- Monster radiate abilities can now specify a spell pattern to use - Fix some abilities being incorrectly shown in the editor's ability details dialog (for example, radiate abilities were shown as "Summon aid") - Add the recently-added monster missile types to the options offered in the editor - Fix chance of activating not being editable for the martyr's shield ability - Show the monster summoned for summoning abilities (finally!) - Show the subcategory for unusual abilities (one of active, passive death) - Fix the displayed percentage chance for summon abilities (the permille was shown instead) - Fix incorrect action point display in the editor for the two recently-added monster missiles - Fix crash when editing a missile ability - Fix abilities page not showing the newly-added or recently-edited ability after exiting the detail/option dialog - Fix pick monster button for summoning abilities being off by one
107 lines
5.8 KiB
HTML
107 lines
5.8 KiB
HTML
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<h1>Appendix 8 - Special Encounter Examples</h1>
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<p>Extra examples can be very useful when making special encounters. Here are a few quick
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sets of instructions for making popular types of encounters.</p>
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<p>As before, to create a special encounter in a town, press the Place/Edit Special
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Encounter button and click on the space to place the encounter in. To select the special
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node type, click one of the six buttons at the top of the special node editing window.</p>
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<h2>Stairway</h2>
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<p>To make a multi-level dungeon, you need stairways to connect the levels. Suppose town 6
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is the first level of a dungeon and town 7 is the second. You want a stairway at (10,12)
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in town six leading to (20,23) in town 7.</p>
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<p>Place a special encounter at (10,12), press the Town Specs button and select Generic
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Stairway. Below will be fields for the X coordinate and Y coordinate to place the party
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in. Place 20 and 23 in these fields. Enter 7 by Number of Town to Place Party In. Finally,
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you need to enter a number from 0 to 7 in the final field (What Text), representing what
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the description of the stairway will be. Best keep it simple. Enter 0 for an up stairway
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and 1 for down.</p>
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<h2>Alchemy Ingredients</h2>
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<p>In Exile I-III, sometimes outdoors the party could find alchemy ingredients. When you
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took them, within a day or two, they would grow back. You can do this in Blades of Exile.
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Suppose you want comfrey root to be in a spot outdoors, and every 2 days, it will grow
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back. Pick a Stuff Done to attach to the root, say, (101,3).</p>
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<p>Place a special encounter outdoors. For type, press One Shots on the special node
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editing window and select Give Item. Place (101,3) in the stuff done flag fields. Press
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the Choose button to the right of Item To Give, and select Comfrey Root from the item
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selection window. This special will automatically give the party the root when they step
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there. (If you want a dialog box to come up and give the option of whether or not to take
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it, use one of the Give Item One-Shot special node types).</p>
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<p>Now that the item is there, you need to set things so that the item is occasionally
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replaced. Two days is about 7500 moves. Select Set Scenario Event Timers from the Scenario
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menu. In the first row (or the first free row) enter 7500 in the Number of Moves Between
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Each Call field. Press the Create/Edit button to the right, and the special node editing
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window will come up. Press General and select Set Flag for the node type. Enter (101,3)
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into the Stuff Done flag fields, and enter 0 in the Set Flag To field. Now, every two
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days, the comfrey root will be replaced.</p>
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<h2>Teaching a Spell</h2>
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<p>Suppose there is a bookshelf in a town. When the party searches it, you want them to
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learn the spell Firestorm. Look in Appendix VI, and note that Firestorm is spell 10.</p>
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<p>Place a special encounter in the bookshelf. To pick the type, press the Affect PCs
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button and select Give Mage Spells. Press Create/Edit in the Message area to type the
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message the party will read (e.g. You can now cast Firestorm!), and enter 10 into the
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Which Spell field.</p>
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<p>Now suppose you want the party to only learn the spell if their Mage Lore total is 8.
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Then make the first node called be an If-Thens Mode of type Has Enough Mage Lore? Set the
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How Much field to 8. Set the Jump-To special to be the special node called if they don't
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have enough lore, and the Has Enough Mage Lore special be the node that gives them the
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spell.</p>
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<h2>Store Outdoors</h2>
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<p>Suppose you want a shop outdoors, where the party can buy very cheap arrows. While
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editing the outdoors, place a special. Press Out Specs on the node editing screen, and
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select Outdoor Store.</p>
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<p>Press the Choose button to pick the first item in the shop, and select Arrows. Enter 0
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for the store type (this means the store sells regular items), and 3 for the Number of
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Items in the shop (so the shop will then sell arrows, iron arrows, and magic arrows).
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Finally, put 0 on the Cost Adjust field, to make the arrows very cheap.</p>
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<h2>Secret Passages</h2>
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<p>It is easy to place a secret passage on any space using special encounters. Suppose you
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want the party to be able to walk through a certain tree. Place a secret encounter on the
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tree and make it of type Secret Passage (to select this, press the General button). Set Extra
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1a to 0 and Extra 1b to 1.</p>
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<h2>Random Poison Using Pointers</h2>
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<p>Suppose you want to afflict a PC with a random amount of poison. The Affect Status node
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only allows you to specify an exact amount, but by using pointers, you can get the random
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amount you want.</p>
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<p>First, decide on a Stuff Done Flag to store the amount - let's say (4,7). Then, decide
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on a pointer to point to that flag, such as 156. Now, create a Set Pointer special node
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(under General) to link the two together - put 4 and 7 in the Stuff Done fields, and 156
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in the Extra 1a field.</p>
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<p>Next, press Create/Edit by the jumpto field, and make the next node a Set SDF to Random
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node (also under General). Put 4 and 7 in the Stuff Done fields again, and set Extra 1a
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amd Extra 1b (min and max) to whatever you want.</p>
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<p>Then press Create/Edit again by the jumpto and make an Affect Status Effect node (under
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Affect PCs). Press Choose by Extra 1c and select poison, put 1 in Extra 1b, and put -156
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in Extra 1a.</p>
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<p>There you go! When the game runs this chain of nodes, it will fetch the value from
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Stuff Done Flag (4,7) and use that as the amount of poison to afflict.</dd>
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