Files
oboe/rsrc/strings/specials-text-affect.txt

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Select a target
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First part of message
Second part of message
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Restrictions
Special if Cancel button pressed
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Selection Mode
Unused|0..6 - PC, 100+ - monster
Unused
Special to Jump To
Brings up a window asking the player to select a character. Once this is called, any Affect nodes during this special encounter only affect the selected character. Also, instead of bringing up a window, there are several non-interactive options.
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Do Damage
Unused
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First part of message
Second part of message
Unused
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Number of dice
Number of 'sides' on dice
Unused
Amount of extra damage
Type of damage
Sound to play
Special to Jump To
This special node damages a character, or the whole party. It has no effect when called during a talking special. When called during combat, and a Select a PC node has not been called, it only affects the active character.
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Affect Health
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First part of message
Second part of message
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Amount
0 - raise, 1 - lower
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Special to Jump To
Increases/decreases health. Health can be changed to a maximum of 250 or a minimum of 0. This special cannot kill anybody, only reduce their health to 0.
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Affect Spell Points
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First part of message
Second part of message
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Amount
0 - raise, 1 - lower
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Special to Jump To
Increases/decreases spell points. Spell points can be changed to a maximum of 100 or a minimum of 0.
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Affect Experience
Unused
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First part of message
Second part of message
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Amount (0 .. 100)
0 - raise, 1 - lower
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Special to Jump To
Adds/drains experience. If the target is a monster, this has no effect.
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Affect Skill Points
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First part of message
Second part of message
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Amount (0 .. 10)
0 - raise, 1 - lower
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Special to Jump To
Adds/drains skill points. If the target is a monster, this has no effect.
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Kill/Raise Dead
Unused
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First part of message
Second part of message
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PC Status
0 - raise dead, 1 - hurt
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Special to Jump To
Affects a PC's main status, such as "dead", "alive", or "fled combat". If the target is a monster, "dead" and "dust" are the same, and "fled" and "absent" are ignored.
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Affect Status Effect
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First part of message
Second part of message
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Amount (usually 0 .. 8)
0 - help, 1 - harm
Which effect
Unused
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Special to Jump To
Afflicts or cures a status effect on the party. Note, if harming the party, all resistances apply. You don't need to worry about whether the chosen status effect is inherently helpful or harmful - the game knows this, so just set Extra 1b to 0 if you want to help the party or 1 if you want to harm them.
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Affect Traits
Unused
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First part of message
Second part of message
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Which trait
0 - give, 1 - take
Unused
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Special to Jump To
Adds or removes a special trait. If the target is a monster, this has no effect.
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Affect Action Points
Unused
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First part of message
Second part of message
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How many AP
0 - give, 1 - take
Unused
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Special to Jump To
Adds or removes action points.
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Affect Name
Unused
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First part of message
Second part of message
New name
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Special to Jump To
Alters a PC or monster name.
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Affect Level
Unused
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First part of message
Second part of message
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Number of levels
0 - add levels, 1 - remove
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Special to Jump To
Alters the experience level of a monster or PC.
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Affect Morale
Unused
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First part of message
Second part of message
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Amount to change
0 - increase, 1 - decrease
Unused
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Special to Jump To
Changes a monster's morale. If the target is not a monster, this has no effect. Decreasing morale is the same as a Fear spell.
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Affect Soul Crystal
Unused
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First part of message
Second part of message
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0 - record, 1 - erase
0 - allow resist, 1 - force
Unused
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Special to Jump To
Records the currently targeted monster in the party's soul crystal, or erases it if there is already a monster of the same kind recorded. If the current target is not a monster, this has no effect. Only works on monsters currently on the map.
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Give Equipment
Unused
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First part of message
Second part of message
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Special to call if inventory full
Unused
Which item
Which enchantment (if weapon)
Number of charges (-1 = default)
Identified?
Cursed?
Equip?
Special to Jump To
Gives some equipment to the currently targeted PC. If the target is a monster, this has no effect. This is different from the Forced Give or One-Time Give nodes in that you can choose which PC receives it; it also provides additional options.
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Affect Monster Target
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First part of message
Second part of message
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New target (0-5 PC, 100+x monster x)
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Special to Jump To
Changes the monster's current target. If the target is not a monster, this has no effect.
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Affect Monster Attack
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First part of message
Second part of message
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Attack to change (0 ... 2)
Amount to change dice
Amount to change sides
0 - increase, 1 - decrease
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Special to Jump To
Changes the strength of one of a monster's attacks. If the target is not a monster, this has no effect.
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Affect Monster Statistic
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First part of message
Second part of message
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Amount to change
0 - increase, 1 - decrease
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Which stat
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Special to Jump To
Changes one of a monster's inherent statistics. If the target is not a monster, this has no effect.
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Affect Statistic
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First part of message
Second part of message
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Chance of changing (0 - 100)
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Amount (0 .. 10)
0 - increase, 1 - decrease
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Statistic to adjust
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Special to Jump To
Changes the character's statistics. If the target is a monster, this has no effect.
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Give Mage Spell
Unused
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First part of message
Second part of message
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Which Spell
1 - remove, 0 - give
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Special to Jump To
Gives a mage spell. If the target is a monster, this has no effect.
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Give Priest Spell
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First part of message
Second part of message
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Which Spell
1 - remove, 0 - give
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Special to Jump To
Gives a priest spell. If the target is a monster, this has no effect.
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Affect Gold
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First part of message
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Amount (0 .. 25000)
0 - increase, 1 - decrease
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Special to Jump To
Adds/removes gold.
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Affect Food
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First part of message
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Amount (0 .. 25000)
0 - increase, 1 - decrease
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Special to Jump To
Adds/removes food.
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Affect Alchemy
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First part of message
Second part of message
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Which Recipe
1 - remove, 0 - give
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Special to Jump To
Gives an alchemy recipe.
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Affect Party Status Effect
Unused
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First part of message
Second part of message
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Amount (0 .. 250)
0 - increase, 1 - decrease
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Which effect
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Special to Jump To
Adds or removes a status effect that affects the whole party, such as Stealth or Flight.
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Create New PC
Stuff Done Flag Part A
Stuff Done Flag Part B
First part of message
Second part of message
PC name
Which graphic
Special to call if no room
PC health
PC spell points
PC race
PC strength
PC dexterity
PC intelligence
Special to Jump To
This special node adds an entirely new PC to the party. After this node is called, the new PC is considered to be the selected PC, and any subsequent Affect nodes will apply only to the new PC.
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Store PC
Stuff Done Flag Part A
Stuff Done Flag Part B
First part of message
Second part of message
Unused
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Just store ID in SDF and leave PC in party?
Unused
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Special to Jump To
This special node removes a PC from the party and stores them away somewhere.
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Unstore PC
Unused
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First part of message
Second part of message
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Unique ID of PC to unstore
Special to call if no room
Unused
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Special to Jump To
This special node takes a PC previously stored with the above node and, if there's space, puts it back into the party.
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