop, type 2.</li>
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<li>Random Items Shop, type 3.</li>
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<li>Random Items Shop, type 4.</li>
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<li>Skills Shop; B is the number of the first skill (0 - 18).</li>
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</ol>
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<p>Example: If A is 1, B is 193, C is 15, and Text 1 is Fred's Fish, and this talking node
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is the response, the player gets to shop in a store called Fred's Fish. The prices are
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quite cheap, and the player can buy items 193-207.</p>
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<!-- TODO: Above example no longer works -->
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<p><b>Node Type 8 - Training</b> The training window immediately comes up. Text 1 & 2
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are ignored.</p>
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<p><b>Node Type 9 - Job Board</b> Brings up the job board, where the player can choose to
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@@ -74,18 +74,10 @@ type. When called, the special encounter ends immediately (the Jumpto field is i
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and the party is not allowed to enter the space they were moving into. The game immediately
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goes into shopping mode. Although normally used outdoors, this special node also works in
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town.</p>
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<p>In fields Extra 1a and Extra 1b, enter the number of the first item in the scenarios
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item list that the store sells, and the total number of items the store sells. If the
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numbers given are, for example, 50 and 10, the store sells items 50-59 from your scenarios
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item list. If the store type is a junk shop, these fields are ignored.</p>
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<dl>
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<dt>Mess1:</dt><dd>This message is the name of the store the party has found.</dd>
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<dt>Extra 1a:</dt><dd>The number of the item. This is the first item in the stores item
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list. Press the Choose button to pick an item.</dd>
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<dt>Extra 1b:</dt><dd>The type of store. (0 - items, 1 - mage spells, 2 - priest spells, 3
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- alchemy, 4 - healing, 5-9 - junk, 10 - skills)</dd>
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<dt>Extra 2a:</dt><dd>The number of items in the store. (Range 1 ... 40)</dd>
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<dt>Extra 2b:</dt><dd>The item cost adjuster, a number from 0 (very cheap) to 6 (very
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<dt>Extra 1a:</dt><dd>The number of the shop.</dd>
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<dt>Extra 1b:</dt><dd>The item cost adjuster, a number from 0 (very cheap) to 6 (very
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expensive). See chapter 11 (Dialogue) for the complete list of cost adjustments.</dd></dd>
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</dl>
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