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

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No Special
Unused
Unused
Unused
Unused
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Unused
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Unused
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Unused
Unused
Unused
Special to Jump To
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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Set Flag
Stuff Done Flag Part A
Stuff Done Flag Part B
First part of message
Second part of message
Unused
Unused
Unused
Value to change to
Unused
Unused
Unused
Unused
Unused
Special to Jump To
This node increases (or decreases) a Stuff Done flag by a specified amount.
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Increment Flag
Stuff Done Flag Part A
Stuff Done Flag Part B
First part of message
Second part of message
Unused
Unused
Unused
Increase/Decrease by
0 - increase, 1 - decrease
Unused
Unused
Unused
Unused
Special to Jump To
This node displays a dialog window containing one (or two) text messages.
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Display Message
Unused
Unused
First part of message
Second part of message
Unused
Unused
Unused
Unused
Unused
Unused
Unused
Unused
Unused
Special to Jump To
This vitally important special displays a dialog window containing one (or two) text messages.
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Start Shopping
Unused
Unused
Name of Store
Unused
Unused
Unused
Unused
Which Shop
Cost adjust (lower = cheaper)
Unused
Unused
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Unused
Unused
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
Unused
Unused
First part of message
Second part of message
Unused
Unused
Unused
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Unused
Special to Jump To
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
Stuff Done Flag Part A
Stuff Done Flag Part B
First part of message
Second part of message
Unused
Unused
Unused
Unused
Unused
Unused
Unused
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Unused
Special to Jump To
This node changes a Stuff Done flag from 0 to 1 (or back).
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Set SDF to Random
Stuff Done Flag Part A
Stuff Done Flag Part B
First part of message
Second part of message
Unused
Unused
Unused
Minimum value
Maximum value
Unused
Unused
Unused
Unused
Special to Jump To
Generates a random value and stores it in a Stuff Done Flag.
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Addition
Result Stuff Done Flag Part A
Result Stuff Done Flag Part B
First part of message
Second part of message
Unused
Unused
Unused
First SDF part A, or first number
First SDF part B, or -1 for literal number
Unused
Second SDF part A, or second number
Second SDF part B, or -1 for literal number
Unused
Special to Jump To
Adds values and stores the result in a Stuff Done Flag.
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Subtraction
Result Stuff Done Flag Part A
Result Stuff Done Flag Part B
First part of message
Second part of message
Unused
Unused
Unused
First SDF part A, or first number
First SDF part B, or -1 for literal number
Unused
Second SDF part A, or second number
Second SDF part B, or -1 for literal number
Unused
Special to Jump To
Subtracts values and stores the result in a Stuff Done Flag.
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Story Dialog
Unused
Unused
Dialog title string
First string in dialog
Last string in dialog
Picture number
Picture type
Unused
Unused
Picture animation loops (-2 for infinite)
Unused
Unused
Picture animation FPS (-1 for default 2)
Special to Jump To
Shows a small dialog that displays a series of messages, one at a time.
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Prevent Action
Unused
Unused
First part of message
Second part of message
Unused
Unused
Unused
0 - allow, 1 - prevent
Unused
Unused
Unused|Allow even if blocked?
Unused
Unused
Special to Jump To
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
Unused
Unused
First part of message
Second part of message
Unused
Unused
Unused
Number of moves to set forward
Unused
Unused
Unused
Unused
Unused
Special to Jump To
This special node sets the adventure time forward.
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Start General Timer
Unused
Unused
First part of message
Second part of message
Unused
Unused
Unused
Number of moves to set the timer
Special to call when timer runs out
Unused
Unused
Unused
Unused
Special to Jump To
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
Unused
Unused
Unused
Unused
Unused
Unused
Unused
Which sound
Play in background and continue?
Unused
Unused
Unused
Unused
Special to Jump To
Plays one of the game's sounds.
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Change Horse Possession
Unused
Unused
First part of message
Second part of message
Unused
Unused
Unused
Horse to set
Unused
Unused
Owned by party?
Unused
Unused
Special to Jump To
Makes a horse the party's property (or not).
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Change Boat Possession
Unused
Unused
First part of message
Second part of message
Unused
Unused
Unused
Boat to set
Unused
Unused
Owned by party?
Unused
Unused
Special to Jump To
Makes a boat the party's property (or not).
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Show/Hide Town
Unused
Unused
First part of message
Second part of message
Unused
Unused
Unused
Town to show/hide
Unused
Unused
Town visible?
Unused
Unused
Special to Jump To
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
Unused
Unused
First part of message
Second part of message
Unused
Unused
Unused
Number of Special Event
Unused
Unused
Unused
Unused
Unused
Special to Jump To
A major event is recorded as having occurred on the current day.
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Forced Give
Unused
Unused
First part of message
Second part of message
Unused
Unused
Unused
Item To Give
Special if item not given
Unused
Unused
Unused
Unused
Special to Jump To
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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Buy Items of Type
Unused
Unused
First part of message
Second part of message
Unused
Unused
Unused
Item Class to Take Away
Special to call if no items taken
Unused
Amount to pay for each item
Unused
Unused
Special to Jump To
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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Call Global Special
Unused
Unused
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Special to Jump To
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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Set Many Flags
Stuff Done Flag Part A
Unused
Unused
Unused
Unused
Unused
Unused
Value to change the 50 flags to
Unused
Unused
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Unused
Special to Jump To
This node sets 50 Stuff Done flags to a desired value.
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Copy Flag
Stuff Done Flag Part A
Stuff Done Flag Part B
Unused
Unused
Unused
Unused
Unused
Flag to change to Part A
Flag to change to Part B
Unused
Unused
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Special to Jump To
This sets one Stuff Done flag equal to another.
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Display Picture
Unused
Unused
Picture title string
Unused
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Unused
Number of large (full-sheet) pic to display
Unused
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Special to Jump To
Shows a dialog with a large picture and a title.
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Have a Rest
Unused
Unused
First part of message
Second part of message
Unused
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Unused
Number of moves that pass
Health and spell pts. to give
Unused
Unused
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Unused
Special to Jump To
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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Display Message with Title
Unused
Unused
First part of message
Second part of message
Message title
Picture
Type of picture
Unused
Unused
Unused
Unused
Unused
Unused
Special to Jump To
This is similar to a Display Message node, but lets you specify a title string and choose an icon.
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End Scenario
Unused
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Special to Jump To
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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Set Pointer
Stuff Done Flag Part A
Stuff Done Flag Part B
Unused
Unused
Unused
Unused
Unused
Pointer to point to that flag (100-199)
Unused
Unused
Unused
Unused
Unused
Special to Jump To
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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Set/Retrieve Campaign Flag
Stuff Done Flag Part A
Stuff Done Flag Part B
Scen. string with campaign ID (-1 - default)
Unused
Unused
Unused
Unused
Campaign Flag Part A (0..24)
Campaign Flag Part B (0..24)
Unused
0 - Set Campaign Flag, 1 - Retrieve Flag
Unused
Unused
Special to Jump To
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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Debug Print Numbers
Unused|Stuff Done Flag Part A
Unused|Stuff Done Flag Part B
Unused
Unused
Unused
Specify what to print
Unused
Unused|Value to print (could be a pointer)|Number of monster
Unused|Value to print (could be a pointer)
Unused|Value to print (could be a pointer)
Unused
Unused
Unused
Special to Jump To
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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Multiplication
Result Stuff Done Flag Part A
Result Stuff Done Flag Part B
First part of message
Second part of message
Unused
Unused
Unused
First SDF part A, or first number
First SDF part B, or -1 for literal number
Unused
Second SDF part A, or second number
Second SDF part B, or -1 for literal number
Unused
Special to Jump To
Multiplies values and stores the result in a Stuff Done Flag.
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Division
Result Stuff Done Flag Part A
Result Stuff Done Flag Part B
First part of message
Second part of message
Unused
Unused
Unused
First SDF part A, or first number
First SDF part B, or -1 for literal number
Remainder Stuff Done Flag Part A
Second SDF part A, or second number
Second SDF part B, or -1 for literal number
Remainder Stuff Done Flag Part B
Special to Jump To
Divides values and stores the results in Stuff Done Flags.
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Exponentiation
Result Stuff Done Flag Part A
Result Stuff Done Flag Part B
First part of message
Second part of message
Unused
Unused
Unused
First SDF part A, or first number
First SDF part B, or -1 for literal number
Unused
Second SDF part A, or second number
Second SDF part B, or -1 for literal number
Unused
Special to Jump To
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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Change Terrain
Unused
Unused
First part of message
Second part of message
Unused
Unused
Unused
X coordinate of space
Y coordinate of space
Unused
Terrain to change to
Unused
Unused
Special to Jump To
Changes a space to a given terrain type.
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Swap Terrain
Unused
Unused
First part of message
Second part of message
Unused
Unused
Unused
X coordinate of space
Y coordinate of space
Unused
Swap this terrain ...
With this terrain ...
Unused
Special to Jump To
Changes a space from a given terrain type to another, or back.
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Transform Terrain
Unused
Unused
First part of message
Second part of message
Unused
Unused
Unused
X coordinate of space
Y coordinate of space
Unused
Unused
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Unused
Special to Jump To
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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Clear String Buffer
Unused
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Special to Jump To
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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Append String to Buffer
Unused
Unused
Unused
Unused
Unused
Put a space before it?
Unused
String to append
Unused
Unused
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Unused
Special to Jump To
Appends a literal string to the string buffer.
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Append Number to Buffer
Unused
Unused
Unused
Unused
Unused
Put a space before it?
Unused
Number to append
Unused
Unused
Unused
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Unused
Special to Jump To
Appends a literal number to the string buffer.
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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
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Special to Jump To
Appends the name of a monster or PC to the string buffer.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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