- This update is not comprehensive. It does not touch the appendices, and even in the parts it does touch, many details may still be out-of-date.
215 lines
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215 lines
13 KiB
HTML
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<title>Making and Editing Basics - BoE Scenario Editor Guide</title>
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<h1>Section 3: Making and Editing Scenarios</h1>
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<p>This chapter describes how to create a scenario, and how to edit the general scenario
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properties. As mentioned before, something marked (Advanced) can be ignored by people who
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aren't interested in making more complicated scenarios.</p>
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<h2>The File Menu</h2>
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<p>You use the File menu to load new scenarios and save scenarios youve edited.</p>
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<ul>
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<li><em>Open...</em> - Select this option to load in a new scenario.</li>
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<li><em>Save</em> - This saves your changes.</li>
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<li><em>New Scenario...</em> - This makes a new scenario.</li>
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<li><em>Quit</em> - This closes the program. If you've made any changes, you will be asked
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if you would like to save first.</li>
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</ul>
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<p>Scenarios made in Macintosh and Windows are interchangeable. A scenario edited on the
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Mac can be run on a Windows machine, and vice versa.</p>
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<h3>Creating a scenario</h3>
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<p>When you make a new scenario, two dialog boxes will come up, asking you for
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information about the scenario to make:</p>
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<p><b>First Dialog</b>: Enter the name of your scenario and the file name of the scenario
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(which must be at most eight characters long, all letters). To make the terrain for the
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surface be grass and mountains (as opposed to cave), press the small button. When done,
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press OK, or Cancel to stop the process.</p>
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<p><b>Second Dialog</b>: Enter the width and height, in 48 x 48 sections, of the outdoors.
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This can't be changed later, so choose carefully (outdoor sections are small, so you may
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want to make it a little larger than you think you will need).</p>
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<p>In the second section, enter the number of towns the scenario will start with, of the
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three different sizes. The large towns will be placed first, followed by the medium towns
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followed by the small towns (so if you select 3 large towns and 3 small towns, towns 0 - 2
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will be large, and 3 - 5 will be small). The exception to this is that if you want your
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scenario to have Warrior's Grove, this will always be town 0.</p>
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<p>Finally, select Include Starter Town to have one of your Medium Towns (town 0) be
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Warrior's Grove, a pre-made town.</p>
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<p>Finally, you will be asked for a final go-ahead, and your scenario will be built.</p>
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<h2>The Scenario Menu</h2>
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<p>A lot of things for your scenario are set using the Scenario menu.</p>
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<ul>
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<li><em>Create New Town</em> - This tacks a new town onto the end of your scenario's town
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list. If you currently have 8 towns, for example, the new town will be town number 8 (your
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9th town). Creating a new town is described later in this section.</li>
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<li><em>Scenario Details</em> - This dialog sets the information the player will see when
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they're choosing your scenario in the Custom Scenario Window in the game. You can set your
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scenario's version (it starts at 1.0.0), a brief description (each bit of text can be at
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most 60 characters long), contact information for you (such as an E-mail address), your
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scenario's rating (G to NC-17), and a guideline for how experienced the player's party
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should be before they do your scenario. Note that you can't control the level of
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adventurers the player takes into your scenario. They are free to take as weak or powerful
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a party through as they want. All you can do is warn them how tough your scenario is in
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advance.</li>
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<li><em>Scenario Intro Text</em> - Select this to edit the text the player will see when
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first entering your scenario, Press the Select Icon button to pick the graphic the player
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will see by your scenario when in the Custom Scenario Window.</li>
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<li><em>Set Starting Location</em> - The scenario must have two starting locations. The
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first is the town the party will start in. The second is the location in the outdoors the
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party will be in with they leave that town. Select this to set the first location, the
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starting location in a town. Enter the number of the town to start in, and the starting
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location in that town.</li>
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<li><em>Edit Special Nodes (Advanced)</em> - This moves you to the main screen, where all
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of the scenario's special nodes are listed to the right. Click on a node to edit it.</li>
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<li><em>Edit Scenario Text (Advanced)</em> - This moves you to the main screen, where all
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of the scenario's text messages are listed to the right. Click on a message to edit it, or
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command click (right click in Windows) to clear it.</li>
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<li><em>Import Town (Advanced)</em> - You can import a town from another scenario (or the
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same scenario). The town pulled in will be copied over the current town in memory. After
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selecting this option, you will be asked the number of the town to import, and then to
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select the scenario to import it from (you can select the scenario you are working on).
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Finally, you need to put in the password of the scenario you are opening. The scenario
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will be loaded in, and the selected town will be copied over your current town. The town
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selected must be of the same size (small, medium, large) as the current town.</li>
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<li><em>Edit Saved Item Rectangle (Advanced)</em> - You can set three rectangles in towns
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where the party's items can be stored (i.e. they won't disappear when they leave town).
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Enter the number of the town, and the top, left, bottom, and right of the rectangle where
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the items will be remembered. To have no rectangle, leave the town number at -1. The three
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towns must be different.</li>
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<li><em>Edit Horses (Advanced)</em> - The scenario can have up to 30 horses, which must
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all start in towns. Enter the number of the town the horse is in, and the horse's location.
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If the horse isn't owned by the party, click on the button to the right. Press the arrows
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to edit other horses. When you place a horse in a scenario your party is already in, the
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horse does not actually appear in the scenario until the party enters a town. If the party
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is in a town, it won't appear until they leave the town and re-enter.</li>
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<li><em>Edit Boats (Advanced)</em> - The scenario can have up to 30 boats, which must all
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start in towns. They are edited the same way as the horses (above), and new boats don't
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appear until the party enters a town.</li>
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<li><em>Set Variable Town Entry (Advanced)</em> - When they party enters a town, you can
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have the town they enter change, depending on the value of a Stuff Done Flag. Enter the
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number of the town, and the two parts of the Stuff Done flag to add to the town number
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when town 8 is entered. Example: Town 8 may be destroyed. When this happens, set Stuff
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Done Flag <tt>(3,4)</tt> to 1, have this flag added to town 8, and make the destroyed
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version of the town be town number 9.</li>
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<li><em>Set Scenario Event Timers (Advanced)</em> - You can have a special node called
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every so many moves while the party is playing the scenario. Enter the interval between
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node calls on the left, and the number of the scenario special node to call on the right.
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Press the Create/Edit button to assign or edit the special node. Leave the time at -1 for
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no node to be called. Note that calling a special node takes some time. Don't set the
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interval too small, or your scenario won't play as well. The interval between calling a
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special node must be a multiple of 10 (such as 30, or 100, but not 55). Example: If the
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time is set to 100, and the node is set to 15, scenario special node 15 is called every
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100 moves, no matter where the party is.</li>
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<li><em>Edit Item Placement Shortcuts (Advanced)</em> - You can create 10 item placement
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shortcuts. This can enable you to place preset items in towns much more quickly. When Add
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Random Items is picked from the Town menu, the editor sorts through these shortcuts, and
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places random items on the terrain types you select. When editing a shortcut, first select
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a terrain type (press Choose to the upper right), and press the button to the left if you
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want the preset items to not be the partys property. Then select the items to place on a
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terrain type of this sort. Press one of the 10 Choose buttons below to pick an item, and
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then enter the percentage change (0 - 100) of the item being placed. Example: Suppose you
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want a pair of pants to appear in 25 percent of the dressers in a city. Press the Choose
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button by the terrain space and select Dresser. press one of the Choose buttons below, and
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select pants. Finally, enter a 25 in the chance spot.</li>
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<li><em>Delete Last Town (Advanced)</em> - This deletes the last town in the scenario's
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town list. You can't delete the last town if there's only one.</li>
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<li><em>Write Data To Text File (Advanced)</em> - It is often convenient to have a list of
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all your scenario's terrain types and monsters. Select this, and lists of your terrain
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types, items, and monsters will be dumped into a text file titled Scenario data.</li>
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<li><em>Do Full Text Dump (Advanced)</em> - It is also often very convenient to have a
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complete printout of all the text in a scenario, especially for proof-reading. Select this,
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and all of the scenario's special messages will be dumped into a file titled Scenario Text.
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This will take a while - be patient.</li>
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</ul>
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<h3>Making a New Town</h3>
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<p>When you select Create New Town, a dialog box will come up asking for information on
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the town to create, which will then be added to the end of the current town list. The text
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area at the top is where you enter the name of the new town.</p>
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<p>Click the button by the town size to select that size, and the button by the default
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terrain type to select the terrain the town will start with.</p>
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<p>You will automatically be editing the new town. The scenario must be saved before you
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can create a new town.</p>
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<h2>The Main Menu</h2>
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<div class="figure">
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<img src="../img/editormainmenu.gif" alt="The Main Menu"></p>
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<p>Figure 1: The Main Menu</p>
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</div>
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<p>The main menu is the first screen that comes up when you load or create a new scenario,
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and is where you load new towns and outdoor sections.</p>
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<ul>
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<li><em>Edit Terrain Types - </em>When pressed, all of the terrain types appear in the
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right hand side of the screen. Click on a terrain type to edit it. For more information,
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see the chapter on Editing Terrain.</li>
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<li><em>Edit Monsters -</em> When pressed, all of the monster types appear in the right
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hand side of the screen. Click on a monster type to edit it. For more information, see the
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chapter on Editing Monsters.</li>
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<li><em>Edit Items -</em> When pressed, all of the item types appear in the right hand
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side of the screen. Click on an item type to edit it. For more information, see the
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chapter on Editing Items.</li>
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<li><em>Create New Town -</em> This is the same as the Create New Town option in the
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Scenario menu.</li>
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<li><em>Edit Scenario Text -</em> This is the same as the Edit Scenario Text option in the
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Scenario menu.</li>
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<li><em>Edit Special Items (Advanced) -</em> When pressed, all of the special items appear
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in the right hand side of the screen. Click on a special item to edit it. For more
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information on special items, see below.</li>
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<li><em>Load New Section -</em> At any given time, the scenario editor will only have one
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outdoor section and one town active. To load another outdoor section for editing, press
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this button.<br>
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A dialog box will come up, asking you to select an outdoor section to edit. The upper
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left section is considered to be X = 0, Y = 0. The sections to the right have a higher X,
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and the sections below have a higher Y.</li>
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<li><em>Edit Outdoor Terrain</em> - When pressed, you will start editing the current
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outdoor section.</li>
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<li><em>Load Another Town</em> - To activate another town for editing, press this
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button, followed by the number of the town to edit.</li>
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<li><em>Edit Town Terrain</em> - When pressed, you will start editing the current
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town.</li>
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<li><em>Edit Town Dialogue (Advanced)</em> - When pressed, all of the dialogue nodes will
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appear to the right. For more information on how to edit dialogue, see the chapter in the
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next section on dialogue.</li>
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<li><em>Special Items (Advanced):</em> - Each scenario can have up to 50 special items.
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These are given to the party during special encounters, and other special encounters can
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check for their presence. A key to a locked door might be a special item, and when the
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door is reached, the party will only be let through if they have that item. To edit a
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special item, click on Edit Special Items on the main screen, and click on one of the 50
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special items to the right. A dialog box will come up, in which you can edit the items
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information. The first two text areas are for the items name and description (the
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description appears when the payer uses the Special Item screen). If you want the party to
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start with the item, click the first button. If you want them to be able to use it, click
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the second button. When a special item is used, the game will call a given Scenario
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special node. To create or edit this special node, press the Create/Edit button. Special
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encounters are described in great depth in the next section.</li>
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</ul>
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