1359 lines
71 KiB
HTML
1359 lines
71 KiB
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<h2>Section 14: Appendix 1 - Special Encounter Node Types</h2>
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<p>These are the many types of special encounter nodes. They are divided into six
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different categories, and given with examples and descriptions of what the various editing
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fields do.</p>
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<h3>General Use Specials</h3>
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<p>This is the class of special encounters which can be called at practically any time.
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Most of them can always be called. A few can't - these are noted in the encounter
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description.</p>
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<h4>General notes:</h4>
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<dl>
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<dt>Stuff done 1, Stuff done 2:</dt><dd>Some of these nodes change a Stuff Done flag. A
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Stuff Done flag is described by two values: Stuff done 1 and Stuff done 2. The legal range
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of the first flag is from 0 to 299, and the range for the second flag is 0 to 9. If a
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value is given outside the legal range, the special node does nothing and the Jump To node
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is called next (though often the editor will give you an error when you try to do
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this).</dd>
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<dt>Jump To:</dt><dd>After a special node is called and has its effect, this field
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specifies the next node to be called. If this value is negative, the special encounter
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ends.<br>
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The exceptions to this are the nodes that stop the special encounter (e.g. Town Block, Out
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Block). When a node stops the encounter, the Jump To flag is ignored.</dd>
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</dl>
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<dl>
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<dt>Type 0: No special</dt><dd>This is the default setting for all special nodes. It does
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nothing. If the Jump To field contains a non-negative number, the encounter jumps to that
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node.
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<dl>
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<dt>Uses:</dt><dd>If you have a chain of special nodes and want to remove one of the nodes
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in the middle, set its type to Null Special, and leave the Jump To value unchanged. When
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the party reaches that special, and that node is reached, it just passes through to the
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Jump To node.</dd></dd>
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<dt>Type 1: Set Flag</dt><dd>This node sets a Stuff Done flag to the desired value.
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<dl>
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<dt>Mess1, Mess2:</dt><dd>Standard usage.</dd>
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<dt>Stuff done 1, Stuff done 2:</dt><dd>This is the Stuff Done flag to change.</dd>
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<dt>Extra 1a:</dt><dd>This is the value to change it to.</dd>
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<dt>Example:</dt><dd>If Stuff done 1 is set to 90, Stuff done 2 is set to 4, and Extra 1a
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is set to 8, when this node is called Stuff Done (90,4) becomes 8. If, instead, Stuff done
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2 is set to 40, this value is out of range (0 ... 9) and you will get an error.</dd></dd>
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<dt>Type 2: Increment Flag</dt><dd>This node increases (or decreases) a Stuff Done flag by
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a specified amount.
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<dl>
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<dt>Mess1, Mess2:</dt><dd>Standard usage.</dd>
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<dt>Stuff done 1, Stuff done 2:</dt><dd>This is the Stuff Done flag to change.</dd>
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<dt>Extra 1a:</dt><dd>This is the amount to increase/decrease the flag by.</dd>
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<dt>Extra 1b:</dt><dd>If this is 0, the flag is increased by Extra 1a. If its non-zero,
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the flag is decreased by that amount.</dd></dd>
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<dt>Type 3: Display Message</dt><dd>This vitally important special displays a dialog
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window containing one (or two) text messages.
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<dl>
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<dt>Mess1, Mess2:</dt><dd>Standard usage.</dd></dd>
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<dt>Type 4: Secret Passage</dt><dd>This unusual special encounter only has an effect when
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its called when the party steps on it, and its the first encounter in the chain. Then, the
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party can walk through that space as it its a secret passage.
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<dl>
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<dt>Uses:</dt><dd>Suppose you want a pillar the party can walk through. Place a special
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encounter on the pillar, and have a node of this type be the first special node
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called.</dd></dd>
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<dt>Type 5: Display Small Message</dt><dd>A text message is displayed on one (or two)
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line(s) of the text area (in the lower right hand corner). Dont make the displayed
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messages too long.
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<dl>
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<dt>Mess1, Mess2:</dt><dd>Standard usage - these are the numbers of the messages to put in
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one or two lines of the text area.</dd></dd>
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<dt>Type 6: Flip Flag</dt><dd>This node changes a Stuff Done flag from 0 to 1 (or back).
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<dl>
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<dt>Mess1, Mess2:</dt><dd>Standard usage.</dd>
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<dt>Stuff done 1, Stuff done 2:</dt><dd>This is the Stuff Done flag to change. If the flag
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is 0, its changed to 1. Otherwise, its changed to 0.</dd></dd>
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<dt>Type 7: Out Block</dt><dd>If the party is currently outdoors, this node ends the
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special encounter and nothing else happens. Otherwise, the Jump To node is called.
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<dl>
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<dt>Mess1, Mess2:</dt><dd> Standard usage.</dd>
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<dt>Extra 1a:</dt><dd>This starts as 0. If this is 1, and the party is outdoors and
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walking, they are not allowed to enter the space.</dd></dd>
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<dt>Type 8: Town block</dt><dd>Like Out Block, but ends the special if the party is in
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town.
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<dl>
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<dt>Mess1, Mess2:</dt><dd>Standard usage.</dd>
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<dt>Extra 1a:</dt><dd>This starts as 0. If this is 1, and the party is in town and
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walking, they are not allowed to enter the space.</dd></dd>
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<dt>Type 9: Combat block</dt><dd>Like Out Block, but ends the special if the party is in
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combat.
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<dl>
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<dt>Mess1, Mess2:</dt><dd>Standard usage.</dd>
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<dt>Extra 1a:</dt><dd>This starts as 0. If this is 1, and the party is in combat and
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walking, they are not allowed to enter the space.</dd></dd>
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<dt>Type 10: Looking block</dt><dd>Like Out Block, but ends the special if this node was
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called by the party looking at something.
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<dl>
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<dt>Uses:</dt><dd>Suppose you place a special on a closed portcullis, to be called when
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the portcullis is opened and the party walks through it. Normally, if the party looks at
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the closed portcullis, the special you intended to be triggered when they walked on it
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will be called. Placing a Looking Block before that special will keep it from being called
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before they actually walk on it.</dd></dd>
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<dt>Type 11: Can't Enter</dt><dd>If the party is walking, they are not allowed to enter
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the space. This can be accompanied by one or two messages, if you wish.
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<dl>
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<dt>Mess1, Mess2:</dt><dd>Standard usage. If the party is not moving, no messages are
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displayed.</dd>
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<dt>Extra 1a:</dt><dd>If this is set to 1, the party is kept from entering the space. If
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not 1, the party is allowed to enter the space (this undoes any Cant Enter nodes already
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called).</dd>
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<dt>Uses:</dt><dd>If you don't want a party to be able to walk down a passage (for
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example, a guard won't let them), use this node.</dd>
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<dt>Note:</dt><dd>This doesn't have to be the last node in a chain. If this is the first
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special node called, the party is still kept from entering the space.</dd></dd>
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<dt>Type 12: Change Time</dt><dd>This special node sets the adventure time forward.
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<dl>
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<dt>Extra 1a:</dt><dd>This is the number of ticks to set the timer forward. A day is 3000
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ticks. The maximum this can be set to is 30000.</dd></dd>
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<dt>Type 13: Start General Timer</dt><dd>One of the parties special encounter timers is
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activated. Each move taken, the timer goes down by 1. When it runs out, a scenario special
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node is called (even if the party enters or leaves town). Also see Start Town Timer, under
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Town Special Nodes.
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<dl>
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<dt>Extra 1a:</dt><dd>The number of moves before the timer runs out. (Range 0 ...
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30000)</dd>
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<dt>Extra 1b:</dt><dd>The scenario special node to call when the timer runs out. If left
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at No Special, nothing happens.</dd></dd>
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<dt>Type 14: Play a sound</dt><dd>Plays one of the game's sounds.
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<dl>
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<dt>Extra1a:</dt><dd>Which sound to play. For a list of sounds, read Appendix A.</dd></dd>
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<dt>Type 15: Change Horse Possession</dt><dd>Makes a horse the parties property (or not).
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<dl>
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<dt>Mess1, Mess2:</dt><dd>Standard usage.</dd>
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<dt>Extra1a:</dt><dd>The horse to change ownership of. (Range 0 ... 29)</dd>
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<dt>Extra 2a:</dt><dd>If 0, the horse becomes the parties property. Otherwise, it is no
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longer the parties property.</dd></dd>
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<dt>Type 16: Change Boat Possession</dt><dd>Like Change Horse Possession, except for
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boats.
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<dl>
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<dt>Mess1, Mess2:</dt><dd>Standard usage.</dd>
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<dt>Extra1a:</dt><dd>The boat to change ownership of. (Range 0 ... 29)</dd>
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<dt>Extra 2a:</dt><dd>If 0, the boat becomes the parties property. Otherwise, it is no
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longer the parties property.</dd></dd>
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<dt>Type 17: Show/Hide Town</dt><dd>This either makes a party know a town is there, or
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hide it so they can't enter it anymore. This can be accompanied by one or two messages, if
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you wish.
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<dl>
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<dt>Mess1, Mess2:</dt><dd>Standard usage.</dd>
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<dt>Extra 1a:</dt><dd>This is the town to show/hide.</dd>
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<dt>Extra 1b:</dt><dd>If 0, the town becomes hidden. If not 0, the town becomes
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visible.</dd>
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<dt>Uses:</dt><dd>Suppose dungeon 14 contains a big treasure, revealed by reading a
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treasure map. When the map is read, call this special. Set Extra 1a to 14 and Extra 2b to
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1.</dd></dd>
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<dt>Type 18: Major Event Has Occurred</dt><dd>A major event is recorded as having
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occurred. See Passage of Time in the chapter on Special Encounters for a more detailed
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explanation.
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<dl>
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<dt>Mess1, Mess2:</dt><dd>Standard usage.</dd>
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<dt>Extra 1a:</dt><dd>The number of the special event. (Range 1 ... 20)</dd>
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<dt>Example:</dt><dd>If the slaying of the goblin king is event 4, when it is killed, call
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this special node with Extra 1a set to 4.</dd></dd>
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<dt>Type 19: Forced Give</dt><dd>This places an item in the parties inventory, whether or
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not its too heavy for them to carry. It only fails to give the item if there is absolutely
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no room in their inventory.
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<dl>
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<dt>Mess1, Mess2:</dt><dd>Standard usage.</dd>
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<dt>Extra 1a:</dt><dd>The number of the item to give. Press the Choose button to pick an
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item.</dd>
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<dt>Extra 2b:</dt><dd>The special to jump to if the item is not successfully given (if all
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the parties item slots are full). If No Special is given, the Jump To special is used as
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usual.</dd>
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<dt>Uses:</dt><dd>If you want the party to get an item after winning a combat outdoors,
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use a Forced Give. This makes sure that if it is at all possible, they get it.</dd>
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<dt>Uses 2:</dt><dd>Use this is the party is given an item during a talking special
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encounter. If the party inventory is full, jump to a special telling them that they can't
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carry the item and to come back later, and then end the special. This enables you to keep
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from setting a Stuff Done flag saying they got the item, when, in fact, they
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didn't.</dd></dd>
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<dt>Type 20: Buy Items of Type</dt><dd>All items that belong to the given special class
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(described in the chapter on items) are taken from the party. For each item taken, the
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party gets some gold. This can be accompanied by one or two messages, if you wish.
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<dl>
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<dt>Mess1, Mess2:</dt><dd>Standard usage. Note that the messages are only displayed if
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some items are actually taken away.</dd>
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<dt>Extra 1a:</dt><dd>The item class to take away. (Range 1 ... 100)</dd>
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<dt>Extra 1b:</dt><dd>The special to jump to if no items are taken. If No Special is
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specified, the Jump To special is used as usual.</dd>
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<dt>Extra 2a:</dt><dd>The amount of gold to pay for each item (Range 0 ... 250)</dd>
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<dt>Uses:</dt><dd>This is a how you give a bounty for items. If you want someone to give
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the party 10 gold for each unicorn horn, give unicorn horns a special class of, say, 30,
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and call this special node with Extra 1a set to 30 and Extra 2a set to 10.</dd></dd>
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<dt>Type 21: Call Global Special</dt><dd>This node does nothing itself. Howe'ver, its Jump
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To node specifies a scenario special node, not a town or outdoors special node. This is
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how you call a scenario special node when in town or outdoors.
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<dl>
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<dt>Note:</dt><dd>Use when in town or outdoors. This can be used if you have one special
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thing which you want in many towns or outdoors sections. You can place the encounter in
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scenario specials once, and then just call it from the many places its used.</dd></dd>
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<dt>Type 22: Set Many Flags </dt><dd>This node sets 10 Stuff Done flags to a desired
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value.
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<dl>
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<dt>Stuff Done 1:</dt><dd>A number from 0 to 299. When this node is called, (Stuff Done 1,
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0), (Stuff Done 1, 1), ... (Stuff Done 1, 9) are all set to Extra 1a.</dd>
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<dt>Extra 1a:</dt><dd>This is the value to change it to.</dd>
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<dt>Example:</dt><dd>Suppose Stuff Done flag (200,4) is 35. This node is called with Stuff
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Done 1 equal to 200, and Extra 1a set to 5. Then Stuff Done flag (200,4) will be 5 (as
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will flags (200,0), (200,1), etc.).</dd></dd>
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<dt>Type 23: Copy Flag</dt><dd>This sets one Stuff Done flag equal to another.
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<dl>
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<dt>Stuff Done 1, Stuff Done 2:</dt><dd>The flag to change.</dd>
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<dt>Extra 1a, Extra 1b:</dt><dd>The flag to change it to.</dd>
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<dt>Example:</dt><dd>If Stuff Done 1 is 12, Stuff Done 2 is 5, Extra 1a is 8, and Extra 1b
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is 8, then the value of Stuff Done flag (12,5) becomes the same as Stuff Done flag
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(8,8).</dd></dd>
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<dt>Type 24: Ritual of Sanct. Block</dt><dd>When the party casts Ritual of Sanctification
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on a space, any special encounter on that space is called. If the first node called is of
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this type, the special encounter in Jump To is called, and the special encounter
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continues. Otherwise, the special encounter ends immediately, and the player is told that
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the ritual had no effect.<br>
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If this special node is called for a reason besides the party casting Ritual of
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Sanctification (for example, if they searched the space), the special node in Extra 1b is
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called.
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<dl>
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<dt>Extra 1b:</dt><dd>The special node called if this node is called for any reason other
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than the party casting Ritual of Sanctification.</dd></dd>
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<dt>Type 25: Have a rest</dt><dd>If the party is in combat or if the party is in town and
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there was just combat going on, nothing happens. Otherwise, the party gets rested. Some
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time passes, and their health and spell points are restored.
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<dl>
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<dt>Extra 1a:</dt><dd>The number of ticks that pass (a day is 3000 ticks)</dd>
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<dt>Extra 1b:</dt><dd>The amount of health and spell points to restore.</dd></dd>
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<dt>Type 26: Wandering Will Fight</dt><dd>This special node only has an effect if called
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when the party has just encountered a group of monsters outdoors. If called at any other
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time, it has no effect. The node determines whether the monsters in the group will
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actually attack the party or not.
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<dl>
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<dt>Extra 1a:</dt><dd>If this is set to 0, the monsters will not attack the party, and the
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outdoor encounter will simply end. If its non-zero, the monsters will attack the
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party.</dd>
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<dt>Uses:</dt><dd>Suppose a group of soldiers outdoors will only attack the party if they
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have the stolen Wand of Balloo. If they don't have it, use this node with Extra 1a set to
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0. If you don't call a special node of this type, the soldiers will attack.</dd></dd>
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<dt>Type 27: End Scenario</dt><dd>Every scenario should call a node of this type at least
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once. When called, the scenario immediately ends, and the player will be returned to the
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starting screen, with the option of saving the game.
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<dl>
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<dt>Note:</dt><dd>Without a node of this sort, the player's only option for leaving the
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scenario is to use the character editor. Please make sure a node of this sort can always
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be reached.</dd></dd>
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</dl>
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<h3>One-Shot Specials</h3>
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<p>This is the class of specials you generally only want to occur one time, such as giving
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items.</p>
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<p>For each of these special node types, you can specify a Stuff Done flag in the Stuff
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Done 1 and Stuff Done 2 fields. If you do, when the node is called, if that flag has a
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value of 250, the node does nothing and the special ends immediately. If the flag is not
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250, the node has the desired effect, and then that Stuff Done flag is set to 250 (so this
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node has no effect is called again).</p>
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<p>These nodes have one more special property. If you have a have a special encounter
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marked by a white dot, the first node called from that special encounter is a One-Shot
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Special, and the specified Stuff Done flag in that node is 250, then the white dot
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disappears. Thus, specials that don't do anything anymore aren't marked by a special
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dot.</p>
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<h4>General notes:</h4>
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<dl>
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<dt>Stuff done 1, Stuff done 2:</dt><dd>All of these nodes change a Stuff Done flag. A
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Stuff Done flag is described by two values: Stuff done 1 and Stuff done 2. The legal range
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of the first flag is from 0 to 299, and the range for the second flag is 0 to 9. You can
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give a value outside the legal range (such as -1 for Stuff Done 1). If you do this, the
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special node does its job normally, and if this node is called again, it will do it again.
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This is sometimes a good idea.</dd>
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<dt>Jump To:</dt><dd>This works as before, with one exception. If the specified Stuff Done
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flag for the called node is 250, the special encounter ends and the Jump To field is
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ignored.</dd>
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</dl>
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<dl>
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<dt>Type 50: Give Item</dt><dd>An item is given to the party (specifically, to the first
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character who can carry it). Gold and food can also be given. If the party cannot carry
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another item, the Stuff Done flag is not set to 250. This can be accompanied by one or two
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messages, if you wish.
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<dl>
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<dt>Stuff done 1, Stuff done 2:</dt><dd>As usual.</dd>
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<dt>Mess1, Mess2:</dt><dd>Standard usage. If the items cannot be taken, no messages are
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displayed.</dd>
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<dt>Extra 1a:</dt><dd>The number of the item to be given. If -1, no item is given. Press
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the Choose button to select an item.</dd>
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<dt>Extra 1b:</dt><dd>The amount of gold to give. (Range 0 ... 25000)</dd>
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<dt>Extra 2a:</dt><dd>The amount of food to give. (Range 0 ... 25000)</dd>
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<dt>Extra 2b:</dt><dd>The special to jump to if the item cannot be given (to, perhaps,
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tell them their inventory is full). If No Special is given, the Jump To special is called
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normally.</dd></dd>
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<dt>Type 51: Give Special Item</dt><dd>Gives the party one of the scenarios special items.
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This can be accompanied by one or two messages, if you wish.
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<dl>
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<dt>Stuff done 1, Stuff done 2:</dt><dd>As usual.</dd>
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<dt>Mess1, Mess2:</dt><dd>Standard usage.</dd>
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<dt>Extra 1a:</dt><dd>The number of the special item to give. (Range 0 ... 49)</dd>
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<dt>Extra 1b:</dt><dd>If 0 (the default), the special item is given. Otherwise, its taken
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away.</dd></dd>
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<dt>Type 52: One-Time Do Nothing</dt><dd>If the Stuff Done flag is set to 250, this node
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ends the special encounter. Otherwise, it just calls the Jump To node.
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<dl>
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<dt>Stuff done 1, Stuff done 2:</dt><dd>As usual.</dd>
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<dt>Uses:</dt><dd>This is provided for one time encounters that don't fit into any of the
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other types. Some other special node must set the Stuff Done flag to 250 to get the
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encounter to disappear.</dd></dd>
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<dt>Type 53: One-Time Nothing and Set</dt><dd>If the Stuff Done flag is set to 250, this
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node ends the special encounter. Otherwise, it sets the Stuff Done flag to 250 and calls
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the Jump To node.
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<dl>
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<dt>Stuff done 1, Stuff done 2:</dt><dd>As usual</dd></dd>
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<dt>Type 54: One-Time Text Message</dt><dd>Displays one or two message strings.
|
|
<dl>
|
|
<dt>Stuff done 1, Stuff done 2:</dt><dd>As usual.</dd>
|
|
<dt>Mess1, Mess2:</dt><dd>Standard usage.</dd></dd>
|
|
|
|
<dt>Type 55: Display Dialog (Dialog pic)</dt><dd>This very important special node displays
|
|
a dialog box with up to six text messages and a dialog picture (which you choose) in the
|
|
upper left. The lower right hand corner can have 1 to 3 buttons. The player must press a
|
|
button, at which point another special node will be called. You choose a special node to
|
|
call for each button.<br>
|
|
The first button is always labeled OK if its the only button or Leave if there are other
|
|
buttons. If the first button is pressed, the Jump To special is called normally. Otherwise
|
|
the special node in Extra 1b or 2b is called.
|
|
<dl>
|
|
<dt>Stuff done 1, Stuff done 2:</dt><dd>As usual, with one exception. If the first button
|
|
is pressed, the Stuff Done flag is not set to 250. Otherwise, it is.</ddL
|
|
<dt>Mess 1:</dt><dd>The number of the first message to be displayed in the dialog box. The
|
|
six messages starting with this message will be displayed in the dialog box (though the
|
|
strings can, of course, be blank). Press the create/edit button to edit the text.</dd>
|
|
<dt>Mess 2:</dt><dd>This determines whether the default OK/Leave button appears. If this
|
|
is 1, this button appears. Otherwise, it doesn't.</dd>
|
|
<dt>Pict:</dt><dd>This is the number of the picture to display. To select a picture, press
|
|
the Choose button.</dd>
|
|
<dt>Extra 1a:</dt><dd>Determines what the second button is labeled. If left -1, there is
|
|
no second button. Press the Choose button to select a label.</dd>
|
|
<dt>Extra 1b:</dt><dd>What special node to call is button 2 is pressed.</dd>
|
|
<dt>Extra 2a:</dt><dd>Determines what the third button is labeled. If left -1, there is no
|
|
third button. Press the Choose button to select a label.</dd>
|
|
<dt>Extra 2b:</dt><dd>What special node to call is button 3 is pressed.</dd>
|
|
<dt>Example:</dt><dd>If Mess 1 is 30, and Mess 2 is 4, the dialog box that comes up
|
|
contains messages 30 through 33.</dd>
|
|
<dt>Note:</dt><dd>A dialog box can only contain consecutive text messages. You can't bring
|
|
up a dialog box which contains message 24, followed by messages 1, 20, and 64.</dd>
|
|
<dt>Example:</dt><dd>Suppose to want a dialog box to come up displaying messages 37
|
|
through 40.</dd>
|
|
<dt>Uses:</dt><dd>This is one special node where you may often want to leave Stuff Done 1
|
|
at -1 (so this node displays the dialog box every time its called). For example, if you
|
|
want the text of a book to come up when the party looks at a certain bookshelf, you
|
|
probably want the same text to keep coming up when the look at the bookshelf later
|
|
on.</dd></dd>
|
|
|
|
<dt>Type 56: Display Dialog (Terrain pic)</dt><dd>This is exactly like Display Dialog
|
|
(Dialog pic), except that the picture in the upper left is of a sort of terrain. Press the
|
|
Select Picture button to pick the picture.</dd>
|
|
|
|
<dt>Type 57: Display Dialog (Monster pic)</dt><dd>This is exactly like Display Dialog
|
|
(Dialog pic), except that the picture in the upper left is of a monster. If you select a
|
|
monster with size greater than 1 x 1, the dialog will show the complete picture of the
|
|
monster. Press the Select Picture button to pick the picture.</dd>
|
|
|
|
<dt>Type 58: Give Item (Dialog pic)</dt><dd>Displays a dialog box with up to six text
|
|
messages and a dialog picture (which you choose) in the upper left. At the lower right
|
|
hand corner are two buttons: Take and Leave. If take is pressed, the party is given an
|
|
item (if the item can be carried). If the item is taken, the Stuff Done flag is set to
|
|
250, and a specified special node will then be called. Otherwise, the special encounter
|
|
ends immediately and the Stuff Done flag is not set.
|
|
<dl>
|
|
<dt>Stuff done 1, Stuff done 2:</dt><dd>As usual.</dd>
|
|
<dt>Mess 1:</dt><dd>The number of the first message to be displayed in the dialog box. The
|
|
six messages starting with this message will be displayed in the dialog box (though the
|
|
strings can, of course, be blank). Press the create/edit button to edit the text.</dd>
|
|
<dt>Mess 2:</dt><dd>The number of special item to give (0 .. 49). If this is left at -1,
|
|
no special item is given.</dd>
|
|
<dt>Pict:</dt><dd>This is the number of the picture to display. To select a picture, press
|
|
the Choose button.</dd>
|
|
<dt>Extra 1a:</dt><dd>The number of the item to give. Press the Select Item to pick an
|
|
item.</dd>
|
|
<dt>Extra 1b:</dt><dd>The amount of gold to give. (Range 0 ... 25000)</dd>
|
|
<dt>Extra 2a:</dt><dd>The amount of food to give. (Range 0 ... 25000)</dd>
|
|
<dt>Extra 2b:</dt><dd>The special to jump to if the item is taken (note that this is
|
|
different from the Give Item special node, above). If No Special is given, the Jump To
|
|
special is called normally.</dd></dd>
|
|
|
|
<dt>Type 59: Give Item (Terrain pic)</dt><dd>This is exactly like Choose to Take Item
|
|
(Dialog pic), except that the picture in the upper left is of a sort of terrain. Press the
|
|
Select Picture button to pick the picture.</dd>
|
|
|
|
<dt>Type 60: Give Item (Monster pic)</dt><dd>This is exactly like Choose to Take Item
|
|
(Dialog pic), except that the picture in the upper left is of a monster. If you select a
|
|
monster with size greater than 1 x 1, the dialog will show the complete picture of the
|
|
monster. Press the Select Picture button to pick the picture.</dd>
|
|
|
|
<dt>Type 61: One-Time Place Outdoor Encounter</dt><dd>This node only has an effect when
|
|
called while walking outdoors. It places a special outdoor wandering encounter in a random
|
|
open space near the party. This can be accompanied by one or two messages, if you wish.
|
|
<dl>
|
|
<dt>Stuff done 1, Stuff done 2:</dt><dd>As usual.</dd>
|
|
<dt>Mess1, Mess2:</dt><dd>Standard usage.</dd>
|
|
<dt>Extra 1a:</dt><dd>The number of the special outdoor wandering encounter to place.
|
|
(Range 0 ... 3)</dd></dd>
|
|
|
|
<dt>Type 62: One-Time Place Town Encounter</dt><dd>Activates all monsters in town in the
|
|
specified Special Encounter Group (see the section on monsters in town for more
|
|
information). If no monsters in that group are left, the encounter has no effect. This can
|
|
be accompanied by one or two messages, if you wish.
|
|
<dl>
|
|
<dt>Stuff done 1, Stuff done 2:</dt><dd>As usual.</dd>
|
|
<dt>Mess1, Mess2:</dt><dd>Standard usage.</dd>
|
|
<dt>Extra 1a:</dt><dd>The Special Encounter Code of the monsters to activate. (Range 0 ...
|
|
9)</dd></dd>
|
|
|
|
<dt>Type 63: Trap</dt><dd>Brings up a dialog saying the party has found a trap, and asking
|
|
if they want to disarm it. If they say no, the special ends immediately, and, if theyre
|
|
walking, they can't enter the space. Otherwise, they must select a character to disarm it.
|
|
Once disarmed (or triggered) the Jump To special is called. This node only has an effect
|
|
in town or combat (no traps outdoors).
|
|
<dl>
|
|
<dt>Stuff done 1, Stuff done 2:</dt><dd>As usual.</dd>
|
|
<dt>Mess1, Mess2:</dt><dd>Standard usage. You can provide customized text saying the party
|
|
sees what may be a trap. If both of these fields are left at -1, the game displays a
|
|
generic You Found A Trap message.</dd>
|
|
<dt>Extra 1a:</dt><dd>The type of trap: 0 - randomly selected, 1 - damage 1 character, 2 -
|
|
poison 1 character, 3 - poison party, 4 - damage party, 5 - paralyze character, 6 - no
|
|
trap after all, 7 - drain experience, 8 - make town hostile, 9 - fire damage 1 character,
|
|
10 - dumbfound 1 character, 11 - disease 1 character, 12 - disease party</dd>
|
|
<dt>Extra 1b:</dt><dd>The severity of the trap. The higher the number, the deadlier the
|
|
trap. A severity of three all but guarantees lethality. (Range 0 ... 3)</dd>
|
|
<dt>Extra 2a:</dt><dd>The disarming penalty. The higher the number, the harder to disarm.
|
|
(Range 0 ... 100)</dd>
|
|
<dt>Note:</dt><dd>If this special node is placed on a container (like a chest), the party
|
|
must disarm the trap to be able to take any of the items in the chest.</dd></dd>
|
|
</dl>
|
|
|
|
<h3>Affect PC/Party Specials</h3>
|
|
<p>All of these special encounters do something to one character or to the party. Whether
|
|
they affect one character or the party depends on several factors.</p>
|
|
<p>Special node 80 (Select a PC) asks the player to select one of their PCs. Once this
|
|
node is called, any Affect PC/Party special nodes called only affect the selected PC.</p>
|
|
<p>If no Select PC node has been called, the node affects the entire party.</p>
|
|
<p>Finally, the last few nodes in this section (like Firewalk, Stealth, Affect Gold) only
|
|
affect the whole party.</p>
|
|
<p>Note that when one of these specials does something bad (e.g. diseases or poisons) a
|
|
character, all resistances (e.g. protection from poison rings) apply.</p>
|
|
|
|
<h4>General notes:</h4>
|
|
<dt>Stuff done 1, Stuff done 2:</dt><dd> None of these special node types use these
|
|
fields.</dd>
|
|
<dt>Mess 1, Mess 2:</dt><dd>All of these special node types (except Select a PC) can
|
|
display one or two messages. If you don't want a message displayed, just leave these at
|
|
-1.</dd>
|
|
<dt>Extra 1b:</dt><dd>This field usually affects whether the node helps of hurts the
|
|
party. In general, if its 0 (the default) it helps. Otherwise, it hurts.</dd>
|
|
<dt>Extra 2b:</dt><dd>When these nodes are called during combat, if this is 0, the node
|
|
only affects the active PC. Otherwise, it affects the whole party. (Exception to this -
|
|
the Do Damage node type)</dd>
|
|
<dt>Jump To:</dt><dd>All of these special node types use this field.</dd>
|
|
|
|
<dl>
|
|
|
|
<dt>Type 80: Select a PC</dt><dd>Brings up a window asking the player to select a living
|
|
character. Once this is called, any Affect PC/Party nodes during this special encounter
|
|
only affect the selected character.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>if this is left at 0 (the default), only living characters may be
|
|
selected. If it is set to 1, any character (dead or alive) can be picked. If it is set to
|
|
2, no choice dialog comes up, Instead, any previous PC selections are undone, and any
|
|
further Affect PC/Party specials called during this special encounter affect the whole
|
|
party.</dd>
|
|
<dt>Extra 1b:</dt><dd>This special is called if the Cancel button on the select PC dialog
|
|
box is pressed. If this is left at No Special, when the Cancel button is pressed the
|
|
special encounter immediately ends.</dd>
|
|
<dt>Uses:</dt><dd>If you want something to increase the strength of one character, call a
|
|
Select a PC node, followed by an Affect Statistic node.</dd></dd>
|
|
|
|
<dt>Type 81: Do Damage</dt><dd>This special node damages a character, or the whole party.
|
|
It has no effect when called during a talking special. When called during combat, and a
|
|
Select a PC node has not been called, it only affects the active character.
|
|
<dl>
|
|
<dt>Pict:</dt><dd>If this is 0, this node damages the whole party. If this is 1, and the
|
|
node is called during combat, only the current pc is damaged. Otherwise, the whole party
|
|
is damaged.</dd>
|
|
<dt>Extra 1a:</dt><dd>This is the number of dice of damage that is rolled. (Maximum:
|
|
256)</dd>
|
|
<dt>Extra 1b:</dt><dd>This is the number of sides of the dice that are rolled. For
|
|
example, if Extra 1a is 5 and Extra 2b is 8, the game generates 5 random numbers from 1 to
|
|
8, adds them, and does that much damage. (Maximum: 256)</dd>
|
|
<dt>Extra 2a:</dt><dd>This is the amount of extra damage to add. If this is 100, for
|
|
example, 100 extra points of damage are inflicted.</dd>
|
|
<dt>Extra 2b:</dt><dd>This is the type of damage inflicted (0 - weapon, 1 - fire, 2 -
|
|
poison, 3 - general magic, 4 - unblockable, 5 - cold, 6 - demon,7 - undead)</dd></dd>
|
|
|
|
<dt>Type 82: Affect Health</dt><dd>Increases/decreases health. Health can be changed to a
|
|
maximum of 250 or a minimum of 0. This special cannot kill anybody, only reduce their
|
|
health to 0.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The amount to raise/lower health.</dd>
|
|
<dt>Extra 1b:</dt><dd>If 0, health is raised. Otherwise, its lowered.</dd></dd>
|
|
|
|
<dt>Type 83: Affect Spell Points</dt><dd>Increases/decreases spell points. Spell points
|
|
can be changed to a maximum of 100 or a minimum of 0.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The amount to raise/lower spell points.</dd>
|
|
<dt>Extra 1b:</dt><dd>If 0, spell points are raised. Otherwise, theyre lowered.</dd></dd>
|
|
|
|
<dt>Type 84: Affect Experience</dt><dd>Adds/drains experience.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The amount of experience to add/take. (Range 0 ... 100)</dd>
|
|
<dt>Extra 1b:</dt><dd>If 0, adds experience. Otherwise, drains.</dd>
|
|
<dt>Note:</dt><dd>Use sparingly, esp when draining.</dd></dd>
|
|
|
|
<dt>Type 85: Affect Skill points</dt><dd>Adds/drains skill points.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The number of skill points to add/take. (Range 0 ... 10)</dd>
|
|
<dt>Extra 1b:</dt><dd>If 0, adds skill points. Otherwise, drains.</dd>
|
|
<dt>Noe:</dt><dd>Use sparingly, esp when draining.</dd></dd>
|
|
|
|
<dt>Type 86: Kill/Raise</dt><dd>Adds/drains skill points.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>If field Extra 1b is non-zero, this field is ignored. Otherwise,
|
|
this is the type of death inflicted: 0 - regular death, 1 - dust, 2 - stoned.</dd>
|
|
<dt>Extra 1b:</dt><dd>If 0, makes the PC/Party intact again (not dead, stoned, etc.)
|
|
Otherwise, kills/stones the PC/party.</dd>
|
|
<dt>Note:</dt><dd>Needless to say, this should be used very carefully. Nothing makes a
|
|
scenario unpleasant faster than lots of arbitrary death.</dd></dd>
|
|
|
|
<dt>Type 87: Affect Poison</dt><dd>Poisons/cures. Note, if poisoning the party, all
|
|
resistances apply.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The amount to cause/cure health. (Range 0 ... 8)</dd>
|
|
<dt>Extra 1b:</dt><dd>If 0, cures PC/party. Otherwise, poisons.</dd></dd>
|
|
|
|
<dt>Type 88: Affect Slow/Haste</dt><dd>Hastes/slows.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The amount to cause/cure health. (Range 0 ... 8)</dd>
|
|
<dt>Extra 1b:</dt><dd>If 0, hastes PC/party. Otherwise, slows.</dd></dd>
|
|
|
|
<dt>Type 89: Affect Invulnerability</dt><dd>Makes the PC/party invulnerable.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The duration. (Range 0 ... 8)</dd>
|
|
<dt>Extra 1b:</dt><dd>If 0, adds invulnerability. Otherwise, removes.</dd></dd>
|
|
|
|
<dt>Type 90: Affect Magic Resistance</dt><dd>Makes the PC/party magic resistant.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The duration. (Range 0 ... 8)</dd>
|
|
<dt>Extra 1b:</dt><dd>If 0, adds Magic Resistance. Otherwise, removes.</dd></dd>
|
|
|
|
<dt>Type 91: Affect Webs</dt><dd>webs/unwebs.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The amount of webs to pile on. (Range 0 ... 8)</dd>
|
|
<dt>Extra 1b:</dt><dd>If 0, removes webs. Otherwise, adds.</dd></dd>
|
|
|
|
<dt>Type 92: Affect Disease</dt><dd>Diseases/cures.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The amount to cause/cure disease. (Range 0 ... 8)</dd>
|
|
<dt>Extra 1b: If 0, cures PC/party. Otherwise, diseases.</dd></dd>
|
|
|
|
<dt>Type 93: Affect Sanctuary</dt><dd>Gives the PC/party Sanctuary.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The duration. (Range 0 ... 8)</dd>
|
|
<dt>Extra 1b:</dt><dd>If 0, adds Sanctuary. Otherwise, removes.</dd></dd>
|
|
|
|
<dt>Type 94: Affect Curse/Bless</dt><dd>Makes the PC/party blessed or cursed.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The duration. (Range 0 ... 8)</dd>
|
|
<dt>Extra 1b:</dt><dd>If 0, bless. Otherwise, curse.</dd></dd>
|
|
|
|
<dt>Type 95: Affect Dumbfounding</dt><dd>Dumbfounds/cures.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The amount to cause/cure dumbfounding. (Range 0 ... 7)</dd>
|
|
<dt>Extra 1b:</dt><dd>If 0, dumbfounds PC/party. Otherwise, cures dumbfounding.</dd></dd>
|
|
|
|
<dt>Type 96: Affect Sleep</dt><dd>Puts to sleep/awakens.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The amount to cause/cure sleep. (Range 0 ... 8)</dd>
|
|
<dt>Extra 1b:</dt><dd>If 0, wakes up PC/party. Otherwise, puts to sleep.</dd></dd>
|
|
|
|
<dt>Type 97: Affect Paralysis</dt><dd>Paralyzes/cures.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The amount to cause/cure paralysis. (Range 0 ... 5000) The amount is
|
|
the number of turns character is paralyzed.</dd>
|
|
<dt>Extra 1b:</dt><dd>If 0, cures PC/party. Otherwise, paralyzes.</dd>
|
|
<dt>Warning:</dt><dd>Don't paralyze the whole party for too long. It's boring.</dd></dd>
|
|
|
|
<dt>Type 98: Affect Statistic</dt><dd>Changes the characters statistics (e.g. Strength,
|
|
Mage Spells, etc.)
|
|
<dl>
|
|
<dt>Pict:</dt><dd>This is a number from 1 to 100, which represents the percentage chance
|
|
the statistic is affected. If 100 (the default) its always changes. If 0, it never
|
|
is.</dd>
|
|
<dt>Extra 1a:</dt><dd>The amount to increase/decrease (0 .. 10).</dd>
|
|
<dt>Extra 1b:</dt><dd>If 0, increase. If 1, decrease.</dd>
|
|
<dt>Extra 2a:</dt><dd>The statistic to increase/decrease (Range 0 ... 18): 0 - Strength, 1
|
|
- Dexterity, 2 - Intelligence, 3 - Edged, 4 - Bashing, 5 - Pole, 6 - Missile, 7 - Bow, 8 -
|
|
Defense, 9 - Mage Spells, 10 - Priest Spells, 11 - Mage Lore, 12 - Alchemy, 13 - Item
|
|
Lore, 14 - Traps, 15 - Lockpick, 16 - Assassination, 17 - Poison, 18 - Luck.</dd>
|
|
<dt>Note:</dt><dd>Use this node sparingly, especially if decreasing the stat.</dd></dd>
|
|
|
|
<dt>Type 99: Give Mage Spell</dt><dd>Gives a mage spell. The spells are listed in the
|
|
Appendices.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The spell to give (Range 0 ... 61).</dd>
|
|
<dt>Example:</dt><dd>To give the spell Wall of Force, set Extra 1a to 25.</dd></dd>
|
|
|
|
<dt>Type 100: Give Priest Spell</dt><dd>Gives a priest spell. The spells are listed in the
|
|
Appendices.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The spell to give (Range 0 ... 61).</dd></dd>
|
|
|
|
<dt>Type 101: Affect Gold</dt><dd>Adds/removes gold.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The amount to increase/decrease. (Range 0 ... 25000)</dd>
|
|
<dt>Extra 1b:</dt><dd>Whether to increase or decrease.</dd>
|
|
<dt>Note:</dt><dd>This special (and all following) only affect the whole party.</dd></dd>
|
|
|
|
<dt>Type 102: Affect Food</dt><dd>Adds/removes food.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The amount to increase/decrease. (Range 0 ... 25000)</dd>
|
|
<dt>Extra 1b:</dt><dd>Whether to increase or decrease.</dd></dd>
|
|
|
|
<dt>Type 103: Give Alchemy</dt><dd>Gives an alchemy recipe. The recipes are listed in the
|
|
Appendices.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The recipe to give (Range 0 ... 19).</dd></dd>
|
|
|
|
<dt>Type 104:</dt><dd>Give Stealth</dt><dd>Affects the party like a Stealth spell.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The duration (Range 0 ... 250).</dd></dd>
|
|
|
|
<dt>Type 105: Give Firewalk</dt><dd>Affects the party like a Firewalk spell.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The duration (Range 0 ... 250).</dd></dd>
|
|
|
|
<dt>Type 106: Give Flying</dt><dd>Affects the party like a Flying spell.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The duration (Range 0 ... 250).</dd></dd>
|
|
|
|
<h3>If-Then Specials</h3>
|
|
<p>These special node types don't do anything by themselves. Instead, they choose from
|
|
several choices which node to call next. For example, if you want something to happen when
|
|
the party has the Crown of Might and something different to happen when they don't, you
|
|
would use an If-Then special, which would lead to two different special nodes, one for
|
|
when they have the crown, and one for when they don't.</p>
|
|
<p>All of these nodes can be used for any type of special. All of them require selecting a
|
|
new special node (or nodes) in the Extra 1b and/or Extra 2b fields. If No Special is
|
|
selected in both of these fields, the Jump To special node is called.</p>
|
|
|
|
<dl>
|
|
|
|
<dt>Type 130: Stuff Done Flag?</dt><dd>Calls new nodes depending on the value of a given
|
|
Stuff Done flag. If the Stuff Done flag is greater than the value of Extra 1a, the special
|
|
in Extra 1b is called. Otherwise, if the Stuff Done flag is less than the value in Extra
|
|
2a, the special in Extra 2b is called. If neither case applies, the Jump To special is
|
|
called.
|
|
<p>The default values for Extra 1a is -1. If it is left at -1, it isn't checked, and the
|
|
special in Extra 1b won't be called. The same is true for Extra 2a.</p>
|
|
<dl>
|
|
<dt>Stuff done 1, Stuff done 2:</dt><dd>Specifies the Stuff Done flag to
|
|
inspect.</dd></dd>
|
|
|
|
<dt>Type 131: Town Number?</dt><dd>Result depends on the town the party is in.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The number of a town. If the party is in this town, the special in
|
|
Extra 1b is called.</dd>
|
|
<dt>Jump To:</dt><dd>This is called if the party is not in a town, or not in the town in
|
|
Extra 1a.</dd></dd>
|
|
|
|
<dt>Type 132: Random Number?</dt><dd>Result depends on a randomly generated number. The
|
|
game will pick a random number from 1 to 100.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>If the random number is less than this value, the special in Extra
|
|
1b is called.</dd>
|
|
<dt>Jump To:</dt><dd>Otherwise, this special is called.</dd></dd>
|
|
|
|
<dt>Type 133: Have Special Item</dt><dd>Result depends on whether the party has a certain
|
|
special item.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The number of a special item. If a character has this special item,
|
|
the special in Extra 1b is called.</dd>
|
|
<dt>Jump To:</dt><dd>Otherwise, this special is called.</dd></dd>
|
|
|
|
<dt>Type 134: Stuff Done Compare?</dt><dd>Calls new nodes depending on whether one Stuff
|
|
Done flag is greater than another or not. If the first Stuff Done flag is greater than or
|
|
equal to the second, the special in Extra 2b is called. Otherwise, the Jump To special is
|
|
called.
|
|
<dl>
|
|
<dt>Stuff done 1, Stuff done 2:</dt><dd>Specifies the first Stuff Done flag.</dd>
|
|
<dt>Extra 1a, Extra 1b:</dt><dd>Specifies the second Stuff Done flag.</dd>
|
|
<dt>Extra 2b:</dt><dd>The special to jump to if the second flag is less than the
|
|
first.</dd>
|
|
<dt>Example:</dt><dd>Stuff Done flag (1,8) is 15. Stuff Done Flag (2,3) is 5. If this node
|
|
is called with Stuff Done 1 equal to 1, Stuff Done 2 equal to 8, Extra 1a equal to 2, and
|
|
Extra 1b equal to 3, then, as (1,8) is higher than (2,3), the special in Extra 2b will be
|
|
called.</dd></dd>
|
|
|
|
<dt>Type 135: Terrain this type? (town)</dt><dd>Result depends on whether a specified spot
|
|
in town is of a given terrain type.
|
|
<dl>
|
|
<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the desired space.</dd>
|
|
<dt>Extra 2a:</dt><dd>The number of a terrain type. If the given space is of this terrain
|
|
type, the special in Extra 2b is called.</dd>
|
|
<dt>Jump To:</dt><dd>If the party is not in a town, or the terrain is not of the given
|
|
type, this special is called.</dd>
|
|
<dt>Uses:</dt><dd>Suppose a guard opens a gate for the party, and tells them he opened it.
|
|
First, you might want to check if the gate is already opened, so that he can get angry and
|
|
tell them he already opened it.</dd></dd>
|
|
|
|
<dt>Type 136: Terrain this type? (outdoors)</dt><dd>Result depends on whether a specified
|
|
spot in town is of a given terrain type.
|
|
<dl>
|
|
<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the desired space.</dd>
|
|
<dt>Extra 2a:</dt><dd>The number of a terrain type. If the space is of this terrain type,
|
|
the special in Extra 2b is called.</dd>
|
|
<dt>Jump To:</dt><dd>If the party is not outdoors, or the terrain is not of the given
|
|
type, this special is called.</dd></dd>
|
|
|
|
<dt>Type 137: Has Gold?</dt><dd>Result depends on whether the party has enough gold.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>If the party has at least this much gold, the special is Extra 1b is
|
|
called.</dd>
|
|
<dt>Jump To:</dt><dd>Otherwise, this special is called.</dd>
|
|
<dt>Uses:</dt><dd>If someone is selling, say, Strength improvement, you can first use this
|
|
to see if the party has enough gold to afford it.</dd></dd>
|
|
|
|
<dt>Type 138: Has Food?</dt><dd>Result depends on whether the party has enough food.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>If the party has at least this much food, the special is Extra 1b is
|
|
called.</dd>
|
|
<dt>Jump To:</dt><dd>Otherwise, this special is called.</dd></dd>
|
|
|
|
<dt>Type 139: Item Class on Space?</dt><dd>Result depends on whether an item of a given
|
|
special item class is sitting on a specified spot in town.
|
|
<dl>
|
|
<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the desired spot.</dd>
|
|
<dt>Extra 2a:</dt><dd>The number of a special item class. If an item with this special
|
|
item class is sitting on the given space, the special in Extra 2b is called.</dd>
|
|
<dt>Jump To:</dt><dd>Otherwise (or if the party is outdoors) this special is called.</dd>
|
|
<dt>Uses:</dt><dd>A magic barrier that only lets people through if a certain item has been
|
|
placed on a nearby pedestal.</dd></dd>
|
|
|
|
<dt>Type 140: Have Item with Class?</dt><dd>Result depends on whether a PC owns an item
|
|
with the specified Special Class (see the chapter in items for information on item special
|
|
class).
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>An item special class number. If a character has an item with this
|
|
special class, the special in Extra 1b is called.</dd>
|
|
<dt>Jump To:</dt><dd>Otherwise, this special is called.</dd></dd>
|
|
|
|
<dt>Type 141: Equipped Item with Class?</dt><dd>Result depends on whether a PC owns an
|
|
item with the specified Special Class, which is currently equipped.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>An item special class number. If a character has an item with this
|
|
special class which is equipped, the special in Extra 1b is called.</dd>
|
|
<dt>Jump To:</dt><dd>Otherwise, this special is called.</dd></dd>
|
|
|
|
<dt>Type 142: Has Gold? (and take)</dt><dd>Result depends on whether the party has enough
|
|
gold.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>If the party has at least this much gold, the special is Extra 1b is
|
|
called, and that much gold is taken from them.</dd>
|
|
<dt>Jump To:</dt><dd>Otherwise, this special is called.</dd>
|
|
<dt>Note:</dt><dd>This node (and the next four) are the only If-Then nodes that actually
|
|
have an effect in the game.</dd></dd>
|
|
|
|
<dt>Type 143: Has Food? (and take)</dt><dd>Result depends on whether the party has enough
|
|
food.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>If the party has at least this much food, the special is Extra 1b is
|
|
called, and that much food is taken from them.</dd>
|
|
<dt>Jump To:</dt><dd>Otherwise, this special is called.</dd></dd>
|
|
|
|
<dt>Type 144: Item Class on Space? (and take)</dt><dd>Result depends on whether an item of
|
|
a given special item class is sitting on a specified spot in town.
|
|
<dl>
|
|
<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the desired spot.</dd>
|
|
<dt>Extra 2a:</dt><dd>The number of a special item class. If an item with this special
|
|
item class is sitting on the given space, the special in Extra 2b is called and that item
|
|
is removed from the game.</dd>
|
|
<dt>Jump To:</dt><dd>Otherwise (or if the party is outdoors) this special is called.</dd>
|
|
<dt>Uses:</dt><dd>A magic barrier that only lets people through if a certain item has been
|
|
placed on a nearby pedestal.</dd></dd>
|
|
|
|
<dt>Type 145: Have Item with Class? (and take)</dt><dd>Result depends on whether a PC owns
|
|
an item with the specified Special Class (see the chapter in items for information on item
|
|
special class).
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>An item special class number. If a character has an item with this
|
|
special class, the special in Extra 1b is called and that item is removed from the
|
|
game.</dd>
|
|
<dt>Jump To:</dt><dd>Otherwise, this special is called.</dd>
|
|
<dt>Uses:</dt><dd>This is a great special to implement tickets to enter somewhere. Create
|
|
a ticket item with a special class of, say, 20. Have this special take one item of class
|
|
20. If the party has none, have Jump To point to a special node telling them they have no
|
|
ticket and blocking them from entering.</dd></dd>
|
|
|
|
<dt>Type 146: Equip Item with Class? (and take)</dt><dd>Result depends on whether a PC
|
|
owns an item with the specified Special Class, which is currently equipped.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>An item special class number. If a character has an item with this
|
|
special class which is equipped, the special in Extra 1b is called.</dd>
|
|
<dt>Jump To:</dt><dd>Otherwise, this special is called.</dd></dd>
|
|
|
|
<dt>Type 147: Day reached? </dt><dd>Result depends on whether a certain day has been
|
|
reached.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The number of a day. If it is this day (or later) the special in
|
|
Extra 1b is called.</dd>
|
|
<dt>Jump To:</dt><dd>Otherwise, this special is called.</dd></dd>
|
|
|
|
<dt>Type 148: Any barrels? </dt><dd>Result depends on whether any barrels exist in the
|
|
current town.
|
|
<dl>
|
|
<dt>Extra 1b:</dt><dd>If any barrels are present, this special is called.</dd>
|
|
<dt>Jump To:</dt><dd>Otherwise (or if this special is called while outdoors), this special
|
|
is called.</dd></dd>
|
|
|
|
<dt>Type 149: Any crates? </dt><dd>Result depends on whether any barrels exist in the
|
|
current town?
|
|
<dl>
|
|
<dt>Extra 1b:</dt><dd>If any barrels are present, this special is called.</dd>
|
|
<dt>Jump To:</dt><dd>Otherwise (or if this special is called while outdoors), this special
|
|
is called.</dd></dd>
|
|
|
|
<dt>Type 150: Special Thing happened?</dt><dd>Result depends on whether a given day was
|
|
reached before a given event happened (see the chapter on the passage of time for more
|
|
explanation).
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The day some special thing is supposed to happen.</dd>
|
|
<dt>Extra 1b:</dt><dd>The number of an event (0 .. 20). This is the event that would
|
|
prevent the special thing from happening (leave at 0 for no event). If the day in 1a has
|
|
been reached, and this special event did not occur before the day in 1a, then the special
|
|
in Extra 2b is called.</dd>
|
|
<dt>Jump To:</dt><dd>Otherwise, this special is called.</dd>
|
|
<dt>Uses:</dt><dd>Suppose an altar is destroyed on day 50, if the Demon Fred is not killed
|
|
by them. Let the killing of the demon Fred be event 3 (so, when Fred is killed, a Major
|
|
Event Has Happened special is called).
|
|
<p>Then, when the party reaches the altar, call this special with Extra 1a set to 50 and
|
|
Extra 1b set to 3. Then, should Fred have destroyed the altar, the special in Extra 2b
|
|
will be called.</dd></dd>
|
|
|
|
<dt>Type 151: Has Cave Lore?</dt><dd>Result depends on whether a living PC has Cave Lore
|
|
skill.
|
|
<dl>
|
|
<dt>Extra 1b:</dt><dd>This special is called if there is a living PC with Cave Lore.</dd>
|
|
<dt>Jump To:</dt><dd>Otherwise, this special is called.</dd></dd>
|
|
|
|
<dt>Type 152: Has Woodsman?</dt><dd>Result depends on whether a living PC has Woodsman
|
|
skill.
|
|
<dl>
|
|
<dt>Extra 1b:</dt><dd>This special is called if there is a living PC with Woodsman.</dd>
|
|
<dt>Jump To:</dt><dd>Otherwise, this special is called.</dd></dd>
|
|
|
|
<dt>Type 153: Has Enough Mage Lore?</dt><dd>Result depends on whether the sum of the
|
|
parties Mage Lore skill is high enough.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>If the sum of the living PCs mage lore skill is at least this
|
|
amount, the special in Extra 1b is called.</dd>
|
|
<dt>Jump To:</dt><dd>Otherwise, this special is called.</dd>
|
|
<dt>Note:</dt><dd>Dont make the required Mage Lore be much higher than 20.</dd></dd>
|
|
|
|
<dt>Type 154: Text response?</dt><dd>This is one of the most complicated and powerful
|
|
special nodes. It brings up a dialog box asking the party to type in some text (such as
|
|
the answer to a ridder, or a password). If the response matches one of two given text
|
|
messages, a specified special node is called.
|
|
<dl>
|
|
<dt>Pict:</dt><dd>This is a number from 1 to 10. It is the number of characters the
|
|
players answer has to match the correct answer to be accepted. If it is 4, the first four
|
|
characters of the players answer must match the first four characters of the correct
|
|
answer.</dd>
|
|
<dt>Extra 1a:</dt><dd>The number of a scenario special message (not</dt><dd>a town or
|
|
outdoor special message).</dd?
|
|
<dt>Extra 1b:</dt><dd>If the players answer matches the message in Extra 1a, this special
|
|
is called.</dd>
|
|
<dt>Extra 2a:</dt><dd>The number of a scenario special message (not</dt><dd>a town or
|
|
outdoor special message).</dd>
|
|
<dt>Extra 2b:</dt><dd>If the players answer matches the message in Extra 1a, this special
|
|
is called.</dd>
|
|
<dt>Jump To:</dt><dd>Otherwise, this special is called.</dd>
|
|
<dt>Note:</dt><dd>To create the scenario message containing the correct answer, select
|
|
Edit Scenario Text from the Scenario menu. Scroll down to messages 160-259, the special
|
|
encounter messages, and select one that begins with an * (i.e. is unused). Put the correct
|
|
answer to the question there. The number of that message (160-259) is the number to put in
|
|
the Extra 1a/Extra 2a field.</dd>
|
|
<dt>Example:</dt><dd>A pixie asks a riddle whose answer is cheese. Scenario message 185 is
|
|
cheese. Message 1 says the pixie's riddle. Extra 1a is 185, Extra 1b is the special node
|
|
with the result of correct answering of the riddle, and Jump To leads to the node with the
|
|
result of an incorrect answer.
|
|
<p>If pict is set to 4, only the first 4 characters of the players answer are looked at.
|
|
Thus, cheese, cheer, and cheep would count as right answers. Chew, however, would
|
|
not.</dd>
|
|
<dt>Note:</dt><dd>Letter case is ignored. ChEeSe would be counted as a correct answer,
|
|
even is the correct answer was CHEese.</dd></dd>
|
|
|
|
<dt>Type 155: Stuff done equal?</dt><dd>If the specified Stuff Done flag is equal to the
|
|
value given in Extra 1a, the special in Extra 1b is called. Otherwise, the Jump To special
|
|
is called.
|
|
<dl>
|
|
<dt>Stuff done 1, Stuff done 2:</dt><dd>Specifies the Stuff Done flag to inspect.</dd>
|
|
<dt>Extra 1a:</dt><dd>If the Stuff Done flag equals this value, call special in Extra
|
|
1b.</dd></dd>
|
|
</dl>
|
|
|
|
<h3>Town Mode Specials</h3>
|
|
<p>These special nodes only have an effect in town mode (where most of the game takes
|
|
place). If called outdoors, all of these nodes immediately jump to the Jump To
|
|
special.</p>
|
|
<p>For all of these special types, unless the description specifically says it ends the
|
|
special encounter, once done, each node calls the Jump To node.</p>
|
|
|
|
<h4>General notes:</h4>
|
|
<dl>
|
|
<dt>Mess 1, Mess 2:</dt><dd>All of these special node types can display one or two
|
|
messages. If you don't want a message displayed, just leave these at -1.</dd></dd>
|
|
</dl>
|
|
|
|
<dl>
|
|
|
|
<dt>Type 170: Town Hostile</dt><dd>When called, all friendly people in the town
|
|
immediately turn hostile.</dd>
|
|
|
|
<dt>Type 171: Change Terrain</dt><dd>Changes a space to a given terrain type.
|
|
<dl>
|
|
<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the desired space.</dd>
|
|
<dt>Extra 2a:</dt><dd>The number of the terrain type to change it to. Press the Choose
|
|
button to select a terrain type.</dd></dd>
|
|
|
|
<dt>Type 172: Swap Terrain</dt><dd>Changes a space from a given terrain type to another,
|
|
or back.
|
|
<dl>
|
|
<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the desired space.</dd>
|
|
<dt>Extra 2a:</dt><dd>The number of a terrain type. If the given space is of this type,
|
|
change it to the type in Extra 2b.</dd>
|
|
<dt>Extra 2b:</dt><dd>The number of a terrain type. If the given space is of this type,
|
|
change it to the type in Extra 2a.</dd></dd>
|
|
|
|
<dt>Type 173: Transform Terrain</dt><dd>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.
|
|
<dl>
|
|
<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the space to
|
|
transform.</dd></dd>
|
|
|
|
<dt>Type 174: Move Party</dt><dd>The party is moved to a new location. The party cannot be
|
|
moved while in combat ... if the party is in combat mode, they will not be allowed to
|
|
enter the space, and the special encounter ends immediately.
|
|
<dl>
|
|
<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the space to move them to.</dd>
|
|
<dt>Extra 2a:</dt><dd>If 0, they are simply moved. If non-zero, they are teleported (i.e.
|
|
there is a noise and a pretty flash of light).</dd></dd>
|
|
|
|
<dt>Type 175: Hit Space</dt><dd>Everything within the specified space takes damage.
|
|
<dl>
|
|
<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the space to hit.</dd>
|
|
<dt>Extra 2a:</dt><dd>The amount of damage to inflict. (Range 0 ... 1000)</dd>
|
|
<dt>Extra 2b:</dt><dd>This is the type of damage inflicted (0 - weapon, 1 - fire, 2 -
|
|
poison, 3 - general magic, 4 - unblockable, 5 - cold, 6 - demon,7 - undead)</dd>
|
|
<dt>Note:</dt><dd>Damage doing specials are ignored when called while Talking.</dd></dd>
|
|
|
|
<dt>Type 176: Explosion on Space</dt><dd>Everything within a given radius of the specified
|
|
space takes damage. Only creatures who can be seen from the exploding space are affected.
|
|
<dl>
|
|
<dt>Pict:</dt><dd>The radius of the explosion. (Range 0 ... 100)</dd>
|
|
<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the space to hit.</dd>
|
|
<dt>Extra 2a:</dt><dd>The amount of damage to inflict. (Range 0 ... 1000)</dd>
|
|
<dt>Extra 2b:</dt><dd>This is the type of damage inflicted (0 - weapon, 1 - fire, 2 -
|
|
poison, 3 - general magic, 4 - unblockable, 5 - cold, 6 - demon,7 - undead)</dd>
|
|
<dt>Note:</dt><dd>Damage doing specials are ignored when called while Talking.</dd></dd>
|
|
|
|
<dt>Type 177: Lock Space</dt><dd>If the terrain in a given space has Special Type
|
|
lockable, it becomes locked (i.e. is changed to its locked terrain type).
|
|
<dl>
|
|
<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the space to lock.</dd></dd>
|
|
|
|
<dt>Type 178: Unlock Space</dt><dd>If the terrain in a given space has Special Type
|
|
unlockable, it becomes unlocked (i.e. is changed to its locked terrain type).
|
|
<dl>
|
|
<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the space to unlock.</dd></dd>
|
|
|
|
<dt>Type 179: Do sfx burst</dt><dd>A flashy explosion appears on the specified space. This
|
|
has no other affect.
|
|
<dl>
|
|
<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the space for the explosion to
|
|
appear on.</dd>
|
|
<dt>Extra 2a:</dt><dd>The type of explosion. 0 - fire 1 - electricity 2 -
|
|
teleportation</dd>
|
|
<dt>Note:</dt><dd>This does nothing if called when in talking mode.</dd></dd>
|
|
|
|
<dt>Type 180: Make Wandering Monster</dt><dd>A group of wandering monsters appears (at one
|
|
of the designated wandering monster sites).</dd>
|
|
|
|
<dt>Type 181: Place a Monster</dt><dd>Places a creature of the selected type at the
|
|
selected space.
|
|
<dl>
|
|
<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates to place the monster at.</dd>
|
|
<dt>Extra 2a:</dt><dd>The number of the creature to place. Press the Choose button to
|
|
select the monster.</dd>
|
|
<dt>Extra 2b:</dt><dd>If this is 0, if no creature can go there (for example, a creature
|
|
is already there), nothing happens. If nonzero, the placement is forced.</dd>
|
|
<dt>Note:</dt><dd>There can be at most 60 creatures in a town/dungeon level at any one
|
|
time.</dd></dd>
|
|
|
|
<dt>Type 182: Destroy Monster</dt><dd>All creatures of the given type in the dungeon are
|
|
instantly removed.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The type of creature to remove.</dd></dd>
|
|
|
|
<dt>Type 183: Destroy all Monsters</dt><dd>Most or all of the creatures in the dungeon
|
|
disappear.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>If this is 0, all creatures disappear. If 1, only friendly creatures
|
|
disappear. If 2, only hostile creatures disappear.</dd></dd>
|
|
|
|
<dt>Type 184: Generic Lever</dt><dd>A dialog box comes up saying the party has found a
|
|
lever, and asking if they want to pull it. The dialog buttons are Yes and No. If the No
|
|
button is pressed, the Jump To special is used. If the Yes button is pushed, the terrain
|
|
in the special space is turned to its Transform To What type (if this special is called
|
|
while looking or moving, not talking), and the special node specified in Extra 1b is
|
|
called.</dd>
|
|
|
|
<dt>Type 185: Generic Portal</dt><dd>A dialog box comes up saying the party has found a
|
|
portal, and asking if they want to enter it. The dialog buttons are Enter and Leave. If
|
|
the Leave button is pressed, the Jump To special is called. Otherwise, the party is moved,
|
|
and the special encounter ends.
|
|
<dl>
|
|
<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the space the party is
|
|
teleported to if the player pushes Enter.</dd>
|
|
<dt>Note:</dt><dd>Like all party moving special nodes, if this is called any time besides
|
|
when walking in town mode, the special encounter ends immediately, and, if moving, the
|
|
party is not allowed to enter the space.</dd></dd>
|
|
|
|
<dt>Type 186: Generic Button</dt><dd>A dialog box comes up saying the party has found a
|
|
button, and asking if they want to push it. The dialog buttons are Yes and No. If the No
|
|
button is pressed, the Jump To special is used. If the Yes button is pushed, the special
|
|
node specified in Extra 1b is called.</dd>
|
|
|
|
<dt>Type 187: Generic Stairway</dt><dd>A dialog box comes up saying the party has found a
|
|
stairway, and asking if they want to climb it. The dialog buttons are Climb and Leave. If
|
|
the Leave button is pressed, the Jump To special is used, and the party is not allowed to
|
|
enter the space. If the Climb button is pushed, the party is moved to another town.
|
|
<dl>
|
|
<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the space the party is to be
|
|
placed in in the new town.</dd>
|
|
<dt>Extra 2a:</dt><dd>The number of the town to place them in.</dd>
|
|
<dt>Extra 2b:</dt><dd>Determines what text appears in the dialog. 0 - stairs up, 1 -
|
|
stairs down, 2 - path slopes up, 3 - path slopes down, 4 - slimy stairway up, 5 - slimy
|
|
stairway down, 6 - dark passage up, 7 - dark passage down.</dd></dd>
|
|
|
|
<dt>Type 188: Lever</dt><dd>A dialog box comes up with text you supply (saying, perhaps,
|
|
they've found a lever). The picture in the dialog box is of a terrain type you choose. The
|
|
dialog buttons are Yes and No. If the No button is pressed, the Jump To special is used.
|
|
If the Yes button is pushed, the terrain in the special space is turned to its Transform
|
|
To What type (if this special is called while looking or moving, not talking), and the
|
|
special node specified in Extra 1b is called.
|
|
<dl>
|
|
<dt>Mess 1:</dt><dd>The number of the first message to be displayed in the dialog box.
|
|
Press the Create/Edit button to edit the text.</dd>
|
|
<dt>Pict:</dt><dd>This is the number of the terrain type to display. To select a picture,
|
|
press the Select Picture button.</dd>
|
|
<dt>Extra 1b:</dt><dd>The special node to call is Yes is pushed.</dd></dd>
|
|
|
|
<dt>Type 189: Portal</dt><dd>A dialog box comes up (saying, perhaps, they've found a
|
|
teleporter). The picture in the dialog box is a dialog picture you choose. The dialog
|
|
buttons are Enter and Leave.
|
|
<dl>
|
|
<dt>Mess 1:</dt><dd>The number of the first message to be displayed in the dialog
|
|
box.</dt><dd>Press the Create/Edit button to edit the text.</dd>
|
|
<dt>Pict:</dt><dd>This is the number of the dialog picture to display. To select a
|
|
picture, press the Select Picture button.</dd>
|
|
<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the space the party is
|
|
teleported to if the player pushes Enter.</dd>
|
|
<dt>Note:</dt><dd>Like all party moving special nodes, if this is called any time besides
|
|
when walking in town mode, the special encounter ends immediately, and, if moving, the
|
|
party is not allowed to enter the space.</dd></dd>
|
|
|
|
<dt>Type 190: Stairway</dt><dd>A dialog comes up text you supply (saying, perhaps, they've
|
|
found a stairway). The picture in the dialog box is a dialog picture you choose. The
|
|
dialog buttons are Climb and Leave. If the Leave button is pressed, the Jump To special is
|
|
used, and the party is not allowed to enter the space. If the Climb button is pushed, the
|
|
party is moved to another town.
|
|
<dl>
|
|
<dt>Mess 1:</dt><dd>The number of the first message to be displayed in the dialog box.
|
|
Press the Create/Edit button to edit the text.</dd>
|
|
<dt>Pict:</dt><dd>This is the number of the dialog picture to display. To select a
|
|
picture, press the Select Picture button.</dd>
|
|
<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the space the party is to be
|
|
placed in in the new town.</dd>
|
|
<dt>Extra 2a:</dt><dd>The number of the town to place them in.</dd>
|
|
<dt>Extra 2b:</dt><dd>If this is set to 1, the stairway is forced. No dialog box appears.
|
|
Instead, the party is immediately moved to the different level.</dd></dd>
|
|
|
|
<dt>Type 191: Relocate Outdoors</dt><dd>Changes the outdoors location of the party.
|
|
<dl>
|
|
<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the outdoor section to place
|
|
the party in.</dd>
|
|
<dt>Extra 2a, Extra 2b:</dt><dd>The x and y coordinates of their new location in that
|
|
sector (Range 0 ... 47, 0 ... 47)</dd>
|
|
<dt>Uses:</dt><dd>If, when the party leaves at the north end of a dungeon, you want them
|
|
to be in a different location in the outdoors from where they were when the entered, place
|
|
a special node of this type just before the north exit (where theyre forced to step on
|
|
it).</dd>
|
|
<dt>Note:</dt><dd>When this node is called, there is a delay while the new outdoors
|
|
section is loaded into memory. Try not to call it too often.</dd></dd>
|
|
|
|
<dt>Type 192: Place Item</dt><dd>Places an item on a specified space.
|
|
<dl>
|
|
<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the space to place it on.</dd>
|
|
<dt>Extra 2a:</dt><dd>The number of the item to place. Press the Choose button to select
|
|
an item.</dd></dd>
|
|
|
|
<dt>Type 193: Split Party</dt><dd>This powerful and unique special node splits up the
|
|
party. The player is asked to select a character. If the player hits Cancel, the node
|
|
special encounter ends immediately and the party is not allowed to enter the space.
|
|
Otherwise, the selected character is moved to a given spot and everyone else is left
|
|
behind. To later reunite the party, use the Reunite Party special node below.
|
|
<p>There are three rules when using this special. First, once the character is alone,
|
|
never let him or her leave town without reuniting with the party. Second, don't let the
|
|
character reach another Split Party node. Finally, always make it possible to reach a
|
|
Reunite Party node. Otherwise, the player will be stuck with only one character
|
|
permanently.
|
|
<p>If this node is called at any time besides in town mode, while walking or looking, the
|
|
special encounter ends immediately and this node is ignored.</p>
|
|
<p>When this node is used, if the player sends a PC off alone, the special encounter ends
|
|
immediately. Only is the player hits Cancel is the Jump To node used.</p>
|
|
<dl>
|
|
<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates to place the alone character
|
|
in.</dd>
|
|
<dt>Extra 2a:</dt><dd>If 0, nothing else happens. If non-zero, a teleportation noise plays
|
|
when the party is split up.</dd></dd>
|
|
|
|
<dt>Type 194: Reunite Party</dt><dd>If the party is not split up, this node is ignored. If
|
|
the party is split up, the lone character is moved back to where the party was when it was
|
|
split up, the party is rejoined, and the special encounter ends.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>If 0, nothing else happens. If non-zero, a teleportation noise plays
|
|
when the party is split up.</dd></dd>
|
|
|
|
<dt>Type 195: Start Town Timer</dt><dd>One of the party's town encounter timers is
|
|
activated. Each move taken, the timer goes down by 1. When it runs out, a town special
|
|
node is called. If the party leaves town (even to go to a different dungeon level),
|
|
however, the timer cleared and no special happens.
|
|
<dl>
|
|
<dt>Extra 1a:</dt><dd>The number of moves before the timer runs out. (Range 0 ...
|
|
30000)</dd>
|
|
<dt>Extra 2b:</dt><dd>The town special node to call when the timer runs out. If left at No
|
|
Special, nothing happens.</dd></dd>
|
|
</dl>
|
|
|
|
<h4>Rectangle Specials:</h4>
|
|
<p>The remaining Town Special nodes all do things to a rectangle of terrain in the town
|
|
you select. For these nodes, the values have slightly different meanings than before:</p>
|
|
<dt>Extra 1a, Extra 1b, Extra 2a, Extra 2b:</dt><dd>For each of these specials, Extra 1a
|
|
and Extra 1b are the top and left of the rectangle. Extra 2a and Extra 2b are the bottom
|
|
and right of the rectangle.
|
|
<p>The default values of Extra 2a and Extra 2b are -1. If you want the effect to only
|
|
apply to one space (and not a whole rectangle), leave Extra 2a and Extra 2b at -1. In this
|
|
case, the node only affects the space specified by Extra 1a and Extra 1b.</dd>
|
|
<dt>Stuff done 1, Stuff done 2:</dt><dd>These are used differently than usual. Their
|
|
special meanings are described below.</dd>
|
|
<dt>Mess 1, Mess 2:</dt><dd>These can be used to display one or two messages when the node
|
|
is called, as usual. If both are left at -1, no message is displayed.</dd>
|
|
<dt>Pict:</dt><dd>If this is 0 (the default), the entire rectangle is affected. If
|
|
non-zero, only the outside edges of the rectangle are affected.</dd>
|
|
|
|
<dl>
|
|
|
|
<dt>Type 200: Place Fire Wall </dt><dd>Fills the rectangle with walls of fire.
|
|
<dl>
|
|
<dt>Stuff Done 1:</dt><dd>The percentage chance that each space will be filled with fire.
|
|
(Range 0 ... 100)</dd>
|
|
<dt>Note:</dt><dd>Fields are never placed on spaces that contain walls, or other
|
|
impenetrable terrain.</dd></dd>
|
|
|
|
<dt>Type 201: Place Force Wall </dt><dd>Fills the rectangle with walls of force.
|
|
<dl>
|
|
<dt>Stuff Done 1:</dt><dd>As in Place Fire Wall, above.</dd></dd>
|
|
|
|
<dt>Type 202: Place Ice Wall </dt><dd>Fills the rectangle with walls of cold.
|
|
<dl>
|
|
<dt>Stuff Done 1:</dt><dd>As in Place Fire Wall, above.</dd></dd>
|
|
|
|
<dt>Type 203: Place Blade Wall </dt><dd>Fills the rectangle with walls of blades.
|
|
<dl>
|
|
<dt>Stuff Done 1:</dt><dd>As in Place Fire Wall, above.</dd></dd>
|
|
|
|
<dt>Type 204: Place Stinking Cloud</dt><dd>Fills the rectangle with stinking clouds.
|
|
<dl>
|
|
<dt>Stuff Done 1:</dt><dd>As in Place Fire Wall, above.</dd></dd>
|
|
|
|
<dt>Type 205: Place Sleep Field </dt><dd>Fills the rectangle with sleep fields.
|
|
<dl>
|
|
<dt>Stuff Done 1:</dt><dd>As in Place Fire Wall, above.</dd></dd>
|
|
|
|
<dt>Type 206: Place Quickfire </dt><dd>Fills the rectangle with quickfire.
|
|
<dl>
|
|
<dt>Stuff Done 1:</dt><dd>As in Place Fire Wall, above.</dd>
|
|
<dt>Note:</dt><dd>Be careful with this stuff. Always give the party a chance to escape.
|
|
Also, quickfire can't move through secret doors. Place a few around the quickfire area so
|
|
the whole dungeon doesn't get flooded with fire.</dd></dd>
|
|
|
|
<dt>Type 207: Place Fire Barrier </dt><dd>Fills the rectangle with fire barriers.
|
|
<dl>
|
|
<dt>Stuff Done 1:</dt><dd>As in Place Fire Wall, above.</dd></dd>
|
|
|
|
<dt>Type 208: Place Force Barrier </dt><dd>Fills the rectangle with force barriers.
|
|
<dl>
|
|
<dt>Stuff Done 1:</dt><dd>As in Place Fire Wall, above.</dd>
|
|
<dt>Note:</dt><dd>Don't block the party in with these. If they don't have the Dispel
|
|
Barrier spell, they'll be trapped.</dd></dd>
|
|
|
|
<dt>Type 209: Cleanse Rectangle</dt><dd>Removes all fields, walls, clouds, etc. in the
|
|
rectangle.
|
|
<dl>
|
|
<dt>Stuff Done 1:</dt><dd>If 0, leave Fire and Force barriers, barrels, crates, and webs
|
|
alone. If non-zero, erase them too.</dd></dd>
|
|
|
|
<dt>Type 210: Place sfx</dt><dd>Fills the rectangle with a special effect (blood, slime,
|
|
bone chips, etc.).
|
|
<dl>
|
|
<dt>Stuff Done 1:</dt><dd>As in Place Fire Wall, above.</dd>
|
|
<dt>Stuff Done 2:</dt><dd>The type of effect (0 - small blood, 1 - medium blood, 2 - large
|
|
blood, 3 - small slime, 4 - big slime, 5 - ash, 6 - bones, 7 - rubble).</dd></dd>
|
|
|
|
<dt>Type 211: Place barrels, etc.</dt><dd>Fills the rectangle with a permanent effect
|
|
(webs, barrels, crates)
|
|
<dl>
|
|
<dt>Stuff Done 1:</dt><dd>As in Place Fire Wall, above.</dd>
|
|
<dt>Stuff Done 2:</dt><dd>The type of effect (0 - web, 1 - barrel, 2 - crate).</dd></dd>
|
|
|
|
<dt>Type 212: Move Items</dt><dd>Moves all of the items in the rectangle to a specified
|
|
space. Items inside containers are not moved.
|
|
<dl>
|
|
<dt>Stuff Done 1, Stuff Done 2:</dt><dd>The x and y coordinates of the space to move the
|
|
items to.</dd></dd>
|
|
|
|
<dt>Type 213: Destroy Items</dt><dd>Destroys all of the items in the rectangle. Be careful
|
|
not to destroy something the party needs to finish the scenario.</dd>
|
|
|
|
<dt>Type 214: Change Rectangle Terrain</dt><dd>Changes the terrain in the rectangle to a
|
|
given terrain type.
|
|
<dl>
|
|
<dt>Stuff done 1:</dt><dd>The number of the terrain type to change it to.</dd>
|
|
<dt>Stuff Done 2:</dt><dd>The percentage chance that each space will be changed. (Range 0
|
|
... 100)</dd></dd>
|
|
|
|
<dt>Type 215: Swap Rectangle Terrain</dt><dd>Changes the terrain in the rectangle from a
|
|
given terrain type to another, or back.
|
|
<dl>
|
|
<dt>Stuff done 1:</dt><dd>The number of a terrain type. If the given space is of this
|
|
type, change it to the type in Stuff done 2.</dd>
|
|
<dt>Stuff done 2:</dt><dd>The number of a terrain type. If the given space is of this
|
|
type, change it to the type in Stuff done 1.</dd></dd>
|
|
|
|
<dt>Type 216: Transform Rectangle Terrain</dt><dd>Every square of terrain in the rectangle
|
|
given is changed to the terrain type given in its Transform To What field.</dd>
|
|
|
|
<dt>Type 217: Lock Rectangle</dt><dd>If the terrain in the rectangle has Special Type
|
|
lockable, it becomes locked (i.e. is changed to its locked terrain type).</dd>
|
|
|
|
<dt>Type 218: Unlock Rectangle</dt><dd>If the terrain in the rectangle has Special Type
|
|
unlockable (or unlockable and bashable), it becomes unlocked (i.e. is changed to its
|
|
locked terrain type).</dd>
|
|
</dl>
|
|
|
|
<h3>Outdoor Mode Specials</h3>
|
|
<p>These special nodes only have an effect in outdoor mode. If called anywhere but
|
|
outdoors, all of these nodes immediately jump to the Jump To special.</p>
|
|
<p>For all of these special types, unless the description specifically says it ends the
|
|
special encounter, once done, each node calls the Jump To node.</p>
|
|
|
|
<dt>Type 225: Make Outdoor Wandering</dt><dd>A group of wandering monsters appears (at one
|
|
of the designated wandering monster sites).</dd>
|
|
|
|
<dt>Type 226: Change Out Terrain</dt><dd>Changes an outdoor space to a given terrain type.
|
|
<dl>
|
|
<dt>Mess1, Mess2:</dt><dd>Standard usage.</dd>
|
|
<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the desired space.</dd>
|
|
<dt>Extra 2a:</dt><dd>The number of the terrain type to change it to.</dd></dd>
|
|
|
|
<dt>Type 227: Place Outdoor Encounter</dt><dd>Places a special outdoor wandering encounter
|
|
in a random open space near the party. This can be accompanied by one or two messages, if
|
|
you wish.
|
|
<dl>
|
|
<dt>Mess1, Mess2:</dt><dd>Standard usage.</dd>
|
|
<dt>Extra 1a:</dt><dd>The number of the special outdoor wandering encounter to place.
|
|
(Range 0 ... 3)</dd></dd>
|
|
|
|
<dt>Type 228: Outdoor Move Party</dt><dd>Moves the party to another location. This can be
|
|
accompanied by one or two messages, if you wish.
|
|
<dl>
|
|
<dt>Mess1, Mess2:</dt><dd>Standard usage.</dd>
|
|
<dt>Extra 1a, Extra 1b:</dt><dd>The x and y coordinates of the desired space.</dd></dd>
|
|
|
|
<dt>Type 229: Outdoor Store</dt><dd>You can places stores outside using this special node
|
|
type. When called, the special encounter ends immediately, and the party is not allowed to
|
|
enter the space they were moving into. The game immediately goes into shopping mode.</p>
|
|
<p>In fields Extra 1a and Extra 1b, enter the number of the first item in the scenarios
|
|
item list that the store sells, and the total number of items the store sells. If the
|
|
numbers given are, for example, 50 and 10, the store sells items 50-59 from your scenarios
|
|
item list.</p>
|
|
<dl>
|
|
<dt>Mess1:</dt><dd>This message is the name of the store the party has found.</dd>
|
|
<dt>Extra 1a:</dt><dd>The number of the item. This is the first item in the stores item
|
|
list. Press the Choose button to pick an item.</dd>
|
|
<dt>Extra 1b:</dt><dd>The type of store. (0 - items, 1 - mage spells, 2 - priest spells, 3
|
|
- alchemy, 4 - healing)</dd>
|
|
<dt>Extra 2a:</dt><dd>The number of items in the store. (Range 1 ... 40)</dd>
|
|
<dt>Extra 2b:</dt><dd>The item cost adjuster, a number from 0 (very cheap) to 6 (very
|
|
expensive). See chapter 11 (Dialogue) for the complete list of cost adjustments.</dd></dd>
|
|
</dl>
|
|
|
|
</div>
|
|
</body>
|
|
</html>
|