834 lines
16 KiB
Plaintext
834 lines
16 KiB
Plaintext
No Special
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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This special node does nothing but jump to the next in the sequence. It can be useful if you want to remove a node from a long sequence of nodes without needing to edit the jump to values.
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--------------------
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Set Flag
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Stuff Done Flag Part A
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Stuff Done Flag Part B
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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Value to change to
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Unused
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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This node increases (or decreases) a Stuff Done flag by a specified amount.
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Increment Flag
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Stuff Done Flag Part A
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Stuff Done Flag Part B
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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Increase/Decrease by
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0 - increase, 1 - decrease
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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This node displays a dialog window containing one (or two) text messages.
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Display Message
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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This vitally important special displays a dialog window containing one (or two) text messages.
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Start Shopping
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Unused
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Unused
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Name of Store
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Unused
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Unused
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Unused
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Unused
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Which Shop
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Cost adjust (lower = cheaper)
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Unused
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Unused
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Unused
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Unused
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Unused
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You can place stores outside using this special node type. When called, the special encounter ends immediately (the Jumpto field is ignored), and the party is not allowed to enter the space they were moving into. The game immediately goes into shopping mode. Although normally used outdoors, this special node also works in town.
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Display Small Message
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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A text message is displayed in the text area (in the lower right hand corner). Don't make the displayed messages too long.
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Flip Flag
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Stuff Done Flag Part A
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Stuff Done Flag Part B
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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This node changes a Stuff Done flag from 0 to 1 (or back).
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Set SDF to Random
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Stuff Done Flag Part A
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Stuff Done Flag Part B
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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Minimum value
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Maximum value
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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Generates a random value and stores it in a Stuff Done Flag.
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--------------------
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Addition
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Result Stuff Done Flag Part A
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Result Stuff Done Flag Part B
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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First SDF part A, or first number
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First SDF part B, or -1 for literal number
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Unused
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Second SDF part A, or second number
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Second SDF part B, or -1 for literal number
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Unused
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Special to Jump To
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Adds values and stores the result in a Stuff Done Flag.
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--------------------
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Subtraction
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Result Stuff Done Flag Part A
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Result Stuff Done Flag Part B
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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First SDF part A, or first number
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First SDF part B, or -1 for literal number
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Unused
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Second SDF part A, or second number
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Second SDF part B, or -1 for literal number
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Unused
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Special to Jump To
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Subtracts values and stores the result in a Stuff Done Flag.
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Story Dialog
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Unused
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Unused
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Dialog title string
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First string in dialog
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Last string in dialog
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Picture number
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Picture type
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Unused
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Unused
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Picture animation loops (-2 for infinite)
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Unused
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Unused
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Picture animation FPS (-1 for default 2)
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Special to Jump To
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Shows a small dialog that displays a series of messages, one at a time.
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Prevent Action
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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0 - allow, 1 - prevent
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Unused
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Unused
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Unused|Allow even if blocked?
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Unused
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Unused
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Special to Jump To
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If the party is walking, they are not allowed to enter the space. This can be accompanied by one or two messages, if you wish. If called in other circumstances, this node prevents the action that called the node.
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Change Time
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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Number of moves to set forward
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Unused
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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This special node sets the adventure time forward.
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Start General Timer
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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Number of moves to set the timer
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Special to call when timer runs out
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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One of the party's special encounter timers is activated. Each move taken, the timer goes down by 1. When it runs out, a scenario special node is called (even if the party enters or leaves town).
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Play a Sound
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Which sound
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Play in background and continue?
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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Plays one of the game's sounds.
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--------------------
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Change Horse Possession
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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Horse to set
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Unused
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Unused
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Owned by party?
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Unused
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Unused
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Special to Jump To
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Makes a horse the party's property (or not).
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Change Boat Possession
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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Boat to set
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Unused
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Unused
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Owned by party?
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Unused
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Unused
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Special to Jump To
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Makes a boat the party's property (or not).
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--------------------
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Show/Hide Town
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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Town to show/hide
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Unused
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Unused
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Town visible?
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Unused
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Unused
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Special to Jump To
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This either makes a party know a town is there, or hide it so they can't enter it anymore. This can be accompanied by one or two messages, if you wish.
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Major Event Has Occurred
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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Number of Special Event
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Unused
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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A major event is recorded as having occurred on the current day.
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Forced Give
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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Item To Give
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Special if item not given
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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This places an item in the party's inventory, whether or not it's too heavy for them to carry. It only fails to give the item if there is absolutely no room in their inventory.
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--------------------
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Buy Items of Type
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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Item Class to Take Away
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Special to call if no items taken
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Unused
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Amount to pay for each item
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Unused
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Unused
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Special to Jump To
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All items that belong to the given special class are taken from the party. For each item taken, the party gets some gold. This can be accompanied by one or two messages, if you wish.
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--------------------
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Call Global Special
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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This node does nothing itself. However, its Jump To node specifies a scenario special node, not a town or outdoors special node. This is how you call a scenario special node when in town or outdoors.
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--------------------
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Set Many Flags
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Stuff Done Flag Part A
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Value to change the 50 flags to
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Unused
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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This node sets 50 Stuff Done flags to a desired value.
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--------------------
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Copy Flag
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Stuff Done Flag Part A
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Stuff Done Flag Part B
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Unused
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Unused
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Unused
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Unused
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Unused
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Flag to change to Part A
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Flag to change to Part B
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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This sets one Stuff Done flag equal to another.
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--------------------
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Display Picture
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Unused
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Unused
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Picture title string
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Unused
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Unused
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Unused
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Unused
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Number of large (full-sheet) pic to display
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Unused
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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Shows a dialog with a large picture and a title.
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--------------------
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Have a Rest
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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Number of moves that pass
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Health and spell pts. to give
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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If the party is in combat or if the party is in town and there was just combat going on, nothing happens. Otherwise, the party gets rested. Some time passes, and their health and spell points are restored.
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--------------------
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Display Message with Title
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Unused
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Unused
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First part of message
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Second part of message
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Message title
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Picture
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Type of picture
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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This is similar to a Display Message node, but lets you specify a title string and choose an icon.
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--------------------
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End Scenario
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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Every scenario should call a node of this type at least once. When called, the scenario immediately ends, and the player will be returned to the starting screen, with the option of saving the game.
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--------------------
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Set Pointer
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Stuff Done Flag Part A
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Stuff Done Flag Part B
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Unused
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Unused
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Unused
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Unused
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Unused
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Pointer to point to that flag (100-199)
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Unused
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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This sets a pointer to point to a Stuff Done Flag. Once pointer N points to a given Stuff Done Flag, the value -N placed in any special node field will be replaced by the value of that Stuff Done Flag.
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--------------------
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Set/Retrieve Campaign Flag
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Stuff Done Flag Part A
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Stuff Done Flag Part B
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Scen. string with campaign ID (-1 - default)
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Unused
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Unused
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Unused
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Unused
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Campaign Flag Part A (0..24)
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Campaign Flag Part B (0..24)
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Unused
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0 - Set Campaign Flag, 1 - Retrieve Flag
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Unused
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Unused
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Special to Jump To
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This allows you to set or retrieve information that persists between scenarios. Campaign flags are a lot like stuff done flags, except that each scenario only gets 25x25 flags. (If you need more, you can pretend to be multiple scenarios.)
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--------------------
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Debug Print Numbers
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Unused|Stuff Done Flag Part A
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Unused|Stuff Done Flag Part B
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Unused
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Unused
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Unused
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Specify what to print
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Unused
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Unused|Value to print (could be a pointer)|Number of monster
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Unused|Value to print (could be a pointer)
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Unused|Value to print (could be a pointer)
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Unused
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Unused
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Unused
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Special to Jump To
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This is a utility node for debugging your scenario. If debug mode is not enabled, it does nothing. If debug mode is enabled, it prints out three numbers to the text area, much like Display Small Message.
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--------------------
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Multiplication
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Result Stuff Done Flag Part A
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Result Stuff Done Flag Part B
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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First SDF part A, or first number
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First SDF part B, or -1 for literal number
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Unused
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Second SDF part A, or second number
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Second SDF part B, or -1 for literal number
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Unused
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Special to Jump To
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Multiplies values and stores the result in a Stuff Done Flag.
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--------------------
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Division
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Result Stuff Done Flag Part A
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Result Stuff Done Flag Part B
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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First SDF part A, or first number
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First SDF part B, or -1 for literal number
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Remainder Stuff Done Flag Part A
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Second SDF part A, or second number
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Second SDF part B, or -1 for literal number
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Remainder Stuff Done Flag Part B
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Special to Jump To
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Divides values and stores the results in Stuff Done Flags.
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--------------------
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Exponentiation
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Result Stuff Done Flag Part A
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Result Stuff Done Flag Part B
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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First SDF part A, or first number
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First SDF part B, or -1 for literal number
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Unused
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Second SDF part A, or second number
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Second SDF part B, or -1 for literal number
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Unused
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Special to Jump To
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Raises a number to a power and stores the result in a Stuff Done Flag. Note that the maximum value that can be stored in a Stuff Done Flag is 255, and this special node has no way to get around that.
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--------------------
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Change Terrain
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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X coordinate of space
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Y coordinate of space
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Unused
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Terrain to change to
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Unused
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Unused
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Special to Jump To
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Changes a space to a given terrain type.
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--------------------
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Swap Terrain
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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X coordinate of space
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Y coordinate of space
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Unused
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Swap this terrain ...
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With this terrain ...
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Unused
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Special to Jump To
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Changes a space from a given terrain type to another, or back.
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--------------------
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Transform Terrain
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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X coordinate of space
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Y coordinate of space
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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If the terrain in a given space has a terrain type given in the Transform To What field, it is changed to that terrain type.
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--------------------
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Clear String Buffer
|
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Unused
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Unused
|
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Unused
|
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Unused
|
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Unused
|
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Unused
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Unused
|
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Unused
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Unused
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Unused
|
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Unused
|
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Unused
|
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Unused
|
|
Special to Jump To
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Clears the string buffer. It's best to always do this before you use the buffer. The buffer is never automatically cleared, but it is not saved, so if the user reloads from a saved game, anything that was in the buffer will be lost.
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--------------------
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Append String to Buffer
|
|
Unused
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Unused
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Unused
|
|
Unused
|
|
Unused
|
|
Put a space before it?
|
|
Unused
|
|
String to append
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Special to Jump To
|
|
Appends a literal string to the string buffer.
|
|
--------------------
|
|
Append Number to Buffer
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Put a space before it?
|
|
Unused
|
|
Number to append
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Special to Jump To
|
|
Appends a literal number to the string buffer.
|
|
--------------------
|
|
Append Monster Name to Buffer
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Put a space before it?
|
|
Unused
|
|
Monster type, or 0 to used selected PC
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Special to Jump To
|
|
Appends the name of a monster or PC to the string buffer.
|
|
--------------------
|
|
Append Item Name to Buffer
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Put a space before it?
|
|
Unused
|
|
Item type
|
|
Use identified name?
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Special to Jump To
|
|
Appends the name of an item type to the string buffer.
|
|
--------------------
|
|
Append Terrain Name to Buffer
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Put a space before it?
|
|
Unused
|
|
Terrain type
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Special to Jump To
|
|
Appends the name of a terrain type to the string buffer.
|
|
--------------------
|
|
Pause
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
How long (in milliseconds)
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Special to Jump To
|
|
Pause the action for some amount of time. This could be useful in a cutscene, for example.
|
|
--------------------
|
|
Start Conversation
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Facial Picture
|
|
Unused
|
|
Personality
|
|
Unused|Monster Type (for picture)
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
This special node allows you to force a conversation to start. You can use it if you want someone other than the party to initiate the conversation, or if you want a conversation outdoors. If you use this outdoors, you should avoid specifying a personality that can call a town special node.
|
|
--------------------
|
|
Update Quest
|
|
Unused
|
|
Unused
|
|
First part of message
|
|
Second part of message
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Which quest?
|
|
New Quest Status
|
|
Unused
|
|
Unused|Job Board Source|Job Board Anger
|
|
Unused
|
|
Unused
|
|
Special to Jump To
|
|
This special node allows you to set the status of one of the scenario's quests or jobs.
|
|
--------------------
|
|
Swap String Buffer
|
|
Unused
|
|
Unused
|
|
First part of message
|
|
Second part of message
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Which string buffer?
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Special to Jump To
|
|
This special node swaps the active string buffer with a secondary string buffer. Keep in mind that these changes are not saved with the saved game.
|
|
--------------------
|
|
Alter Sign Text
|
|
Unused
|
|
Unused
|
|
First part of message
|
|
Second part of message
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Which sign?
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Unused
|
|
Special to Jump To
|
|
This special node swaps contents of the active string buffer with the text of a sign on the map. Keep in mind that these changes are not saved with the saved game.
|
|
--------------------
|
|
Special Name
|
|
sdf1
|
|
sdf2
|
|
message1
|
|
message2
|
|
message3
|
|
pic
|
|
pictype
|
|
extra 1a
|
|
extra 1b
|
|
extra 1c
|
|
extra 2a
|
|
extra 2b
|
|
extra 2c
|
|
Special to Jump To
|
|
This is a template for adding new special node types. It will not appear in the editor.
|
|
--------------------
|