152 lines
9.2 KiB
HTML
152 lines
9.2 KiB
HTML
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<title>Items - BoE Scenario Editor Guide</title>
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<h1>Section 8 - Editing Item Types</h1>
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<p>Your default scenario comes with 383 premade item types, number 0 to 382, and you can
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have 400 item types overall. Like terrain types, you can customize the item types to suit
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your scenario. Click on Edit Item Types to bring up a list of items, and click on an item
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type to bring up the item editing window. This window has these options:</p>
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<ul>
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<li><b>Full Name, Unidentified Name:</b> The names of the item the party sees when the
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item is identified (or unidentified).</li>
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<li><b>Item Picture:</b> Press the Choose button to select an item icon.</li>
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<li><b>Item Type:</b> The item's types are generally self-explanatory. The item types
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determine how many of each item can be equipped, and what affect each type has (armor
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protects, weapons can be used to attack, etc.). The item type determines which special
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abilities each item can have. For more on this, read about special abilities, farther
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on.</li>
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<li><b>Item level:</b> Determines the strength of armor or weapons. The higher the number,
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the more damage the weapon does, or the more damage the armor prevents. It has no meaning
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for items that aren't armor or weapons.</li>
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<li><b>Awkwardness:</b> Determines how much the item interferes with performance in combat
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when equipped. The higher value, the more the interference.</li>
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<li><b>Bonus:</b> Gives extra strength to armor and weapons. The higher the number, the more
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extra damage the weapon does, or the more extra damage the armor prevents. It has no
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meaning for items that aren't armor or weapons.</li>
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<li><b>Protection:</b> When the item is equipped, if it has a protection value, the item
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reduces damage in combat. The higher the number, the greater the reduction.</li>
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<li><b>Charges:</b> The number of times the item can be used. Only has an effect for magical
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items (like potions) or missiles.</li>
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<li><b>Type Flag (Advanced):</b> When a character gets several items of the same type
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(like darts or arrows), they will all be combined into one item. This happens when the
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items have the same type flag. You can have items have the same type flag, and thus be
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combined. Only give an item a type flag greater than 100 ... smaller type flags are
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reserved for the preset items.</li>
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<li><b>Value:</b> The value of the item in gold.</li>
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<li><b>Weight:</b> The weight of the item.</li>
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<li><b>Special Class (Advanced):</b> Some special nodes (like Have Item With Class?) check
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to see if the party has a special item. Set an item's special class here (0 for no special
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class).
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<p>For example, an item Boat Ticket can have special class 1, and a special node
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which checks if the party has a ticket can check for special class 1. Note that items with
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a non-zero special class are taken away from the party when they leave the
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scenario.</li>
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<li><b>Weapon key skill:</b> If the item is a weapon of any kind (but not ammunition such as
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arrows), there will be a place to enter in the key skill for the weapon. You can click the
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Choose button to select the skill from a list. Generally, you should use Archery skill for
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bows and crossbows, one of Edged, Bashing, or Pole Weapons for one- or two-handed weapons,
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Thrown Missiles for thrown missile weapons, and either Archery or Thrown Missiles for
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no-ammo missile weapons.</li>
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<li><b>Missile animation:</b> If the item is a missile of some kind, there will be a place
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to select the missile animation to use when the item is fired in combat. You can click the
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Choose button to select an animation from a list.</li>
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<li><b>Description:</b> Click the Description button at the bottom to edit a long
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description of the item.</li>
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</ul>
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<p>An item can also have special abilities, like providing resistance to fire, or being a
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demon slaying weapon. To set an item's special ability, press the Abilities button.</li>
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<h2>Setting Item Abilities (Advanced)</h2>
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<p>When you press the Abilities button, you will see the item ability dialog. Each item
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type can have a special ability. The types of abilities available range from shooting
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fireballs to weapons doing special damage to dragons to items being ingredients for
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alchemical recipes.</li>
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<p>There are two types of item abilities: usable and inherent.</p>
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<ul>
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<li>Usable abilities: Usable item abilities are only activated by pressing the item's use
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button on the PC inventory screen. Otherwise, the ability has no effect. Examples are a
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wand that shoots fireballs or a healing potion.
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<p>Usable abilities are always linked to the item's charges. Whenever an item with a usable
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ability is actually used, the items amount of charges goes down by 1. When the items
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charge level goes down to 0, the item disappears. An item with a usable ability must have
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at least 1 charge.</p>
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<p>The cash value of an item with a usable ability is calculated differently from normal
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items. The item's actual cost is its value multiplied by the number of its charges.
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(Example: Suppose a Potion of Healing has a value of 100 and 2 charges. This potion would
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cost 200 gold and sell for half that.)</li>
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<li>Inherent Abilities: Inherent abilities are abilities that are always present and are
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activated automatically, as opposed to being activated by pressing the Use button on the
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PC Inventory screen. Examples are a shield with fire protection (which is activated
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automatically when the character takes fire damage) or comfrey root (whose ability is that
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it can be used as an alchemical ingredient, and which is used automatically when the party
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tries to make a potion with it).
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<p>Some inherent abilities have charges (such as alchemical ingredients). When used, the
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amount of charges goes down by one. When there are no charges left, the item disappears.
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The name of inherent ability types that require charges have a (c) after them. The value of
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these items is calculated the same way as for Usable abilities.</p>
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<p>There are four different classes of item ability type, each with its own properties and
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varieties of items that can possess it. Three of these classes are inherent abilities. THe
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categories are listed below:</p>
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<ul>
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<li>Weapon Abilities: Abilities of this type can be given to weapons. Some of these
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abilities can only be given to missiles (like darts or arrows). None of these abilities
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require charges.</li>
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<li>General Abilities: Abilities of this type can be given to non-missile items
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which can be equipped (e.g. rings, armor, sword, but not arrows) but not to items that
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can't (e.g. wands, potions). Only a few of these ability types require that the items
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having them have charges.</li>
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<li>Usable Abilities: Most abilities of this type change the status of the party or
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individual character in some way, such as making them more or less poisoned, or raising or
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lowering health. A few instead cast a spell or have a similar effect such as summoning
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monsters. Abilities of these types can be given to any item that's not a missile
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(e.g. arrows, bolts). Being usable item abilities, any item having one of these abilities
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must have charges.</li>
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<li>Reagents: Items with these abilities are alchemical ingredients, spell
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reagents (e.g. smoky crystals, sapphires), or similar substances. All items with an
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ability of this type must have charges, and must be of variety Non-use Object.</li>
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</ul>
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</ul>
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<p>There are a wide variety of special abilities. The abilities (and the meaning of the
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extra fields) are listed in the one of the Appendices.</li>
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<p> To select an ability, press one of the four buttons to the upper right. Each button
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brings up a menu with one of the four classes of special item. The item's ability strength
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can be entered in the text area just below. The
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other buttons set other item properties:</p>
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<ul>
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<li>Item Use Properties: For items that affect the party (like healing, or curing/causing
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poison), you can have use of the item help only the using person, help the entire party,
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hurt the using PC, or hurt the entire party. For example, if the ability is Slow/Haste,
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and hurt the entire party is selected, then the item slows the entire party when it is
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used.</li>
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<li>Always Identified: If selected, whenever the item is found, it will be identified.</li>
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<li>Magical: The item is magical, and thus can't be augmented by people in towns.</li>
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<li>Cursed: The item is cursed. If a PC equips it, it can't be removed until the curse is
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removed.</li>
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<li>Conceal Ability: When item info is selected for the item, the player won't be told what
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the special ability is.</li>
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<li>Shops won't buy: Shops will not offer to buy the item. This might be useful to prevent
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the party from accidentally selling items that are important to the plot.</li>
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<li>Item Treasure Class: Determines how often the item is left as a treasure by slain
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monsters. The higher the class the less often it is left. If Junk, not left is selected,
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the item will never be found on dead monsters. If Unique, not left is selected, the item
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will also never be found in junk shops.</li>
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</ul>
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