163 lines
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163 lines
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<title>Monsters - BoE Scenario Editor Guide</title>
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<h1>Section 7 - Editing Monster Types</h1>
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<p>Your default scenario comes with 187 premade monster types, number 1 to 187, and you
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can add as many more as you want. Like terrain types, you can customize the monster
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types to suit your scenario. Click on Edit Monster Types to bring up a list of creatures,
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and click on a monster type to bring up the monster editing window. This window has these
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options:</p>
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<ul>
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<li><b>Monster Name:</b> The name of the creature.</li>
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<li><b>Level:</b> Determines how much morale and skill the creature has. You should make
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this at least 1.</li>
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<li><b>Health:</b> Number of health points.</li>
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<li><b>Armor:</b> The damage from each weapon blow is reduced by a random amount from 1 to
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this number.</li>
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<li><b>Skill:</b> Determines chance of hitting and gives an extra damage bonus.</li>
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<li><b>Speed:</b> Number of action points monster gets each turn.</li>
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<li><b>Mage Spells, Priest Spells:</b> Strength of spells creature casts. This is from 0 -
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7, 0 meaning no spells and 7 meaning the strongest spells.</li>
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<li><b>Attack Damage Number of Dice and Sides:</b> The amount of damage the monster does
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when it hits. For example, if a blow does eight dice of damage, each of which has 11
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sides, the program generates 8 random numbers from 1 to 11, adds them up, and does that
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much damage. A monster can have up to 3 different attacks.</li>
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<li><b>Monster Type:</b> Press Choose to pick a monster type (e.g. human, insect, demon,
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etc.).</li>
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<li><b>Attack 1 Types:</b> Press Choose to select an attack type (e.g. bite, claw, etc.)</li>
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<li><b>Treasure:</b> Determines how much treasure the monster leaves when killed (0 - none,
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to 4 - lots). Don't have common creatures leave treasure of type 3 or 4.</li>
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<li><b>Default Talking Picture:</b> Press Choose to select the default picture the player
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sees when talking to this character. This can be changed for individual creatures when
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editing towns.</li>
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<li><b>Default Attitude:</b> Select the attitude the monster has when first placed (which
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can be changed when the monster is placed, using the Edit Monster button).</li>
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</ul>
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<p>The monster type can also have a wide variety of special abilities. To edit them, press
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the Abilities button.</p>
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<h2>Editing Monster Abilities</h2>
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<p>The monster abilities screen has a wide variety of options.</p>
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<ul>
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<li><b>Special Abilities - </b> Press Add to add a new special ability. Press Edit to edit
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the parameters of an existing special ability. If there are more than four special
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abilities, use the arrow buttons to navigate through them. Abilities are listed in the
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Monster Abilities section, later in this chapter. They are also covered in more detail in
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the appendices.</li>
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<li><b>Summon Type -</b> Determines whether the monster can be summoned by the mages
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summoning spells. Type 1 monsters are easy to summon, while Type 3 monsters require much
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more powerful spells. If No Summon is selected, spells never summon the monster.</li>
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<li><b>Item To Drop When Killed, Chance of Dropping -</b> The number of an item to place
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when the monster is killed (like a spider fang when a spider is killed in Exile), and the
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chance to place it (0 - 100).</li>
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<li><b>Monster Resistances -</b> When the monster takes damage from fire, cold, magic, or
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poison, specify what percentage of the damage will be taken. The percentage can be more
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than 100.</li>
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<li><b>Invisible -</b> Monster can't be seen. You can select a graphic for this creature,
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but it's only seen when editing the town, not playing the scenario.</li>
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<li><b>Mindless -</b> Creature is immune to fear.</li>
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<li><b>Invulnerable - </b> Creature practically immune to damage.</li>
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<li><b>Guard -</b> Creature is a guard. When the party commits a crime and makes the town
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hostile, it becomes stronger and will immediately seek out the party to kill them (even if
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it started out immobile).</li>
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<li><b>Special Node When Seen -</b> When the party sees a monster of this type for the
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first time, this special node will be called. Click the Create/Edit button to edit the
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special node.</li>
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<li><b>Vocalization -</b> Occasionally when a monster of this type is onscreen, the
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specified sound will be played. For example, use this to make a dog occasionally bark at
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you.</li>
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</ul>
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<h2>Monster Abilities:</h2>
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<p>When adding a new ability, you will be given a list of abilities to choose from. Some
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abilities will bring up an additional dialog for more information after you've chosen
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them.</p>
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<ul>
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<li><b>No Ability -</b> No special ability.</li>
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<li><b>Missile abilities (Throw darts, Shoot arrows, etc.) - </b>Monster fires
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missiles.</li>
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<li><b>Petrification Ray -</b> Monster fires ray which has chance of turning victim to
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stone.</li>
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<li><b>Spell Point Drain Ray - </b> Monster fires ray which drains spell points.</li>
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<li><b>Heat Ray -</b> Monster fires ray which does fire damage.</li>
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<li><b>Paralysis Ray -</b> Monster fires ray which paralyzes target.</li>
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<li><b>Breathes Fire -</b> Monster has a breath weapon that deals fire damage.</li>
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<li><b>Breathes Frost -</b> Monster has a breath weapon that deals cold damage.</li>
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<li><b>Breathes Electricity -</b> Monster has a breath weapon that deals magic damage.</li>
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<li><b>Breathes Darkness -</b> Monster has a breath weapon that deals unblockable
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damage.</li>
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<li><b>Breathes Stinking Clouds -</b> Monster fires clouds of stinking cloud.</li>
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<li><b>Breathe Sleep Clouds - </b>Monster fires sleep clouds.</li>
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<li><b>Acid Spit - </b> Monster spits globs of acidic spittle.</li>
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<li><b>Shoots Webs -</b> Monster fires globs of web.</li>
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<li><b>Poisonous -</b> Monster does poison damage along with its primary attack.</li>
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<li><b>Acid Touch - </b> When hitting in combat, victim is covered with acid.</li>
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<li><b>Disease Touch - </b> When hitting in combat, victim is diseased.</li>
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<li><b>Web Touch - </b> When hitting in combat, victim is webbed.</li>
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<li><b>Sleep Touch</b> When hitting in combat, victim falls asleep.</li>
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<li><b>Dumbfounding Touch - </b> When hitting in combat, victim is dumbfounded.</li>
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<li><b>Paralysis Touch -</b> When hitting in combat, victim has chance of being
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paralyzed.</li>
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<li><b>Petrification Touch -</b> When hitting in combat, victim has chance of being turned
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to stone.</li>
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<li><b>Death Touch - </b> When hitting in combat, victim has chance of dying.</li>
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<li><b>Experience Draining Touch -</b> When hitting in combat, victim loses experience.</li>
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<li><b>Icy Touch -</b> When hitting in combat, victim takes cold damage.</li>
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<li><b>Icy and Draining Touch -</b> When hitting in combat, victim loses experience and
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takes cold damage.</li>
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<li><b>Stunning - </b> When hitting in combat, victim is slowed.</li>
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<li><b>Steals Food -</b> When hitting in combat, victim loses food.</li>
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<li><b>Steals Gold -</b> When hitting in combat, victim loses gold.</li>
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<li><b>Splits When Hit -</b> When hit, monster splits into two weaker creatures. Don't give
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creatures like this too many health points.</li>
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<li><b>Permanent Martyrs Shield -</b> Anyone hitting creature in combat takes damage.</li>
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<li><b>Absorb Spells -</b> When the monster would normally take damage from magic, it instead
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gains health.</li>
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<li><b>Summon (%5, %20, %50 chance) -</b> The extra value is the number of the creature this
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creature occasionally summons. The chance is the chance each turn of the creature
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appearing.</li>
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<li><b>Radiate Fields - </b>The monster occasionally surrounds itself with a field of the
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selected sort. The extra value is the chance of the creature doing so on any given
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turn.
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<br>If a creature radiates fire fields, you probably shouldn't put it near creatures who
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aren't immune to fire.</li>
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<li><b>Special Ability (Advanced) -</b> On its turn, the monster sometimes calls a special
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node as its action, which can do anything a special node can do. This can be used to
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create special abilities that are otherwise not supported - for example, you could use
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this to make a monster that can teleport.</li>
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<li><b>Special when hit (Advanced) -</b> When you hit the monster with a weapon, a special
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node is called.</li>
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<li><b>Death Triggers Scenario Special (Advanced) -</b> The extra value is the number of a
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scenario special node, which is called when a creature of this type is killed.</li>
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<li><b>Custom Ability (Advanced) -</b> Most of the abilities listed above are pre-made
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templates for ease of use. However, the ability system is quite a bit more flexible. If
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you prefer, you can create an ability yourself that doesn't quite fit into the above
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categories. See the appendix for details on how to do this.</li>
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</ul>
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<h2>Some Monsters Should be Left Alone</h2>
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<p>Certain monster types are summoned by mage spells, and should be left alone. These
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monster types are Guardian, Demon, Snake, Asp, Mung Rat, Shade, and Deva. You can easily
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tell that you're editing one of these monsters by looking at the non-editable "Summoned
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By" field at the bottom of the Edit Monster Type dialog.</p>
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