97 lines
5.0 KiB
HTML
97 lines
5.0 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
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<html>
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<head>
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<title></title>
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<link rel="stylesheet" type="text/css" href="../style.css">
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</head>
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<body>
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<div class="navbar">
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<script src='../nav.js' type='application/javascript'></script>
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<noscript>Javascript required for the navbar.</noscript>
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</div>
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<div class="content">
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<h1>Appendix 3 - Starting Terrain Types</h1>
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<p>There are 256 premade terrain types (numbered 0 - 255) in the basic scenario you start
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with. Many of them have special properties, or need to be handled in different ways.
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Remember that terrain types 0-90 cant be edited (except for the graphic).</p>
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<ul>
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<li>Type 0,1 - Cave Floors (2 types)</li>
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<li>Type 2,3,4 - Grass (3 types)</li>
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<li>Type 5-21 - Cave Walls: Terrain 7, 10, 13, and 16 are secret passages. The party can
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walk through them. Like hills, mountains, and water, the editor automatically adjusts the
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walls while youre drawing them.</li>
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<li>Type 22-35 - Mountains: Type 23 is high mountains, which cant be flown over. Mountains
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are automatically surrounded with hills while youre drawing them.</li>
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<li>Type 36-49 - Hills</li>
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<li>Type 50-62 - Surface Water</li>
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<li>Type 63-74 - Various waters, with rocks, bridges, etc.: Note that some of these waters
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are darker and animated, unlike the lighter earlier waters. These darker water spaces are
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generally used for subterranean water.</li>
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<li>Type 75,76 - Lava: The second lava type doesnt do damage.</li>
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<li>Type 77 - Waterfall: When the party moves to the space north of this in a boat, they
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will be thrown two spaces to the south and will lose some food.</li>
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<li>Type 78 - Portal</li>
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<li>Type 79, 80, 81 - Roads (Cave, Grass, Hill): When drawn in the game, the road spaces
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will be connected by drawn roads. Roads only go up, down, left, and right, not diagonally.
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You can have a road be drawn smoothly from grass onto hills. To have the road continue
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unbroken, set the spot of terrain at the border between grass and hills to be hill w. road
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(not grass w. road).</li>
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<li>Type 82, 83 - Cave and Grass Walkway: Only use the former when drawing walkways on
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cave floor. Use the latter when drawing walkways around grass.</li>
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<li>Type 84-89 - Rubble</li>
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<li>Type 90 - Pit</li>
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<li>Type 91-100 - Cave floor terrains (trees, mushrooms, etc.). The swamp poisons the
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party when they walk on it.</li>
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<li>Type 101-109 - Cave terrains (boxes, bodies, etc.). Note that the box and body terrain
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types are containers.</li>
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<li>Type 110-121 - Grass terrains (trees, shrubbery, etc.). The swamp poisons the party
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when they walk on it.</li>
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<li>Type 122 - Basic Wall</li>
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<li>Type 123,124 - Wall w. Secret Door, Wall w. Visible Secret Door: When the party walks
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into the former, it turns into the latter.</li>
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<li>Type 125 - Wall w. Door (Unlocked): Turns into Open Door when walked into.</li>
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<li>Type 126 - Wall w. Door (Locked): Can be picked or bashed to turn into Door
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(Unlocked)</li>
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<li>Type 127 - Wall w. Door (Magically Locked): Must cast Unlock Door to turn into Door
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(Unlocked). The party can try to pick or bash it, but it doesnt work.</li>
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<li>Type 128 - Wall w. Door (Impassable): Cant be opened (though a special encounter can
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change the terrain type). The party can try to pick it, bash it, or cast Unlock Doors, but
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it doesnt work.</li>
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<li>Type 129 - Wall w. Open Door: If party uses space, it closes the door.</li>
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<li>Type 130, 131 - Wall w. Portcullises: Open and closed. The closed portcullis cant be
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opened.</li>
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<li>Type 132 - Wall w. Sign</li>
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<li>Type 133-135 - Cracked Wall, Moldy Wall, Fragile Wall: Casting Move Mountains on these
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walls turns them to rubble.</li>
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<li>Type 136,137 - Wall w. Painting, Window: Scenery</li>
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<li>Type 139-153 - Basalt Walls: All of these terrains function like their regular Wall
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counterparts They just looks different.</li>
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<li>Type 154=169 - Adobe Walls: All of these terrains function like their regular Wall
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counterparts They just looks different.</li>
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<li>Type 170 - Floor</li>
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<li>Type 171 - Blocked Floor: Monsters wont walk onto this space.</li>
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<li>Type 172 - Shock Floor: Damages party when they walk on it.</li>
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<li>Type 173 - Floor w. Rune: Monsters wont walk onto this space.</li>
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<li>Type 174-207 - Floors with a variety of decorative terrain types. Some of them (like
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desk and bookshelf) are containers.</li>
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<li>Type 208,209 - Levers (Advanced): There are used in conjunction with the lever Town
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special node types.</li>
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<li>Type 210-216 - Nice floor with various terrains. Monsters wont walk on 211 (the second
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nice floor).</li>
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<li>Type 217-231 - Vahnatai floor types.</li>
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<li>Type 232-245 - Town entries. Notice the fifth town entry is just grass - this is a
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hidden town.</li>
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<li>Type 246-251 - Special encounter spots (Advanced): These are used in conjunction with
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One Shot special encounter nodes. If you put a One-Shot special on a space with this
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terrain type, after the special is triggered the white spot will disappear.</li>
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<li>Type 252-255 - Conveyor Belts: These are conveyor belts, which move the party in the 4
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different cardinal directions.</li>
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</ul>
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</div>
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</body>
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</html>
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