Fix scenario editor build and update data/docs regarding shop nodes

This commit is contained in:
2015-02-03 13:53:03 -05:00
parent 5140f54a23
commit fcd29fb2ac
13 changed files with 45 additions and 115 deletions

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@@ -124,7 +124,12 @@ the party is in town A, the response is Text 1. Otherwise, its Text 2.</p>
<p>When one of these nodes is a response, conversation temporarily ends, and a different sort of screen appears.</p>
<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>
<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. A is the cost adjustment (Range 0
... 6, see below). B is the number of the shop (shop 0 is usually the standard healing
shop; but if the scenario was created with an older version of the BoE Scenario Editor,
0-4 are the magic random item shops and 5 is the standard healing shop). C and D are
ignored Text 1 is the name of the shop.</p>
<p>The meaning of the cost adjustments are:</p>
<ol start='0'>
<li>Extremely Cheap</li>
@@ -135,29 +140,10 @@ the party is in town A, the response is Text 1. Otherwise, its Text 2.</p>
<li>Exorbitant</li>
<li>Utterly Ridiculous</li>
</ol>
<p>The possible shop types are as follows:</p>
<ol start='0'>
<li>Ordinary items shop; B is the number of the first item from the scenario's item
list.</li>
<li>Mage spells shop; B is the number of the first mage spell (0 - 61, but generally not
lower than 30).</li>
<li>Priest spells shop; B is the number of the first priest spell (0 - 61, but generally
not lower than 30).</li>
<li>Alchemy shop; B is the number of the first recipe (0 - 19).</li>
<li>Healing shop; B and C are ignored.</li>
<li>Random Items Shop, type 0. This brings up a shop window where the party can buy up to
10 randomly chosen items. These items are changed every 3000 moves, and are often magical.
There are five separate random lists maintained by the game. B and C are ignored for these
shops.</li>
<li>Random Items Shop, type 1.</li>
<li>Random Items Shop, type 2.</li>
<li>Random Items Shop, type 3.</li>
<li>Random Items Shop, type 4.</li>
<li>Skills Shop; B is the number of the first skill (0 - 18).</li>
</ol>
<p>Example: If A is 1, B is 193, C is 15, and Text 1 is Fred's Fish, and this talking node
is the response, the player gets to shop in a store called Fred's Fish. The prices are
quite cheap, and the player can buy items 193-207.</p>
<!-- TODO: Above example no longer works -->
<p><b>Node Type 8 - Training</b> The training window immediately comes up. Text 1 &amp; 2
are ignored.</p>
<p><b>Node Type 9 - Job Board</b> Brings up the job board, where the player can choose to