596 lines
14 KiB
Plaintext
596 lines
14 KiB
Plaintext
Town Attitude
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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First monster to affect (negative counts back from last)
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Last monster to affect (negative counts back from last)
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Unused
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New Attitude
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Unused
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Unused
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Special to Jump To
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When called, all friendly people in the town immediately turn hostile. This node can also be used for other mass attitude changes. Extra 1a and Extra 1b indicate the endpoints of a range of monsters to affect (counting based on their internal location in the game), and Extra 2a is the target attitude.
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Do Missile Animation
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Which missile animation?
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Unused
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X coordinate of start space
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Y coordinate of start space
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Path type
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X coordinate of end space
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Y coordinate of end space
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Sound to play
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Special to Jump To
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This node animates a missile attack originating from one space and ending on another space.
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Animate Monster Attack
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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X coordinate of monster (or monster ID)
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Y coordinate of monster (or -1 for ID)
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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This node causes a monster to enter its attack pose. The monster can be specified in one of two ways.
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Animate Fake Damage
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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X coordinate of space
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Y coordinate of space
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Unused
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Boom type
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Number to print (0 means print no number)
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Sound to play
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Special to Jump To
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This node draws a splash effect on a space to indicate that it has been attacked, along with an optional number indicating the amount of damage supposedly dealt.
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Move Party
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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X coordinate of space
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Y coordinate of space
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Unused
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Play teleport animation?
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Unused
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Unused
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Special to Jump To
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The party is moved to a new location. The party cannot be moved while in combat - if the party is in combat mode, they will not be allowed to enter the space, and the special encounter ends immediately.
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Hit Space
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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X coordinate of space
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Y coordinate of space
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Unused
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Damage to inflict (0 .. 1000)
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Type of damage
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Unused
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Special to Jump To
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Everything within the specified space takes damage.
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--------------------
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Explosion on Space
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Radius of explosion
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Unused
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X coordinate of space
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Y coordinate of space
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Unused
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Damage to inflict (0 .. 1000)
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Type of damage
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Unused
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Special to Jump To
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Everything within a given radius of the specified space takes damage. Only creatures who can be seen from the exploding space are affected.
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Lock Space
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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X coordinate of space
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Y coordinate of space
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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If the terrain in a given space has Special Type lockable, it becomes locked (i.e. is changed to its locked terrain type).
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Unlock Space
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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X coordinate of space
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Y coordinate of space
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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If the terrain in a given space has Special Type unlockable, it becomes unlocked (i.e. is changed to its locked terrain type).
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Do sfx Burst
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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X coordinate of space
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Y coordinate of space
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Unused
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Type of explosion
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0 - normal, 1 - huge
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Sound to play (-1 = default)
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Special to Jump To
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A flashy explosion appears on the specified space. This has no other affect.
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Make Wandering Monster
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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A group of wandering monsters appears (at one of the designated wandering monster sites).
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Place a Monster
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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X coordinate of space to place
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Y coordinate of space to place
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Unused
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Number of creature to place
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Force placement?
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Unused
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Special to Jump To
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Places a creature of the selected type at the selected space.
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Destroy Monster
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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X coordinate of space
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Y coordinate of space
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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Any creatures on the given space are removed.
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Destroy All Monsters
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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Type (or 0 - all, -1 - friendly, -2 - hostile)
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Unused
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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Most or all of the creatures in the dungeon disappear.
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Generic Lever
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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If Pulled, call this special ...
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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A dialog box comes up saying the party has found a lever, and asking if they want to pull it. If the No button is pressed, the Jump To special is used. If the Yes button is pushed, the terrain in the special space is turned to its Transform To What type, and the special node specified in Extra 1b is called.
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Generic Portal
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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X coordinate to telep. to
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Y coordinate to telep. to
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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A dialog box comes up saying the party has found a portal, and asking if they want to enter it. The dialog buttons are Enter and Leave. If the Leave button is pressed, the Jump To special is called. Otherwise, the party is moved, and the special encounter ends.
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Generic Button
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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If Pushed, call this special ...
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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A dialog box comes up saying the party has found a button, and asking if they want to push it. The dialog buttons are Yes and No. If the No button is pressed, the Jump To special is used. If the Yes button is pushed, the special node specified in Extra 1b is called.
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Generic Stairway
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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X coordinate to go to
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Y coordinate to go to
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Unused
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Number of town to place party in
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What text? (0 - up, 1 - down)
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Trigger Limitations
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Special to Call in New Town
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A dialog box comes up saying the party has found a stairway, and asking if they want to climb it. The dialog buttons are Climb and Leave. If the Leave button is pressed, the Jump To special is used, and the party is not allowed to enter the space. If the Climb button is pushed, the party is moved to another town.
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Lever
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Unused
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Unused
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Number of first message in dialog
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Unused
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Unused
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Picture number
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Picture type
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Unused
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If Pulled, call this special ...
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Picture animation loops (-2 for infinite)
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Unused
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Unused
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Picture animation FPS (-1 for default 2)
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Special to Jump To
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A dialog box comes up with text you supply (saying, perhaps, they've found a lever). If the No button is pressed, the Jump To special is used. If the Yes button is pushed, the terrain in the special space is turned to its Transform To What type, and the special node specified in Extra 1b is called.
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Portal
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Unused
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Unused
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Number of first message in dialog
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Unused
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Unused
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Picture number
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Picture type
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X coordinate to telep. to
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Y coordinate to telep. to
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Picture animation loops (-2 for infinite)
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Unused
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Unused
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Picture animation FPS (-1 for default 2)
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Special to Jump To
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A dialog box comes up (saying, perhaps, they've found a teleporter). The dialog buttons are Enter and Leave.
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Stairway
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Unused
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Unused
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Number of first message in dialog
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Unused
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Unused
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Picture number
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Picture type
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X coordinate to place at
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Y coordinate to place at
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Unused
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Number of town to place party in
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Skip dialog and always change level?
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Trigger Limitations
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Special to Call in New Town
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A dialog comes up with text you supply (saying, perhaps, they've found a stairway). The dialog buttons are Climb and Leave. If the Leave button is pressed, the Jump To special is used, and the party is not allowed to enter the space. If the Climb button is pushed, the party is moved to another town.
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Relocate Outdoors
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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X coordinate of outdoor section
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Y coordinate of outdoor section
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Unused
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X coordinate inside section
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Y coordinate inside section
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Unused
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Special to Jump To
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Changes the outdoors location of the party.
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Place Item
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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X coordinate to place at
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Y coordinate to place at
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Unused
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Item to place
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Place in container, if present?
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Unused
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Special to Jump To
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Places an item on a specified space.
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Split Party
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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X coordinate to place lone PC at
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Y coordinate to place lone PC at
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Unused
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Sound to play (10 = teleport)
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Unused
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Unused
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Special to Jump To
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This powerful and unique special node splits up the party. The player is asked to select a character. If the player hits Cancel, the node special encounter ends immediately and the party is not allowed to enter the space. Otherwise, the selected character is moved to a given spot and everyone else is left behind.
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Reunite Party
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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Sound to play (10 = teleport)
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Unused
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Unused
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0 - return to split point, 1 - don't move
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Unused
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Unused
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Special to Jump To
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If the party is not split up, this node is ignored. If the party is split up, the lone character is moved back to where the party was when it was split up, the party is rejoined, and the special encounter ends.
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Start Town Timer
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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Number of moves until event
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Call this special when time runs out ...
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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One of the party's town encounter timers is activated. Each move taken, the timer goes down by 1. When it runs out, a town special node is called. If the party leaves town (even to go to a different dungeon level), however, the timer cleared and no special happens.
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Change Lighting
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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New town lighting type (-1 = don't change)
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Unused
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Unused
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Party light level
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0 - increase, 1 - drain
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Unused
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Special to Jump To
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This node changes the current light level of the town and/or party.
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Set Monster Attitude
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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Which monster
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New attitude
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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Change the attitude of a single monster.
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--------------------
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Center View on Space
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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X coordinate of space (-1 = center on party)
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Y coordinate of space
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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Centres the terrain view on the specified space, as if the player had selected the Look command and scrolled the view there. Note that, if you want to show areas that would not be visible to the party from the current location, you must also use the Lift Fog node.
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Lift Fog
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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1 - lift fog, 0 - put back
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Unused
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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Lift the fog of war so that spaces out of the party's line of sight become fully visible. The fog is automatically restored at the end of the current turn (after monsters make their move).
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Start Targeting
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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Which spell pattern? (0 - single space)
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Max range? (ignored outside combat mode)
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Max targets? (>1 only in combat)
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Special Called if Targeting Fails
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Allow obstructed spaces?
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Allow targeting in antimagic fields?
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Special to Call for Each Target
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This advanced node hooks into the native Blades of Exile targeting engine to allow the player to select one or more targets.
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Place Fields in Spell Pattern
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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X Coordinate of pattern center
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Y Coordinate of pattern center
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Which spell pattern? (-1 = targeted pattern)
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Which field type?
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Unused
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Unused
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Special to Jump To
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Places fields according to a preset spell pattern relative to a specified space.
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--------------------
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Deal Damage in Spell Pattern
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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X Coordinate of pattern center
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Y Coordinate of pattern center
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Which spell pattern? (-1 = targeted pattern)
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Which damage type?
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How many dice? (calculated in d6's)
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Boom type
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Special to Jump To
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Deals damage according to a preset spell pattern relative to a specified space.
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--------------------
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Relocate Creature
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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X destination or differential
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Y destination or differential
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Unused
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Which creature
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Positioning mode
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Delay
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Special to Jump To
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This node forces a single creature to relocate to a different space. Useful for cutscenes. It can handle either absolute or relative movement. However, it usually does not check that it is legal for the creature to be on that space. This can even split the party into its individual members temporarily, similar to combat mode.
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--------------------
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Place Label
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Unused
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Unused
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Label text
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Unused
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Unused
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Unused
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Unused
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X coordinate, or which creature
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Y coordinate, or -1 for creature
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Unused
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Vertical Alignment
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Delay
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Unused
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Special to Jump To
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This node places a text label on the terrain screen, for example to indicate someone speaking. The label lasts only until the screen is next updated, but you can optionally specify a delay to ensure there is time to read it.
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