308 lines
18 KiB
HTML
308 lines
18 KiB
HTML
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<title>Towns - BoE Scenario Editor Guide</title>
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</head>
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<body>
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<div class="content">
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<h1>Section 5 - Editing Towns</h1>
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<p>Editing a town is very similar to editing an outdoor section. The basic mechanics are
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the same. There are simply more options.</p>
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<h2 id='buttons'>Editing Buttons</h2>
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<p>There are 45 buttons for use while editing the towns (see the figure in the previous
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chapter for a diagram of button positions). Most of these buttons have the same effect as
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they do when editing outdoors. The buttons which work differently are described to the
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right.</p>
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<div class="figure">
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<img src='../img/edtownbtns.png' alt="Town Editing Buttons">
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<p>Figure 1: Town Editing Buttons</p>
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</div>
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<ol start="10">
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<li>Set North Entry: Use these to set the space the party starts in when they enter the
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town from the outdoors. When the party enters the town from due north or due south, they
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start at the north and south entry spaces. If they enter from the east, northeast, or
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southeast, the start at the east entry space. If they enter from the west, northwest, or
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southwest, the start at the west entry space.</li>
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<li>Set West Entry: See above.</li>
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<li>Set South Entry: See above.</li>
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<li>Set East Entry: See above.</li>
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<li>Edit Sign: Works like in outdoor sections.</li>
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<li>Set Area Description: Works like in outdoor sections, except that you now get 16
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rectangles to edit.</li>
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<li>Place Wandering Monster Location: Towns, like outdoor sections, have 4 wandering
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monster arrival points, which can be chosen here. Make sure to choose places with open
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area around them, so that theres room for the monsters to appear.</li>
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<li value='19'>Pick Terrain: Shows the terrains in the palette above the tool buttons.</li>
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<li value='25'>Place Special Spot: Place a special spot on the map. In town mode, this
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button only places the spot; use Clear Space to remove it.</li>
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<li>Edit Item: Edit an item you've already placed. Press this button and then
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click on the item to edit. A dialog will come up. To change the item, press the Choose
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button. If the item is gold, food, or has charges, you can use the text area to set the
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amount of gold or food, or the number of charges (leave at -1 for it to be ignored). If
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Always Here is selected, the item will always be there when the party enters the town,
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even if they've grabbed it before. If Someone's Property is selected and the party takes the
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item when a townsperson is watching, the town becomes hostile. Finally, if Contained is
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selected, the item is considered to be in a barrel, crate, dresser, etc. The
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<span class="key">.</span> key is a shortcut for this button.</li>
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<li>Duplicate Item: When this button is pressed and a spot of terrain is selected, an
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exact duplicate of the last item placed/edited is placed. The <span class="key">/</span>
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key is a shortcut for this button.</li>
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<li>Erase Item: Use to erase all items in a space.</li>
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<li>Pick Item: Shows the items in the palette above the tool buttons.</li>
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<li value="30">Edit Monster: Press this and click on a monster to change its properties.
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For more information, read Placing and Editing Monsters, later in the chapter. The
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<span class='key'>,</span> key is a keyboard shortcut.</li>
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<li>Duplicate Monster: Press and click a terrain space to place an exact duplicate of the
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last placed/edited monster. The <span class="key">`</span> key is a keyboard
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shortcut.</li>
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<li>Erase Monster: Erase a placed monster.</li>
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<li>Pick Monster: Shows the monsters in the palette above the tool buttons.</li>
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<li>Place Web</li>
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<li>Place Crate</li>
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<li>Place Barrel</li>
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<li>Place Stone Block</li>
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<li>Place Fire Barrier</li>
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<li>Place Force Barrier</li>
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<li>Place Quickfire</li>
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<li>Place Forcecage: Places these objects/fields in the selected space.</li>
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<li>Clear Space: Clear all fields, webs, barrels, crates, and special effects from a
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space.</li>
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<li>Place Small Blood Stain</li>
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<li>Place Medium Blood Stain</li>
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<li>Place Large Blood Stain</li>
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<li>Place Small Slime Pool</li>
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<li>Place Large Slime Pool</li>
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<li>Place Dust</li>
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<li>Place Bones</li>
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<li>Place Rubble: These are the eight special effects, things that have no game purpose but
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enhance the atmosphere of the level.</li>
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</ol>
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<h2 id='menu'>Town Menu</h2>
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<ul>
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<li><em>Town Details</em>: These are described below.</li>
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<li><em>Town Wandering Monsters</em>: You can have four different groups of monsters
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appear in the town. Each group can have 4 different types of monsters. One monster of each
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of the first 3 types will appear, and 1-2 of the 4th type will appear. Selecting this
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option brings up a dialog box, in which you can enter the sorts of monsters in each group.
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To choose the monsters in a group, press the Choose button below it. You will be asked to
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pick each of the 4 monsters.</li>
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<li><em>Set Town Boundaries</em>: Every town has a boundary. When the party reaches the
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boundary, they leave the town. This boundary is marked by a white rectangle, which always
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starts 4 spaces from the edge of the town. In any town the party can walk out of, the
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boundary should stay 4 spaces from the edge of the dungeon. Otherwise, the party will be
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able to get closer to the edge of the town and look off the edge, which you probably dont
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want. However, if the town can only be left by a stairway (which is a special encounter),
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you might want to make the active area in the town larger, to give you more room for
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stuff. To change the town boundary, select this option, click on the upper left corner of
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the town boundary, and then click on the lower right hand corner of the town
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boundary.</li>
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<li><em>Frill Up Terrain, Remove Terrain Frills, Edit Area Descriptions</em>: Works like
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the similar option in the Outdoor menu.</li>
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<li><em>Add Random Items (Advanced)</em>: This places the random items you set in Edit
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Item Placement Shortcuts in the town. See the chapter on scenarios for a description of
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this feature.</li>
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<li><em>Set All Items Not Property</em>: All items in the town that are marked as someone
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elses property become safe for the party to get.</li>
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<li><em>Clear All Items</em>: Erase all items in the town.</li>
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<li><em>Edit Special Nodes, Edit Town Text, Edit Town Signs (Advanced)</em>: Takes you to
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the main screen, where you can directly edit the special nodes, the town text, and town
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signs respectively.</li>
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<li><em>Advanced Town Details (Advanced)</em>: These are described below.</li>
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<li><em>Set Town Event Times (Advanced)</em>: You can have special nodes called at regular
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time intervals while the party is in the town. Select this option, and a dialog box will
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come up. Enter the time between calling the node in the left column, and the special node
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to call to the right. Press Create/Edit to create the special. Don't make the interval
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between calling specials too low ... special encounters slow the game down.<!-- That was
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the '90s. Does this still apply, given our new code and new machines? ---></li>
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</ul>
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<h2 id='detail'>Town Details</h2>
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<p>There are two dialog boxes to edit the town details and advanced town details, which
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are accessed through the Town menu.</p>
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<h3>Town Details Window</h3>
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<p>This window can be used to edit the basic details about the town, which influence what
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it will be like to play through.</p>
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<ul>
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<li><em>Town name</em>: The name of the town.</li>
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<li><em>Day When Town Dies, Event Which Prevents Town Death (Advanced)</em>: After the
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given day, you can have the town be abandoned (i.e. empty of creatures). If the given day
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is left at -1, this doesn't happen. You can also have an event which prevents the town from
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being emptied at the given day. To have an event prevent this, enter the event's number (1
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or higher) in the second text area. For more on this, read the section on Time Passing in the
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Special Encounters Chapter.</li>
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<li><em>Lighting</em>: A town can be fully lit, dark, very dark (torches burn down
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faster), or totally dark (light sources go out immediately).</li>
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<li><em>Maximum Number of Monsters</em>: When the given number of monsters in the dungeon
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is killed, the dungeon is considered abandoned, and will be completely empty from now on.
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Note that this will remove friendly monsters as well.</li>
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<li><em>Difficulty</em>: This is a number from 0 to 10. The higher the number, the harder
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the town is, i.e. the faster wandering monsters appear and the more challenging locks and
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traps are.</li>
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<li><em>Comment</em>: This is a space for you to add notes to yourself.</li>
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</ul>
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<h3>Advanced Town Details Window</h3>
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<p>You can also edit more complicated features of the town in this window. All of these
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are advanced topics. For all of these fields, if the value is left at -1, it is
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ignored. For the special node fields, the tiny buttons next to them allow you to
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edit the special node, just like the Create/Edit button in other dialogs.</p>
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<ul>
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<li><em>Exit Town Specials</em>: When the party leaves town while heading in a certain
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direction, you can have a town special node called. Enter the number of the node to call.
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You can use the Edit Special Nodes option in the Town menu to create the special
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encounter.</li>
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<li><em>Town Entry Special Node</em>: You can also set town special nodes to be called
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when the town is entered while abandoned or not abandoned.</li>
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<li><em>Town Hostile Special Node</em>: You can also set a special node to be called when
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the town goes hostile.</li>
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<li><em>Exit Town Location</em>: When the party leaves the town, you may want the party to
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end up in different areas in the current outdoor section. Enter the locations in the
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outdoor section for the party to arrive at when leaving town in that direction.</li>
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<li><em>Backgrounds:</em> You can set the background to appears behind the game interface
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when the player is in this town, and a separate background to use when they enter combat
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mode in this town. If either is left at -1, the game checks the backgrounds set in the
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current outdoor section; if those are also -1, it uses the defaults set in the scenario
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details.</lie>
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<li><em>Town Hidden</em>: You can have a town be invisible when the party enters the
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scenario, only to be made visible by a special encounter (for example, the Show/Hide Town
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node type). To do this, press this button. Note that towns are only hidden when the party
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enters a scenario. If you add a town to a scenario and set it as hidden while a party is
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in the scenario, that party will still be able to see the town. If that party leaves the
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scenario and then re-enters, the town will be properly hidden.</li>
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<li><em>No Automap</em>: You can prevent the automap from functioning in this town.</li>
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<li><em>Defy Scrying</em>: This flag prevents the Magic Map spell from working. It does
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not affect the True Sight spell.</li>
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<li><em>Strong Barriers</em>: If this flag is set, monsters will be unable to break
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through magical barriers in this town, and the Dispel Barrier spell has a lower chance of
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breaking them as well.</li>
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<li><em>Create New PCs</em>: Set this flag to allow the player to add a new PC while in
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this town. Generally, this should be set in the starting town, but you may also want to set
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it in other towns, especially if you can't return to the starting town later.</li>
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</ul>
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<h2 id='items'>Placing and Editing Items</h2>
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<p>You can place preset items in towns for the party to find. To place an item, click the
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sword icon at the right of the tool palette, select an item from the grid above, and click
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on the space to place it on. To edit a placed item,
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press the Edit Item button (in the lower right hand corner) and click on the item to
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edit. While editing an item, you can click the Delete button to remove it from the town.</p>
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<p>When you select an item to edit, the Editing Preset Item window will come up. You can
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change which item is here by pressing the Choose button. If you want to set the amount of
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gold or food here or the number of charges the item has (if it's a wand, set of arrows, or
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other item with charges) enter the new amount in the Amount or Charges Text field. If it's
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melee weapon, you can set it to be enchanted by clicking the Choose button next to the
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Enchantment field. Finally, there are three options at the bottom of this window:</p>
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<ul>
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<li><em>Always Here</em>: Normally, when the party takes an item, it won't be there the next
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time they enter the town. If this option is selected, the item will be there every time
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they enter the town.</li>
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<li><em>Someone's Property</em>: If the party takes this item and a friendly person sees
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them do it, the town will become hostile.</li>
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<li><em>Contained In Something</em>: This item is contained inside a barrel, dresser, etc.
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and can't be taken until the party looks inside. When an item is placed onto a contained,
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this option is automatically selected for you. If you select this option and the item is
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not inside a container, the party won't be able to see or get it.
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Note that if there's both a container and a crate/barrel on the space, the item will
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always be inside the crate/barrel, not the container.</li>
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</ul>
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<h2 id='monster'>Placing And Editing Monsters</h2>
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<p>Placing and editing monsters works like editing items. Click the person icon at the
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right of the tool palette, select a monster from the grid above, and click on the spot for
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it to appear in. Each monster has a default attitude
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(friendly, hostile, etc.), which is set in the monster type editing screen. The monster
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has this attitude when it appears.</p>
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<p>To edit a monster, press the Edit Monster button (in the lower right hand corner) and
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click on the monster. The monster dialog window has several options:</p>
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<ul>
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<li><em>Creature Type</em>: Press to select a new monster type.</li>
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<li><em>Creature Starting Attitude</em>: Select
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Friendly, Docile (won't attack);
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Friendly, Will Fight (won't fight party, and will fight bad monsters);
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Hostile, Type A (will attack the party, and monsters of type Hostile Type B); or
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Hostile, Type B (will attack the party, and monsters of type Hostile Type A).</li>
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<li><em>Creature Can Move</em>: If no, monster can't move.</li>
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<li><em>Personality</em>: If left at -1, the creature can't be talked to. Otherwise, see
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chapter on Dialogue.</li>
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<li><em>Facial Graphic</em>: Press Choose to select the picture the player sees when
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talking to this character. If this is left at -1 and the character can be talked to, the
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player will see the creature's graphic on the talking screen.</li>
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<li><em>Delete</em>: Remove this creature from the town.</li>
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</ul>
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<p>There are also more advanced settings for any placed creature. Press the Advanced
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button to set them.</p>
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<h3>Advanced Monster Settings Dialog</h3>
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<p>You are allowed to set a variety of settings which determine when this creature will
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appear in the town. These mainly depend on what day it is, and what special events have
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occurred. For a more detailed description of how time works, read the chapter on Passing
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Time.</p>
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<p>Note that, if the town has been abandoned, creatures never appear, with one exception
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mentioned below.</p>
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<p>There are two text editing areas after these buttons, where you will enter the days the
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creatures appear/disappear and the events they're linked to. The first area will always get
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a day, and the second area will get the number of a special event (0 - 9, with 0 meaning
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no event).</p>
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<ul>
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<li><em>Always Here</em>: Always here, no matter what.</li>
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<li><em>Appear on Given Day</em>: Here after day in first text area, unless Event in
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second box has occurred (if 0 is put in second box, the creature is always there after
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given day).</li>
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<li><em>Disappear on Given Day</em>: Disappears day in first text area, unless Event in
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second box has occurred.</li>
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<li><em>Sometimes Here A-C</em>: Creature is present every third day. If Sometimes Here A
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is selected, creature is there on days 1, 4, 7, etc. If Sometimes Here B is select,
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creature is here on days 2,5,8, etc.If Sometimes Here B is select, creature is here on
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days 3,6,9, etc. This can be used for a character which travels from town to town.</li>
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<li><em>Appear When Event</em>: After event in second box has occurred, creature is
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here.</li>
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<li><em>Disappear When Event</em>: Once event in second box has occurred, creature
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disappears.</li>
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<li><em>Appear After Town Dies</em>: The creature does not exist until the town has died.
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A town can die in two ways - either the maximum number of monsters are killed, or the day
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it is supposed to die is reached without the event that should prevent it occurring.
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Creatures with this set are the only creatures that will exist in a dead town.</li>
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<li><em>Special Encounter Group (Advanced)</em>: You can specify that a creature in a town
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will not be there at first, but will be brought into being by a special encounter. You can
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have several different groups of these creatures, who will be brought into being by calling a
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special node of the type One-Time Place Town Encounter.</li>
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<li><em>Special Node to Call When Killed (Advanced)</em>: Give the number of a town
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special node to call when the creature is killed (or -1 for none). Or click Create/Edit to
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edit the node.</li>
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<li><em>Linked Stuff Done Flag (Advanced)</em>: Give the two parts of a Stuff Done flag.
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If this flag is non-zero, the creature wont be here. If it is 0, the creature will be
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here, but, should the creature die, the flag will be set to 1. This can be used for a
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monster you only want the party to be able to kill once.</li>
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</ul>
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<h2 id='icons'>Special Icons</h2>
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<div class="figure">
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<img src='../img/editorsymbols.gif' alt="Display Symbols">
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<p>Figure 2: Meanings of the Display Symbols</p>
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</div>
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<p> The terrain icons to the right and the terrain spaces in the terrain editing area
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often have small icons, which represent special properties of the spaces/terrain
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types:</p>
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</div>
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</body>
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