222 lines
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222 lines
15 KiB
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<h1>Section 6 - Editing Terrain Types</h1>
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<p>Your default scenario comes with 256 premade terrain types, number 0 to 255 (which are
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listed in the Appendices). However, you can also customize the terrain types to suit your
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scenario, or add new ones of your own.
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Click on Edit Terrain Types to bring up all of the terrain icons, and click on a
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terrain type to bring up the terrain editing window.</p>
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<p>The first 91 terrain types (0 to 90), as well as a few others, are used by the game
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when generating terrain for outdoor combat arenas. As such, it is recommended that you
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change only the picture.</p>
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<h2>Defining Terrain Types</h2>
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<p>To define a new terrain type, you need to enter several values, which determine whether
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the party can walk through it, what it looks like, and similar properties. What each value
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means is described below:</p>
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<ul>
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<li><b>Picture:</b> Simply, what the terrain looks like. To select a picture, click the
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Pick Picture button (if you dont want the terrain graphic to be animated) or the Animated
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button (if you do). If you want to use a customized terrain graphic, see the chapter
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Customized Graphics.</li>
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<li><b>Name: </b>The name of the terrain, which is given when the party looks at it. This
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can be at most 30 characters long.</li>
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<li><b>Blockage:</b> Whether the party can see through and walk through it. Click on the
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button by the desired blockage. The blockage values are:
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<ul>
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<li>Clear - Party can see through and walk through terrain unobstructed. (Example: floor,
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grass)</li>
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<li>Walk through, opaque - Party can walk through this terrain, but cant see through it.
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(Example: secret passage)</li>
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<li>Clear, special - Party can see through and walk through terrain unobstructed, but
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monsters will not walk through it. (Example: Special encounter, lava)</li>
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<li>Clear, blocked - Party can see through, but not walk through. (Example: Pits,
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water)</li>
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<li>Clear, blocked, obstructed - Party can see through, but not walk through. Also, this
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terrain partially obstructs missile weapons passing through it. (Example: Pillar,
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window)</li>
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<li>Blocked, opaque - Cannot see through or walk through. Total obstruction. (Example:
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Walls)</li>
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</ul>
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<li><b>Can Fly Over -</b> Click on this button to turn on/off the light. If this light is
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lit, a flying party can pass over this terrain.</li>
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<li><b>Can Boat Over - </b>If this light is lit, a party in a boat can pass over this
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terrain.</li>
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<li><b>Block Horses -</b> If this light is lit, horses will not walk on this terrain.</li>
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<li><b>Archetype -</b> This specifies that the terrain is the archetype of its ground
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type. Ideally, exactly one archetype should exist for each ground type. However, should
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you accidentally mark two archetypes for one ground type, or forget to mark one, the game
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treats the first matching terrain as the archetype (if any are marked, the first one
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marked; otherwise, the first one with the ground type).
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<li><b>Step Sound -</b> The sound that plays when something steps on this terrain. Current
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options are a regular stepping sound, a squish, a crunch, or nothing.</li>
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<li><b>Shortcut Key -</b> This is a shortcut for you when editing your towns and dungeons.
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Enter a single key in this field, and when editing outdoor or town terrain, this terrain
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type will be selected. If you give more than one terrain type the same key, typing that
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key cycles among all the different terrain types that have it (for example, you may want
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to give all your basic walls the key w).</li>
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<li><b>Light Radius - </b>A number from 0 to 10. This determines whether the terrain type
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casts light, and how far out that light extends. For example, a torch has a light radius
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of 4, so all spots in town within 4 spaces of a torch space are always lit.</li>
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<li><b>Transform to what - </b>This field is used in conjunction with certain types of
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special nodes (see Special Encounters). If this is a terrain type that you often want to
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change to something else (such as a closed portcullis, which you may often want to change
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to an open portcullis), enter the number of the terrain type to change it to here. Then,
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to change the terrain type, use a Transform Terrain special node.</li>
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<li><b>Ground Type -</b> This is a number used to identify the basic type of this terrain.
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For example, all terrains on normal cave floor have ground type 0. Similarly, all terrains
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on normal indoor stone floor have ground type 13. This is also used for walls and fluids -
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basic stone wall is ground type 10, for example. This is used for various purposes in the
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game and the editor, such as conformance of complex frills (like the edges of hills),
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drawing of small frills on fluids, and so forth.</li>
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<li><b>Trim Terrain -</b> This is used in conjunction with the trim type. See below for
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details.</li>
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<li><b>Trim Type - </b> This specifies the terrain's trim properties. Click the Choose
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button to select between several options:
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<ul>
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<li><b>Wall -</b> Terrains with this trim type will have their outer corners slightly
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rounded off to match the adjacent terrains. In addition, terrains with transitions will
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conform to them in the editor.</li>
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<li><b>Cardinal Directions -</b> These trim types are used by the editor to draw
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conforming terrains. The Ground Type field must be set to match the primary terrain to
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conform to, while the Trim Terrain field should be set to the Ground Type of the secondary
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terrain. For example, hill trims transition between hills (with ground type 4) and grass
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(with ground type 1), so their Trim Terrain is set to 1.</li>
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<li><b>Frills -</b> Terrains with this trim type will have small frills drawn around their
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borders to match the the adjacent terrains.</li>
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<li><b>Road -</b> Terrains with this trim type will be connected with road segments. In
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addition, if there are two terrains with this trim type separated by a single terrain with
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an appropriate cardinal direction trim type, the road segment will be extended across the
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transition.</li>
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<li><b>Walkway -</b> Terrains with this trim type have their corners rounded off. The Trim
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Terrain field specifies the Ground Type of the base terrain to use for rounding off.</li>
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<li><b>Waterfall -</b> This trim type behaves like the Wall type but also prevents the
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drawing of small frills next to it.</li>
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<li><b>City -</b> If adjacent to a terrain with the Road trim type, a terrain with this
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trim type will have a road segment connected to it.</li>
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</ul>
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<li><b>Combat Arena -</b> Specifies the type of combat arena to be used when the player
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meets a wandering encounter while on this terrain. You can either use a predefined,
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randomly-generated combat arena, or create a town specifying the exact terrain you
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want.</li>
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<li><b>Object Details -</b> This is only used by the editor. When you place a terrain that
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has an object set, the editor looks for other terrains with the same object and places
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them in nearby spaces. For example, this is how the editor knows to place the other half
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of a large rubble pile when you place the first half.</li>
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<li><b>Map Icon -</b> Specify the icon to be used when showing this terrain on the
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automap. If you set it to -1, the game will shrink down the terrain's main graphic.</li>
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<li><b>Special Properties, Extra 1-3 -</b> These fields are where you give the
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terrain types the really interesting properties. All of the properties are listed on the
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terrain type editing window. To select a property, click on the button by it.</li>
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</ul>
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<p>Many of the special properties need more information to work, which you enter in the
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three fields at the bottom of the terrain type editing window. The window will prompt you
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with what information needs to be given.</p>
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<p>The special property types, and what you need to enter in extra fields are as follows:</p>
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<ul>
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<li><b>No Property -</b> The default. The terrain is ordinary. The extra fields are
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ignored by the game. (However, the scenario editor uses the first extra field to specify a
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small icon to apply to the terrain, which can be useful if you have two terrains with
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different properties but the same appearance.)</li>
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<li><b>Change When Walk -</b> The terrain type changes to another when the party tries to
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walk into it. This happens even if the terrain is blocked to travel. Extra 1 is the number
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of the terrain type the terrain changes into. Extra 2 is the number of the sound that
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plays when this happens. If Extra 2 is left at 0, no sound plays.</li>
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<li><b>Does Damage -</b> When someone walks on this space, some type of damage is
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inflicted. Damaged inflicted is inflicted using a dice roll, with the number of dice in
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Extra 2 and the sides per die in Extra 1. The type of damage to inflict is in Extra 3.
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Only monsters with at least half resistance to this damage type will walk through this
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space. If the damage type is not fire, cold, poison, or magic, only invulnerable monsters
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will walk through this space.</li>
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<li><b>Bridge - </b>This terrain is considered to be a bridge. If a party boats into this
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terrain, they will be given a choice whether to stay in the boat. When a boat enters a
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space that would be passable on foot but doesn't have this ability, the party is forced to
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stay in the boat.</li>
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<li><b>Change When Occupied - </b> When the party or a humanoid monster is on this space,
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the PC/monster graphic is suppressed and replaced with a different terrain graphic. This
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is used to show people huddling in bed, for example.</li>
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<li><b>Inflicts Status -</b> Inflicts a status effect on people walking on it. Extra 1 is
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the intensity of the effect (usually a number from -8 to 8; depending on the status
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effect, negative intensities might be either good or bad). Extra 2 is the percentage
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chance of being affected, a number from 0 to 100 (0 meaning never, and 100 meaning
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always). Extra 3 is the status effect to inflict.</li>
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<li><b>Crumbling</b> - If Extra 2 is 0 or 1, it turns into the terrain in Extra 1 when Move
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Mountains or Shatter is cast on this space. If Extra 2 is 1 or 2, it turns into the
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terrain in Extra 1 when quickfire attempts to spread into this space.</li>
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<li><b>Lockable Terrain -</b> Indicates a terrain type that can be locked. This only comes
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into play when a special node which locks a terrain type is used on the space (see the
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chapter on Special Encounters for more information). When that happens, Extra 1 is the
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terrain type the space changes to. Extra 2 is ignored.</li>
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<li><b>Unlockable Terrain -</b> This terrain type can be unlocked, by picking locks, an
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Unlock spell, or a special encounter which unlocks terrain (though not by bashing). Extra
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1 is the number of the terrain type the space becomes when unlocked. Extra 2 is the
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difficulty of unlocking the door. This is a number from 0 to 10. The higher the number,
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the harder the door is to unlock. If the difficulty is 5 or above, picking locks always
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fails (the door is magically locked and requires an Unlock spell). If the difficulty is
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10, the lock can't be picked and unlock spells don't work. In this case, the only way this
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space can become unlocked is if a special encounter unlocks it. If Extra 3 is 1, you can
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also attempt to bash the door down.</li>
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<li><b>Is a Sign -</b> This terrain type is a sign. When a space is given this terrain
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type, you will be asked what the sign says. When the party looks at that space, that will
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be the text that is displayed.</li>
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<li><b>Call Special -</b> When stepped on, this space calls a special node. If Extra 2 is
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0, a scenario special is called. If Extra 2 is 1, an outdoor special is called if stepped
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on outdoors; otherwise a town special is called. The number in Extra 1 is the number of
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the special encounter node to call.
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<br><b>Warning:</b> If you create a terrain type with this special property, using it in more
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than one area can have unpredictable effects. If you, for example, have a terrain type
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with this property that calls town special encounter 29, make sure every town you use that
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terrain type in has a sensible special encounter in slot 29.</li>
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<li><b>Is a Container - </b>This terrain type can contain items. In the town editor, when
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you place an item on terrain with this property, the item is automatically considered to
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be inside it. Extra 1 and Extra 2 are ignored.
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<br>Example: A dresser, chest, or body.</li>
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<li><b>Wilderness (Cave/Surface) -</b> When travelling through a terrain with one of these
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abilities, a PC with the Cave Lore or Woodsman traits may occasionally hunt for food.
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Extra 1 indicates how much food you can obtain from this ability. The ability activates at
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random. The choice of Cave/Surface determines which trait is required.</li>
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<li><b>Waterfall (Cave/Surface) -</b> If the party, while outdoors (not in town), moves in
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a boat to the space (for example) just north of a spot of terrain with this property, they
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are sucked through to the space south of it. There is a screaming noise and they lose some
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food. Extra 1 specifies the direction of suction (the example above is for a south
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waterfall). The choice of Cave/Surface determines whether the Cave Lore or Woodsman trait
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is checked for to reduce the food lost.</li>
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<li><b>Conveyor belt -</b> This space is a conveyor belt, which moves everything on it in
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the indicated direction. Extra 1 specifies the direction it pushes in.</li>
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<li><b>Blocked to Monsters -</b>Monsters will never walk into a space of this type. Extra
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1 and Extra 2 are ignored.</li>
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<li><b>Town Entrance -</b> For use when outdoors. This is the entrance to a town. Stepping
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on a space of this type has no effect when indoors. When you place a space of this type
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while editing the outdoors, you need to click on the Edit Town Entrance button and then
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click on the town entrance to attach it to a town or dungeon.
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<br>If the town in question is hidden, when the party sees it it will look like the
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terrain type in Extra 1a.</li>
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<li><b>Usable Space -</b> When the player clicks the Use button and selects this space, it
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will change to a different terrain type (an example being an open door, which closes).
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Extra 1 is the number of the terrain type it changes to. Extra 2 is the number of the
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sound that plays when this happens (for a list of sounds, look in the Appendices). If
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Extra 2 is left at 0, no sound plays.</li>
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<li><b>Call Special when used- </b>When used (using the Use button in town mode), this
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space calls a special node. The node to call is determined in the same way as the Call
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Special ability. Note however that, since using a space is impossible outdoors, this
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ability will never call an outdoor special node.</li>
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</ul>
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