Appendix 1 - Special Encounter Node Types

These are the many types of special encounter nodes. They are divided into six different categories, and given with examples and descriptions of what the various editing fields do.

General Use Specials

This is the class of special encounters which can be called at practically any time. Most of them can always be called. A few can't - these are noted in the encounter description.

General notes

Stuff done 1, Stuff done 2:
Some of these nodes change a Stuff Done flag. A Stuff Done flag is described by two values: Stuff done 1 and Stuff done 2. The legal range of the first flag is from 0 to 299, and the range for the second flag is 0 to 9. If a value is given outside the legal range, the special node does nothing and the Jump To node is called next (though often the editor will give you an error when you try to do this).
Jump To:
After a special node is called and has its effect, this field specifies the next node to be called. If this value is negative, the special encounter ends. There are a few exceptions to this, which are noted in the encounter description.
Type 0: No special
This is the default setting for all special nodes. It does nothing. If the Jump To field contains a non-negative number, the encounter jumps to that node.
Uses:
If you have a chain of special nodes and want to remove one of the nodes in the middle, set its type to Null Special, and leave the Jump To value unchanged. When the party reaches that special, and that node is reached, it just passes through to the Jump To node.
Type 1: Set Flag
This node sets a Stuff Done flag to the desired value.
Mess1, Mess2:
Standard usage.
Stuff done 1, Stuff done 2:
This is the Stuff Done flag to change.
Extra 1a:
This is the value to change it to.
Example:
If Stuff done 1 is set to 90, Stuff done 2 is set to 4, and Extra 1a is set to 8, when this node is called Stuff Done (90,4) becomes 8. If, instead, Stuff done 2 is set to 40, this value is out of range (0 ... 9) and you will get an error.
Type 2: Increment Flag
This node increases (or decreases) a Stuff Done flag by a specified amount.
Mess1, Mess2:
Standard usage.
Stuff done 1, Stuff done 2:
This is the Stuff Done flag to change.
Extra 1a:
This is the amount to increase/decrease the flag by.
Extra 1b:
If this is 0, the flag is increased by Extra 1a. If its non-zero, the flag is decreased by that amount.
Type 3: Display Message
This vitally important special displays a dialog window containing one (or two) text messages.
Mess1, Mess2:
Standard usage.
Type 4: Start Shopping
You can places stores outside using this special node type. When called, the special encounter ends immediately (the Jumpto field is ignored), and the party is not allowed to enter the space they were moving into. The game immediately goes into shopping mode. Although normally used outdoors, this special node also works in town.

Mess1:
This message is the name of the store the party has found.
Extra 1a:
The number of the shop.
Extra 1b:
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.
Type 5: Display Small Message
A text message is displayed on one (or two) line(s) of the text area (in the lower right hand corner). Don't make the displayed messages too long.
Mess1, Mess2:
Standard usage - these are the numbers of the messages to put in one or two lines of the text area.
Type 6: Flip Flag
This node changes a Stuff Done flag from 0 to 1 (or back).
Mess1, Mess2:
Standard usage.
Stuff done 1, Stuff done 2:
This is the Stuff Done flag to change. If the flag is 0, it's changed to 1. Otherwise, it's changed to 0.
Type 7: Set SDF to Random
Generates a random value and stores it in a Stuff Done Flag.
Stuff done 1, Stuff done 2:
This is the Stuff Done flag to store the result in.
Mess1, Mess2:
Standard usage.
Extra 1a, Extra 1b:
The minimum and maximum allowed values, respectively.
Type 8: Addition
Adds values and stores the result in a Stuff Done Flag.
Stuff done 1, Stuff done 2:
This is the Stuff Done flag to store the result in.
Mess1, Mess2:
Standard usage.
Extra 1a, Extra 1b:
If Extra 1b is -1, then Extra 1a is the first value to add. Otherwise, the first value to add is the value of the Stuff Done Flag specified by these two fields.
Extra 2a, Extra 2b:
If Extra 2b is -1, then Extra 2a is the second value to add. Otherwise, the second value to add is the value of the Stuff Done Flag specified by these two fields.
Type 9: Subtraction
Subtracts values and stores the result in a Stuff Done Flag.
Stuff done 1, Stuff done 2:
This is the Stuff Done flag to store the result in.
Mess1, Mess2:
Standard usage.
Extra 1a, Extra 1b:
If Extra 1b is -1, then Extra 1a is the value to subtract from. Otherwise, the value to subtract from is the value of the Stuff Done Flag specified by these two fields.
Extra 2a, Extra 2b:
If Extra 2b is -1, then Extra 2a is the value to subtract. Otherwise, the value to subtract is the value of the Stuff Done Flag specified by these two fields.
Type 10: Story Dialog
Shows a small dialog that displays a series of messages, one at a time.
Mess1:
The number of a message to be displayed as a title in the dialog.
Mess2, Mess3:
The number of the first and last string to show in the dialog.
Pict, Pictype:
Specifies the icon to show in the dialog.
Type 11: Prevent Action
If the party is walking, they are not allowed to enter the space. This can be accompanied by one or two messages, if you wish. If called in other circumstances, this node prevents the action that called the node. The following actions are preventable in this manner:
Mess1, Mess2:
Standard usage. If the party is not moving, no messages are displayed.
Extra 1a:
If this is set to 1, the party is kept from entering the space. If not 1, the party is allowed to enter the space (this undoes any Can't Enter nodes already called).
Extra 2a:
Sometimes, this can be set to 1 to allow the party to enter even an impassable space. This works under any of the following conditions:
  • The special is called outdoors.
  • The terrain has either the Call Special When Walk ability or the Change When Walk ability.
  • The terrain can be boated over.
  • A special of this type is the first node in the chain.

In order to ensure success, it's recommended to put this special as the first node in the chain if you want to allow passage through a normally impassable terrain.

Uses:
If you don't want a party to be able to walk down a passage (for example, a guard won't let them), use this node.
Uses:
Suppose you want a pillar the party can walk through. Place a special encounter on the pillar, and have a node of this type be the first special node called. Set Extra 1a to 0 and Extra 2a to 1.
Note:
This doesn't have to be the last node in a chain. If this is the first special node called, the party is still kept from entering the space... unless another node of the same type undoes it. The only exception to this is forced passage, as the node usually won't even be called if the space is impassable.
Warning:
Don't call this while talking. It will mess up your dialogue strings.
Type 12: Change Time
This special node sets the adventure time forward.
Extra 1a:
This is the number of ticks to set the timer forward. A day is 3000 ticks. The maximum this can be set to is 30000.
Type 13: Start Global Timer
One of the parties special encounter timers is activated. Each move taken, the timer goes down by 1. When it runs out, a scenario special node is called (even if the party enters or leaves town). Also see Start Town Timer, under Town Special Nodes.
Extra 1a:
The number of moves before the timer runs out. (Range 0 ... 30000)
Extra 1b:
The scenario special node to call when the timer runs out. If left at No Special, nothing happens.
Type 14: Play a sound
Plays one of the game's sounds.
Extra1a:
Which sound to play. For a list of sounds, read Appendix A.
Type 15: Change Horse Possession
Makes a horse the parties property (or not).
Mess1, Mess2:
Standard usage.
Extra1a:
The horse to change ownership of. (Range 0 ... 29)
Extra 2a:
If 0, the horse becomes the party's property. Otherwise, it is no longer the party's property.
Type 16: Change Boat Possession
Like Change Horse Possession, except for boats.
Mess1, Mess2:
Standard usage.
Extra1a:
The boat to change ownership of. (Range 0 ... 29)
Extra 2a:
If 0, the boat becomes the party's property. Otherwise, it is no longer the party's property.
Type 17: Show/Hide Town
This either makes a party know a town is there, or hide it so they can't enter it anymore. This can be accompanied by one or two messages, if you wish.
Mess1, Mess2:
Standard usage.
Extra 1a:
This is the town to show/hide.
Extra 1b:
If 0, the town becomes hidden. If not 0, the town becomes visible.
Uses:
Suppose dungeon 14 contains a big treasure, revealed by reading a treasure map. When the map is read, call this special. Set Extra 1a to 14 and Extra 2b to 1.
Type 18: Major Event Has Occurred
A major event is recorded as having occurred. See Passage of Time in the chapter on Special Encounters for a more detailed explanation.
Mess1, Mess2:
Standard usage.
Extra 1a:
The number of the special event. (Range 1 ... 20)
Example:
If the slaying of the goblin king is event 4, when it is killed, call this special node with Extra 1a set to 4.
Type 19: Forced Give
This places an item in the party's inventory, whether or not it's too heavy for them to carry. It only fails to give the item if there is absolutely no room in their inventory.
Mess1, Mess2:
Standard usage.
Extra 1a:
The number of the item to give. Press the Choose button to pick an item.
Extra 1b:
The special to jump to if the item is not successfully given (if all the party's item slots are full). If No Special is given, the Jump To special is used as usual.
Extra 2a:
If 1, the item is given pre-equipped, without checking to see if this is legal. This should only be used if you know exactly what else they have equipped, for example if you are creating a joined NPC or if you previously stripped them of their items.
Uses:
If you want the party to get an item after winning a combat outdoors, use a Forced Give. This makes sure that if it is at all possible, they get it.
Uses 2:
Use this is the party is given an item during a talking special encounter. If the party inventory is full, jump to a special telling them that they can't carry the item and to come back later, and then end the special. This enables you to keep from setting a Stuff Done flag saying they got the item, when, in fact, they didn't.
Type 20: Buy Items of Type
All items that belong to the given special class (described in the chapter on items) are taken from the party. For each item taken, the party gets some gold. This can be accompanied by one or two messages, if you wish.
Mess1, Mess2:
Standard usage. Note that the messages are only displayed if some items are actually taken away.
Extra 1a:
The item class to take away. (Range 1 ... 100)
Extra 1b:
The special to jump to if no items are taken. If No Special is specified, the Jump To special is used as usual.
Extra 2a:
The amount of gold to pay for each item (Range 0 ... 250)
Uses:
This is a how you give a bounty for items. If you want someone to give the party 10 gold for each unicorn horn, give unicorn horns a special class of, say, 30, and call this special node with Extra 1a set to 30 and Extra 2a set to 10.
Type 21: Call Global Special
This node does nothing itself. However, its Jump To node specifies a scenario special node, not a town or outdoors special node. This is how you call a scenario special node when in town or outdoors.
Note:
Use when in town or outdoors. This can be used if you have one special thing which you want in many towns or outdoors sections. You can place the encounter in scenario specials once, and then just call it from the many places it's used.
Type 22: Set Many Flags
This node sets 50 Stuff Done flags to a desired value.
Stuff Done 1:
A number from 0 to 299. When this node is called, (Stuff Done 1, 0), (Stuff Done 1, 1), ... (Stuff Done 1, 49) are all set to Extra 1a.
Extra 1a:
This is the value to change it to.
Example:
Suppose Stuff Done flag (200,4) is 35. This node is called with Stuff Done 1 equal to 200, and Extra 1a set to 5. Then Stuff Done flag (200,4) will be 5 (as will flags (200,0), (200,1), etc.).
Type 23: Copy Flag
This sets one Stuff Done flag equal to another.
Stuff Done 1, Stuff Done 2:
The flag to change.
Extra 1a, Extra 1b:
The flag to change it to.
Example:
If Stuff Done 1 is 12, Stuff Done 2 is 5, Extra 1a is 8, and Extra 1b is 8, then the value of Stuff Done flag (12,5) becomes the same as Stuff Done flag (8,8).
Type 24: Display Picture
Shows a dialog with a large picture and a title.
Mess1:
The number of a message containing a title string to show in the dialog.
Extra 1a:
The number of the graphics sheet to show. See the chapter on custom graphics for details on what a graphics sheet is and how to get the game to see it. This special node displays the entire sheet in a dialog, so the sheet can be whatever size you want.
Type 25: Have a rest
If the party is in combat or if the party is in town and there was just combat going on, nothing happens. Otherwise, the party gets rested. Some time passes, and their health and spell points are restored.
Extra 1a:
The number of ticks that pass (a day is 3000 ticks)
Extra 1b:
The amount of health and spell points to restore.
Type 26: Wandering Will Fight
This special node only has an effect if called when the party has just encountered a group of monsters outdoors. If called at any other time, it has no effect. The node determines whether the monsters in the group will actually attack the party or not.
Extra 1a:
If this is set to 0, the monsters will not attack the party, and the outdoor encounter will simply end. If its non-zero, the monsters will attack the party.
Uses:
Suppose a group of soldiers outdoors will only attack the party if they have the stolen Wand of Balloo. If they don't have it, use this node with Extra 1a set to 0. If you don't call a special node of this type, the soldiers will attack.
Type 27: End Scenario
Every scenario should call a node of this type at least once. When called, the scenario immediately ends, and the player will be returned to the starting screen, with the option of saving the game.
Note:
Without a node of this sort, the player's only option for leaving the scenario is to use the character editor. Please make sure a node of this sort can always be reached.
Type 28: Set Pointer
This sets a pointer to point to a Stuff Done Flag.
Stuff Done 1, Stuff Done 2:
The flag to point to.
Extra 1a:
Which pointer to set. There are 100 pointers you can change, and they range from 100 to 199. To use the pointer in another node, put the negative of this number in the field.
Type 29: Set/Retrieve Campaign Flag
This allows you to set or retrieve information that persists between scenarios. Campaign flags are a lot like stuff done flags, except that each scenario only gets 25x25 flags. (If you need more, you can pretend to be multiple scenarios.)
Stuff Done 1, Stuff Done 2:
The flag to store or change.
Mess1:
If set to a positive number, this is the number of a string used to look up the campaign flag. If left at -1, the name of your scenario is used.
Extra 1a, Extra 1b
The campaign flag to fetch or change. Each of thes must be in the range 0..24.
Extra 2a:
Set this to 0 to set the Campaign Flag equal to the value of the Stuff Done Flag. Set it to 1 to instead set the Stuff Done flag equal to the value of the Campaign Flag.
Uses:
If your scenario is part of a series of scenarios forming a campaign, this allows you to share state between the scenarios.
Type 30 - Debug Print Numbers
This is a utility node for debugging your scenario. If debug mode is not enabled, it does nothing. If debug mode is enabled, it prints out three numbers to the text area, much like Display Small Message.
Stuff Done 1, Stuff Done 2
If Pict is 0, this is the flag to print. The three numbers printed will be Part A, Part B, and the value of the flag.
Pict:
If set to 0, print a Stuff Done Flag. If set to 1, print any three values you want. If set to 2, print a monster's health and magic points.
Extra 1a, Extra 1b, Extra 1c:
If Pict is 1, these are the three values printed. Typically you'll want to use pointers here to reference some Stuff Done Flags. If Pict is 2, then Extra 1a is the number of the monster to check and Extra 1b and Extra 1c are ignored. The number to put here is the number shown as the "Creature number" in the Edit Townperson dialog. The three numbers printed are the creature number, its current hit points, and its current magic points.
Type 31: Multiplication
Multiplies values and stores the result in a Stuff Done Flag.
Stuff done 1, Stuff done 2:
This is the Stuff Done flag to store the result in.
Mess1, Mess2:
Standard usage.
Extra 1a, Extra 1b:
If Extra 1b is -1, then Extra 1a is the first value to multiply. Otherwise, the first value to add is the value of the Stuff Done Flag specified by these two fields.
Extra 2a, Extra 2b:
If Extra 2b is -1, then Extra 2a is the second value to multiply. Otherwise, the second value to add is the value of the Stuff Done Flag specified by these two fields.
Type 32: Division
Divides values and stores the results in Stuff Done Flags.
Stuff done 1, Stuff done 2:
This is the Stuff Done flag to store the result in.
Mess1, Mess2:
Standard usage.
Extra 1a, Extra 1b:
If Extra 1b is -1, then Extra 1a is the value to divide from. Otherwise, the value to divide from is the value of the Stuff Done Flag specified by these two fields.
Extra 2a, Extra 2b:
If Extra 2b is -1, then Extra 2a is the value to divide by. Otherwise, the value to divide by is the value of the Stuff Done Flag specified by these two fields.
Extra 1c, Extra 2c
This is the Stuff Done Flag to store the remainder of the division in. You can leave these are -1 if you don't care about the remainder. Similarly, you can leave Stuff Done 1 and 2 at -1 if you only care about the remainder.
Type 33: Exponentiation
Raises a number to a power and stores the result in a Stuff Done Flag. Note that the maximum value that can be stored in a Stuff Done Flag is 255, and this special node has no way to get around that.
Stuff done 1, Stuff done 2:
This is the Stuff Done flag to store the result in.
Mess1, Mess2:
Standard usage.
Extra 1a, Extra 1b:
If Extra 1b is -1, then Extra 1a is the value to raise to a power. Otherwise, the value to raise to a power is the value of the Stuff Done Flag specified by these two fields.
Extra 2a, Extra 2b:
If Extra 2b is -1, then Extra 2a is the power to raise to. Otherwise, the power to raise to is the value of the Stuff Done Flag specified by these two fields.
Type 34: Change Terrain
Changes a space to a given terrain type.
Extra 1a, Extra 1b:
The x and y coordinates of the desired space.
Extra 2a:
The number of the terrain type to change it to. Press the Choose button to select a terrain type.
Type 35: Swap Terrain
Changes a space from a given terrain type to another, or back.
Extra 1a, Extra 1b:
The x and y coordinates of the desired space.
Extra 2a:
The number of a terrain type. If the given space is of this type, change it to the type in Extra 2b.
Extra 2b:
The number of a terrain type. If the given space is of this type, change it to the type in Extra 2a.
Type 36: Transform Terrain
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.
Extra 1a, Extra 1b:
The x and y coordinates of the space to transform.
Type 37: Clear String Buffer
Clears the string buffer. It's best to always do this before you use the buffer. The buffer is never automatically cleared, but it is not saved, so if the user reloads from a saved game, anything that was in the buffer may be lost.
Type 38: Append String to Buffer
Appends a literal string to the string buffer.
Extra 1a:
The number of the string to append.
Type 39: Append Number to Buffer
Appends a literal number to the string buffer.
Extra 1a:
The number to append. You might want to reference a pointer here.
Type 40: Append Monster/PC Name to Buffer
Appends the name of a monster or PC to the string buffer.
Extra 1a:
The number of the monster type whose name you want to append. If left at 0, the game will instead use the currently selected target from the Select Target node, which can be either a monster or a PC.
Type 41: Append Item Name to Buffer
Appends the name of an item type to the string buffer.
Extra 1a:
The number of the item type whose name you want to append.
Extra 1b:
If 0, append the unidentified name. If 1, append the full identified name. If 2, don't append the name; instead append the info string that would be shown for the item in a shop or get items dialog.
Type 42: Append Terrain Name to Buffer
Appends the name of a terrain type to the string buffer.
Extra 1a:
The number of the terrain type whose name you want to append.
Type 43: Pause
Pause the action for some amount of time. This could be useful in a cutscene, for example.
Extra 1a:
This is the length of time to pause, measured in milliseconds.
Type 44: Start Conversation
This special node allows you to force a conversation to start. You can use it if you want someone other than the party to initiate the conversation, or if you want a conversation outdoors. If you use this outdoors, you should avoid specifying a personality that can call a town special node, as this is likely to cause the game to crash since it won't know which town to get the node from.
Pict:
This specifies the facial picture to use for the conversation.
Extra 1a:
This specifies the personality to use for the conversation. A personality is defined as part of a town; see the chapter on Dialogue for details.
Type 45: Update Quest
This special node allows you to set the status of one of the scenario's quests or jobs.
Mess1, Mess2:
Standard usage.
Extra 1a:
The quest to update.
Extra 1b:
The new status for the quest:
  1. Marks the quest as not started. This might be useful if the quest is on a job board and you want it to be repeatable. Note however that marking a quest available does not grant automatic rewards.
  2. Marks the quest as started. If it wasn't already started, the game automatically fills in the quest's start day, and if Extra 2a is non-negative, the quest is considered to have come from the job board with that number.
  3. Marks the quest as complete. If the quest specifies automatic rewards, the game grants these to the party.
  4. Marks the quest as failed. If it came from a job board, the game increases the anger level of that job board. You can set Extra 2a if you want to increase the anger level even more. A job board won't offer any jobs if its anger level is 50 or more.

One-Shot Specials

This is the class of specials you generally only want to occur one time, such as giving items.

For each of these special node types, you can specify a Stuff Done flag in the Stuff Done 1 and Stuff Done 2 fields. If you do, when the node is called, if that flag has a value of 250, the node does nothing and the special ends immediately. If the flag is not 250, the node has the desired effect, and then that Stuff Done flag is set to 250 (so this node has no effect is called again).

These nodes have one more special property. If you have a have a special encounter marked by a white dot, the first node called from that special encounter is a One-Shot Special, and the specified Stuff Done flag in that node is 250, then the white dot disappears. Thus, specials that don't do anything anymore aren't marked by a special dot.

General notes:

Stuff done 1, Stuff done 2:
All of these nodes change a Stuff Done flag. A Stuff Done flag is described by two values: Stuff done 1 and Stuff done 2. The legal range of the first flag is from 0 to 299, and the range for the second flag is 0 to 9. You can give a value outside the legal range (such as -1 for Stuff Done 1). If you do this, the special node does its job normally, and if this node is called again, it will do it again. This is sometimes a good idea.
Jump To:
This works as before, with one exception. If the specified Stuff Done flag for the called node is 250, the special encounter ends and the Jump To field is ignored.
Type 50: Give Item
An item is given to the party (specifically, to the first character who can carry it). Gold and food can also be given. If the party cannot carry another item, the Stuff Done flag is not set to 250. This can be accompanied by one or two messages, if you wish.
Stuff done 1, Stuff done 2:
As usual.
Mess1, Mess2:
Standard usage. If the items cannot be taken, no messages are displayed.
Extra 1a:
The number of the item to be given. If -1, no item is given. Press the Choose button to select an item.
Extra 1b:
The amount of gold to give. (Range 0 ... 25000)
Extra 2a:
The amount of food to give. (Range 0 ... 25000)
Extra 2b:
The special to jump to if the item cannot be given (to, perhaps, tell them their inventory is full). If No Special is given, the Jump To special is called normally.
Type 51: Give Special Item
Gives the party one of the scenarios special items. This can be accompanied by one or two messages, if you wish.
Stuff done 1, Stuff done 2:
As usual.
Mess1, Mess2:
Standard usage.
Extra 1a:
The number of the special item to give. (Range 0 ... 49)
Extra 1b:
If 0 (the default), the special item is given. Otherwise, its taken away.
Type 52: One-Time Do Nothing
If the Stuff Done flag is set to 250, this node ends the special encounter. Otherwise, it just calls the Jump To node.
Stuff done 1, Stuff done 2:
As usual.
Uses:
This is provided for one time encounters that don't fit into any of the other types. Some other special node must set the Stuff Done flag to 250 to get the encounter to disappear.
Type 53: One-Time Nothing and Set
If the Stuff Done flag is set to 250, this node ends the special encounter. Otherwise, it sets the Stuff Done flag to 250 and calls the Jump To node.
Stuff done 1, Stuff done 2:
As usual
Type 54: One-Time Text Message
Displays one or two message strings.
Stuff done 1, Stuff done 2:
As usual.
Mess1, Mess2:
Standard usage.
Type 55: Display Dialog (Dialog pic)
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.
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.
Stuff done 1, Stuff done 2:
As usual, with one exception. If the first button is pressed, the Stuff Done flag is not set to 250. Otherwise, it is.Mess 1:
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.
Mess 3:
This determines whether the default OK/Leave button appears. If this is 1, this button appears. Otherwise, it doesn't.
Pict:
This is the number of the picture to display. To select a picture, press the Choose button.
Pictype:
This specifies the type of picture to display. To select a picture type, press the Choose button.
Extra 1a:
Determines what the second button is labeled. If left -1, there is no second button. Press the Choose button to select a label.
Extra 1b:
What special node to call is button 2 is pressed.
Extra 2a:
Determines what the third button is labeled. If left -1, there is no third button. Press the Choose button to select a label.
Extra 2b:
What special node to call is button 3 is pressed.
Example:
If Mess 1 is 30, and Mess 2 is 4, the dialog box that comes up contains messages 30 through 33.
Note:
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.
Example:
Suppose to want a dialog box to come up displaying messages 37 through 40.
Uses:
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.
Type 58: Give Item (Dialog pic)
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.
Stuff done 1, Stuff done 2:
As usual.
Mess 1:
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.
Mess 3:
The number of special item to give (0 .. 49). If this is left at -1, no special item is given.
Pict:
This is the number of the picture to display. To select a picture, press the Choose button.
Pictype:
This specifies the type of picture to display. To select a picture type, press the Choose button.
Extra 1a:
The number of the item to give. Press the Select Item to pick an item.
Extra 1b:
The amount of gold to give. (Range 0 ... 25000)
Extra 2a:
The amount of food to give. (Range 0 ... 25000)
Extra 2b:
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.
Type 61: One-Time Place Outdoor Encounter
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.
Stuff done 1, Stuff done 2:
As usual.
Mess1, Mess2:
Standard usage.
Extra 1a:
The number of the special outdoor wandering encounter to place. (Range 0 ... 3)
Type 62: One-Time Place Town Encounter
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.
Stuff done 1, Stuff done 2:
As usual.
Mess1, Mess2:
Standard usage.
Extra 1a:
The Special Encounter Code of the monsters to activate. (Range 0 ... 9)
Type 63: Trap
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 they're 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).
Stuff done 1, Stuff done 2:
As usual.
Mess1, Mess2:
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.
Extra 1a:
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, 13 - custom
Extra 1b:
The severity of the trap. The higher the number, the deadlier the trap. A severity of three all but guarantees lethality. (Range 0 ... 3)
Extra 2a:
The disarming penalty. The higher the number, the harder to disarm. (Range 0 ... 100)
Extra 2b:
If trap type is 13 (custom), this scenario special node is called when the PC fails to disarm the trap. It is never called if the PC successfully disarms the trap.
Note:
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.

Affect PC/Party/Monster Specials

All of these special encounters do something to one character, to the party, or to a monster. Who they affect depends on several factors.

Special node 80 (Select a Target) 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. This node can also be used to select a specific monster as a target

Special node 105 (Create a PC) sets the new PC to be the selected PC, so that any Affect nodes called afterwards affect the new PC.

If no Select Target or Create PC node has been called, the node usually affects the entire party, but there are several exceptions to this. If the special node was called as a result of killing or seeing a monster, that monster is considered to be selected. If the special node was called as part of an attack, the attacker is considered to be selected. Finally, if the special was called as a result of targeting a monster (or PC) with a spell, or as a result of using a space that happened to have a monster (or PC) on it, that target is considered to be selected.

Finally, the last few nodes in this section (like Party Status, Affect Gold, etc) only affect the whole party; they ignore the currently selected target.

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.

General notes:

Stuff done 1, Stuff done 2:
None of these special node types use these fields.
Mess 1, Mess 2:
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.
Extra 1b:
This field usually affects whether the node helps of hurts the party. In general, if its 0 (the default) it helps. Otherwise, it hurts.
Extra 2b:
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)
Jump To:
All of these special node types use this field.
Type 80: Select a Target
Brings up a window asking the player to select a living character. Once this is called, any Affect nodes during this special encounter only affect the selected character. Also, instead of bringing up a window, there are several non-interactive options.
Extra 1a:
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 specials called during this special encounter affect the whole party. If this is set to 3, only dead characters may be selected. If set to 4, only living characters with at least one empty space in their inventory can be selected.
Extra 1b:
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.
Extra 2a:
If left at 0, the party is allowed to select a PC matching the requested criteria. If set to 1, a random PC matching the criteria is selected, and the node in Extra 1b is called if none was found. If set to 2, a specific character is selected.
Extra 2b:
If Extra 2a is set to 2, this specifies which character to select. Use 0-5 to select a specific PC. To select a monster, look up its unique number by locating it in town, editing it, and checking the "Creature number" field. Add 100 to that number, and put it in this field. If the selected PC or monster does not match the criteria set in Extra 1a, then the selected character is not changed and the special in Extra 1b is called. You can also put a unique PC ID (which is 1000 or greater) in this field. If you leave this at -1, the game will take the value in Extra 2c plus 1000 as the unique PC ID to select. By using a unique PC ID, you can affect a stored PC without first unstoring it. Setting Extra 1b to -1 should be done if you have the ID in a Stuff Done Flag; then you'd place a pointer to that SDF in Extra 1c.
Uses:
If you want something to increase the strength of one character, call a Select a PC node, followed by an Affect Statistic node.
Type 81: Do Damage
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.
Pict:
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.
Extra 1a:
This is the number of dice of damage that is rolled. (Maximum: 256)
Extra 1b:
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)
Extra 2a:
This is the amount of extra damage to add. If this is 100, for example, 100 extra points of damage are inflicted.
Extra 2b:
This is the type of damage inflicted (0 - weapon, 1 - fire, 2 - poison, 3 - general magic, 4 - unblockable, 5 - cold, 6 - demon,7 - undead)
Extra 2c:
If non-zero, this specifies which sound to play along with the damage. Leave it at 0 to use the default sound.
Type 82: Affect Health
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.
Extra 1a:
The amount to raise/lower health.
Extra 1b:
If 0, health is raised. Otherwise, its lowered.
Type 83: Affect Spell Points
Increases/decreases spell points. Spell points can be changed to a maximum of 100 or a minimum of 0.
Extra 1a:
The amount to raise/lower spell points.
Extra 1b:
If 0, spell points are raised. Otherwise, theyre lowered.
Type 84: Affect Experience
Adds/drains experience. If the target is a monster, this has no effect.
Extra 1a:
The amount of experience to add/take. (Range 0 ... 100)
Extra 1b:
If 0, adds experience. Otherwise, drains.
Note:
Use sparingly, especially when draining.
Type 85: Affect Skill points
Adds/drains skill points. If the target is a monster, this has no effect.
Extra 1a:
The number of skill points to add/take. (Range 0 ... 10)
Extra 1b:
If 0, adds skill points. Otherwise, drains.
Note:
Use sparingly, especially when draining.
Type 86: Kill/Raise
Affects a PC's main status, such as "dead", "alive", or "fled combat". If the target is a monster, "dead" and "dust" are the same, and "fled" and "absent" are ignored.
Extra 1a:
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.
Extra 1b:
If 0, makes the PC/Party intact again (not dead, stoned, etc.) Otherwise, kills/stones the PC/party.
Extra 1c:
If 0, the PC/Party gets no saving throw to resist the effect (for example, from luck or protection from petrification items). If 1, the PC/Party is allowed a saving throw.
Note:
Needless to say, this should be used very carefully. Nothing makes a scenario unpleasant faster than lots of arbitrary death.
Advanced:
This special node has a few advanced features. If you set Extra 1a to 3, you can mark a PC as having fled combat, or even bring them back from this state (this only works in outdoor combat). If you set Extra 1a to 4, you can temporarily split the PC off from the party, or bring them back; you can also bring back a PC this way after using a Split Party node, allowing for more advanced party splitting. (Note that Reunite Party won't work unless a Split Party node has been called.) Finally, if you set Extra 1a to 5, you can delete or undelete a PC.
Type 87: Affect Status Effect
Afflicts or cures a status effect on the party. Note, if harming the party, all resistances apply. You don't need to worry about whether the chosen status effect is inherently helpful or harmful - the game knows this, so just set Extra 1b to 0 if you want to help the party or 1 if you want to harm them.
Extra 1a:
The amount to change. (Usually ranges is 0 ... 8; Martyr's Shield is 0 ... 10, and paralysis is 0 ... 5000)
Extra 1b:
If 0, helps. Otherwise, harms.
Extra 1c:
Which status effect. Press the Choose button to select one.
Note:
If you affect their forcecage status, a forcecage barrier will automatically be placed on the space. However, if you reduce their forcecage status to 0, it won't work because being in a forcecage barrier will reset their status. To free them from a forcecage, you should instead use Place Fields with the "Cleanse" type.
Type 88: Affect Traits
Adds or removes a special trait. If the target is a monster, this has no effect.
Extra 1a:
The trait to add or remove. Click the Choose button to select one.
Extra 1b:
If 0, gives the trait. Otherwise, removes it.
Note:
Adding or removing a trait sets the experience needed to level up to the value it would have been if they had always had that trait, though it does not alter the PC's level. Also, always set Extra 1b to 0 to give a trait, even if it's a harmful one.
Type 89: Affect Action Points
Adds or removes action points.
Extra 1a:
How many action points.
Extra 1b:
If 0, adds action points. Otherwise, removes.
Type 90: Affect Name
Alters a PC or monster name.
Mess3:
The number of the string containing the new name.
Type 91: Affect Level
Alters the experience level of a monster or PC.
Extra 1a:
The number of levels to add/remove.
Extra 1b:
If 0, gains levels. Otherwise, removes.
Note:
Use sparingly, especially when draining. If affecting a PC, this does not change skill points or amount of experience.
Type 92: Affect Morale
Changes a monster's morale. If the target is not a monster, this has no effect. Decreasing morale is the same as a Fear spell.
Extra 1a:
The amount to increase/decrease morale.
Extra 1b: If 0, increases. Otherwise, decreases.
Type 95: Affect Soul Crystal
Records the currently targeted monster in the party's soul crystal, or erases it if there is already a monster of the same kind recorded. If the current target is not a monster, this has no effect. If you know the type of the monster you want to record, then you need to first place one on the map, record it in the soul crystal, and finally remove it from the map.
Extra 1a:
If 0, records. Otherwise, erases.
Extra 1b:
If 0, the monster is given a chance to resist. If 1, the capture is forced.
Note:
Recording a monster works exactly as a successful casting of Capture Soul on it, meaning that a random existing monster will be erased if necessary to make room. Multispace monsters, monsters of the Important race, and monsters with the Splits special ability will not be recorded.
Type 95: Affect Monster Target
Changes the monster's current target. If the target is not a monster, this has no effect.
Extra 1a:
The new target (same as Extra 1b in Select a Target)
Type 96: Affect Monster Attack
Changes the strength of one of a monster's attacks. If the target is not a monster, this has no effect.
Extra 1a:
The attack to change. (Range 0 ... 2)
Extra 1b:
The amount to change the number of dice. (0 to leave it unchanged.)
Extra 1c:
The amount to change the number of sides. (0 to leave it unchanged.)
Extra 2a:
If 0, increase strength. Otherwise, decrease.
Type 97: Affect Monster Statistic
Changes one of a monster's inherent statistics. If the target is not a monster, this has no effect.
Extra 1a:
The amount to increase/decrease. (Range 0 ... 7)
Extra 1b:
If 0, increase. Otherwise, decrease.
Extra 2a:
The statistic to increase/decrease: 0 - max health, 1 - max magic, 2 - armor, 3 - skill, 4 - speed, 5 - mage spells, 6 - priest spells, 7 - magic resistance, 8 - fire resistance, 9 - cold resistance, 10 - poison resistance
Type 98: Affect Statistic
Changes the character's statistics (e.g. Strength, Mage Spells, etc.)
Pict:
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.
Extra 1a:
The amount to increase/decrease (0 .. 10).
Extra 1b:
If 0, increase. If 1, decrease.
Extra 2a:
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, 19 - Max HP, 20 - Max SP.
Note:
Use this node sparingly, especially if decreasing the stat.
Type 99: Give Mage Spell
Gives a mage spell. The spells are listed in the Appendices.
Extra 1a:
The spell to give (Range 0 ... 61).
Extra 1b:
If 0, give spell. If 1, take away.
Note:
Use this node sparingly if taking away spells.
Example:
To give the spell Wall of Force, set Extra 1a to 25.
Type 100: Give Priest Spell
Gives a priest spell. The spells are listed in the Appendices.
Extra 1a:
The spell to give (Range 0 ... 61).
Extra 1b:
If 0, give spell. If 1, take away.
Type 101: Affect Gold
Adds/removes gold.
Extra 1a:
The amount to increase/decrease. (Range 0 ... 25000)
Extra 1b:
Whether to increase or decrease.
Note:
This special (and three following) only affect the whole party.
Type 102: Affect Food
Adds/removes food.
Extra 1a:
The amount to increase/decrease. (Range 0 ... 25000)
Extra 1b:
Whether to increase or decrease.
Type 103: Give Alchemy
Gives an alchemy recipe. The recipes are listed in the Appendices.
Extra 1a:
The recipe to give (Range 0 ... 19).
Extra 1b:
If 0, give recipe. If 1, take away.
Type 104:
Affect Party Status
Adds or removes a status effect that affects the whole party, such as Stealth or Flight.
Extra 1a:
The duration (Range 0 ... 250).
Extra 1b:
0 - increase, 1 - decrease
Extra 2a:
Which status effect: 0 - Stealth, 1 - Flight, 2 - Detect Life, 3 - Firewalk.
Note:
If the party is in a boat or on a horse, you can't increase the flight effect. Also, Detect Life and Stealth do nothing outdoors while Flight does nothing in town.
Type 105: Create New PC
This special node adds an entirely new PC to the party. After this node is called, the new PC is considered to be the selected PC, and any subsequent Affect nodes will apply only to the new PC.
Stuff Done 1, Stuff Done 2:
If these are set to something other than -1, this SDF is set to the unique ID of the new PC, minus 1000. If you want to do anything with this PC after the current node chain ends, you need to set these. It's not sufficient to just keep track of which slot the PC was placed in, because the player can rearrange their party at will.
Mess3:
The number of a string containing the new PC's name.
Pict:
The PC graphic to give to the new PC.
Pictype:
A special node that will be called if the party already has 6 PCs.
Extra 1a:
The new PC's maximum health.
Extra 1b:
The new PC's maximum spell points.
Extra 1c:
The new PC's race. Click Choose to select one.
Extra 2a:
The new PC's Strength skill.
Extra 2b:
The new PC's Dexterity skill.
Extra 2c:
The new PC's Intelligence skill.
Uses:
This could be used to have an NPC join your party.
Type 106: Store PC
This special node removes a PC from the party and stores them away somewhere.
Stuff Done 1, Stuff Done 2:
If these are set to something other than -1, this SDF is set to the unique ID of the stored PC, minus 1000. Only leave these unset if you already know the unique ID (for example, because you obtained it when creating the PC with the above node). If you don't know the unique ID of the stored PC, there is no way to unstore it.
Extra 1a:
If you set this to 1, the PC is not stored, but the SDF (if present) is updated.
Uses:
This could be used if you have an NPC that joins the party, and you want the NPC to leave at some point and later return to the party.
Type 107: Unstore PC
This special node takes a PC previously stored with the above node and, if there's space, puts it back into the party.
Extra 1a:
The unique ID of the PC to unstore. If less than 1000, the game will add 1000 to it.
Extra 1b:
A special node that will be called if the party already has 6 PCs.

If-Then Specials

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.

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.

Some of these special nodes depend on the target selected with the Select Target special node, either always or as an option. This will be explicitly mentioned where it applies.

Type 130: Stuff Done Flag?
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.

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.

Stuff done 1, Stuff done 2:
Specifies the Stuff Done flag to inspect.
Type 131: Town Number?
Result depends on the town the party is in.
Extra 1a:
The number of a town. If the party is in this town, the special in Extra 1b is called.
Jump To:
This is called if the party is not in a town, or not in the town in Extra 1a.
Type 132: Random Number?
Result depends on a randomly generated number. The game will pick a random number from 1 to 100.
Extra 1a:
If the random number is less than this value, the special in Extra 1b is called.
Jump To:
Otherwise, this special is called.
Type 133: Have Special Item?
Result depends on whether the party has a certain special item.
Extra 1a:
The number of a special item. If a character has this special item, the special in Extra 1b is called.
Jump To:
Otherwise, this special is called.
Type 134: Stuff Done Compare?
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.
Stuff done 1, Stuff done 2:
Specifies the first Stuff Done flag.
Extra 1a, Extra 1b:
Specifies the second Stuff Done flag.
Extra 2b:
The special to jump to if the second flag is less than the first.
Example:
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.
Type 135: Terrain this type?
Result depends on whether a specified spot is of a given terrain type.
Extra 1a, Extra 1b:
The x and y coordinates of the desired space.
Extra 2a:
The number of a terrain type. If the given space is of this terrain type, the special in Extra 2b is called.
Jump To:
If the party is not in a town, or the terrain is not of the given type, this special is called.
Uses:
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.
Type 136: Is alive?
Result depends on whether the currently selected target is alive.
Extra 1a:
If -1, the node succeeds if the target is alive. You can also set this to any of the values accepted by the Kill/Raise node to check if the PC is dead, dust, stone, etc. If the selected target is a monster, setting this to anything other than -1 will make the test automatically fail.
Extra 1b:
The special node to call if the test succeeds. If Extra 1a is -1, this is called if the target is alive.
Jump To:
If the test fails, this special is called.
Type 137: Has Gold?
Result depends on whether the party has enough gold.
Extra 1a:
If the party has at least this much gold, the special is Extra 1b is called.
Extra 2a:
If this is 1, the gold is taken from the party. If 0, it isn't taken.
Jump To:
Otherwise, this special is called.
Uses:
If someone is selling, say, Strength improvement, you can first use this to see if the party has enough gold to afford it.
Note:
This node (and the next four) are the only If-Then nodes that (potentially) actually have an effect in the game.
Type 138: Has Food?
Result depends on whether the party has enough food.
Extra 1a:
If the party has at least this much food, the special is Extra 1b is called.
Extra 2a:
If this is 1, the food is taken from the party. If 0, it isn't taken.
Jump To:
Otherwise, this special is called.
Type 139: Item Class on Space?
Result depends on whether an item of a given special item class is sitting on a specified spot in town.
Extra 1a, Extra 1b:
The x and y coordinates of the desired spot.
Extra 2a:
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.
Extra 2c:
If this is 1, the item is removed from the space. If 0, it isn't removed.
Jump To:
Otherwise (or if the party is outdoors) this special is called.
Uses:
A magic barrier that only lets people through if a certain item has been placed on a nearby pedestal.
Type 140: Have Item with Class?
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).
Extra 1a:
An item special class number. If a character has an item with this special class, the special in Extra 1b is called.
Extra 2a:
If this is 1, the item is taken from the PC. If 0, it isn't taken.
Jump To:
Otherwise, this special is called.
Uses:
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.
Type 141: Equipped Item with Class?
Result depends on whether a PC owns an item with the specified Special Class, which is currently equipped.
Extra 1a:
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.
Extra 2a:
If this is 1, the item is taken from the PC. If 0, it isn't taken.
Jump To:
Otherwise, this special is called.
Type 142: Has Mage Spell?
Result depends on whether the selected PC knows a particular mage spell. If the whole party is selected, any PC knowing the spell is sufficient.
Extra 1a:
If the selected PC knows this mage spell (0...61), the special in Extra 1b is called.
Jump To:
Otherwise, this special is called.
Type 143: Has Priest Spell?
Result depends on whether the selected PC knows a particular priest spell. If the whole party is selected, any PC knowing the spell is sufficient.
Extra 1a:
If the selected PC knows this priest spell (0...61), the special in Extra 1b is called.
Jump To:
Otherwise, this special is called.
Type 144: Has Alchemy?
Result depends on whether the party knows a particular alchemical recipe.
Extra 1a, Extra 1b:
The x and y coordinates of the desired spot.
Extra 2a:
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.
Jump To:
Otherwise (or if the party is outdoors) this special is called.
Type 145: Has Status Effect?
Result depends on whether the selected target is afflicted with a particular status effect.
Extra 1a:
Which status effect to check for.
Extra 1b:
This special is called if the test for the selected status effect passes. Exactly how it passes is determined by Extra2a, Extra 2b, and Extra 2c.
Extra 2a:
This is a value to compare the level of the status effect to.
Extra 2b:
This is only used if the whole party is selected. See the Have Enough of Statistic? node for details on the values that can be used here.
Extra 2c
Determines how the calculated level of the status effect is compared to the reference value in Extra 2a. If this is -1, for example, the special in Extra 1b is called if the actual value is less than Extra 1a. Click the Choose button to select the option you want.
Jump To:
Otherwise, this special is called.
Type 146: If Looking?
Result depends on whether the special node was called while the party was looking at a space.
Extra 1c:
This special is called if the special node was initiated by the player looking at a space.
Jump To:
Otherwise, this special is called.
Type 147: Day reached?
Result depends on whether a certain day has been reached.
Extra 1a:
The number of a day. If it is this day (or later) the special in Extra 1b is called.
Jump To:
Otherwise, this special is called.
Type 148: If Fields/Objects?
Result depends on the presence of fields, barriers, or similar transient objects exist in the current town.
Extra 1a, Extra 1b, Extra 2a, Extra 2b:
The rectangle to check. This works just like a Rectangle special; see that section for details.
Stuff Done:
The minimum and maximum number of fields needed.
Mess1:
The type of field or other object to check for. Note that 0 and 9 are not valid values. Click the Choose button to select the field you want to check for.
Mess2:
The game counts the number of the selected field that exist within the specified rectangle. If the result is between the given minimum and maximum (inclusive), this special is called.
Jump To:
Otherwise (or if this special is called while outdoors), this special is called.
Type 149: Party size?
Result depends on how many PCs are in the party.
Extra 2a:
If 0, require exact party size. If 1, only require minimum size.
Extra 2b:
If there are at least this many PCs in the party (or, if Extra 2a is 0, exactly this many PCs), the special in Extra 2b is called.
Jump To:
Otherwise, this special is called.
Type 150: Special Thing happened?
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).
Extra 1a:
The day some special thing is supposed to happen.
Extra 1b:
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.
Jump To:
Otherwise, this special is called.
Uses:
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).

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.

Type 151: Species Present?
Result depends on whether there is a living PC of a particular species.
Extra 1a:
The species to check for.
Extra 1b:
This special is called if there is the number of living PCs of the specified species compares favourably with the required number in Extra 2a.
Extra 2a:
The number of PCs required of the specified species.
Extra 2b:
Specifies how to compare the actual number with the required number. For example, if this is 2, the special in Extra 1b will be called if there are at least as many PCs of the required race as specified in Extra 2a.
Jump To:
Otherwise, this special is called.
Note:
If there are less PCs than the required number in the party, but all of them are of the required species, then the special node in Extra 1b is still called. If this is undesirable, check the party size first.
Type 152: Has Trait?
Result depends on whether a living PC has a particular trait. This works just like the above node, but checks for a trait instead of a species.
Extra 1a:
The trait to check for.
Extra 1b:
This special is called if there is the number of living PCs with the specified trait compares favourably with the required number in Extra 2a.
Extra 2a, Extra 2b
As in the above node.
Jump To:
Otherwise, this special is called.
Uses:
This is often used to check the Cave Lore or Woodsman traits.
Type 153: Has Enough of Statistic?
Result depends on whether the sum of the parties Mage Lore skill is high enough.
Extra 1a:
If the skill is at least this amount, the special in Extra 1b is called.
Extra 2a:
The statistic to check for.
Extra 2b:
This is the cumulation method used to check for the skill. If set to -1, only the currently selected PC from the Select Target node is checked. If 0, the skill levels of all living PCs are added up. If 1, the skill levels of all living PCs are averaged. If 2, it takes only the PC with the minimum level in the skill. If 3, the maximum level.
Jump To:
Otherwise, this special is called.
Note:
Don't make the required amount be much higher than 20. In fact, it's generally best to never make it higher than 20, since there's a possibility that the party will have only one PC.
Uses:
Checking if the party has enough mage lore to decipher an ancient scroll and learn a new spell.
Type 154: Text response?
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.
Pict:
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.
Extra 1a:
The number of a scenario special message (not
a town or outdoor special message).Extra 1b:
If the players answer matches the message in Extra 1a, this special is called.
Extra 2a:
The number of a scenario special message (not
a town or outdoor special message).
Extra 2b:
If the players answer matches the message in Extra 1a, this special is called.
Jump To:
Otherwise, this special is called.
Note:
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.
Example:
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.

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.

Note:
Letter case is ignored. ChEeSe would be counted as a correct answer, even is the correct answer was CHEese.
Type 155: Stuff done equal?
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.
Stuff done 1, Stuff done 2:
Specifies the Stuff Done flag to inspect.
Extra 1a:
If the Stuff Done flag equals this value, call special in Extra 1b.
Type 156: If Context?
Result depends on how the special node was called.
Extra 1a:
The context to test for. Click Choose to select one. If you want to check whether the party is in town, in combat, or outdoors, you probably want one of the first three options. To test for Ritual of Sanctification, use the Targeting Spell option and set Extra 1b to 108. Most of these contexts arise from special nodes assigned while editing monsters, items, town details, and other things, rather than special nodes assigned to a terrain space.
Extra 1b:
The meaning of this field depends on the context. Usually it's not used. For the three movement contexts, 0 means you can enter the space and 1 means you can't. For the targeting spell context, setting this to something other than -1 means that the special in Extra 1c will only be called if the spell that was cast is equal to the spell that has the given number. Add 100 to indicate a priest spell. Item-only spells such as Wrack or Strengthen Target can also be tested for; just enter the same spell ID you would enter for the item ability.
Type 157: If Numeric Response?
Result depends on a number entered by the player.
Type 158: In Boat?
Result depends whether the player is in a boat.
Extra 1b:
If left at -1, the special in Extra 1c is called if the player is in any boat. Otherwise, the special in Extra 1c is only called if the player is in the boat with that number.
Type 158: On Horse?
Result depends whether the player is on horseback.
Extra 1b:
If left at -1, the special in Extra 1c is called if the player is on any horses. Otherwise, the special in Extra 1c is only called if the player is on the horses with that number.
Type 159: Quest Status?
Result depends on the status of a quest.
Extra 1a:
The quest to check.
Extra 1b:
If the quest has this status (0 - not started, 1 - started, 2 - completed, 3 - failed), the special in Extra 1c is called.
Jumpto:
Otherwise, this special is called.

Town Mode Specials

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.

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.

General notes:

Mess 1, Mess 2:
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.
Type 170: Town Hostile
When called, all friendly people in the town immediately turn hostile. This node can also be used for other mass attitude changes. Extra 1a and Extra 1b indicate the endpoints of a range of monsters to affect (counting based on their internal location in the game), and Extra 2a is the target attitude.
Note:
This node may yet change drastically, so you should be wary of using it for anything other than its original purpose.
Type 171: Run Missile Animation
This node animates a missile attack originating from one space and ending on another space.
Pic:
The number of the missile animation to use.
Extra 1a, Extra 1b:
The x and y coordinates of the source location.
Extra 2a, Extra 2b:
The x and y coordinates of the target location. If there is a multispace monster on that location, the missile target is adjusted to target the centre of the monster rather than the centre of this space.
Extra 1c:
Determines how the missile's path is calculated. Allowed values are 0 or 1.
Extra 2c:
The number of a sound to play during the animation.
Type 172: Animate Monster Attack
This node causes a monster to enter its attack pose. The monster can be specified in one of two ways.
Extra 1a, Extra 1b:
The x and y coordinates of the space the monster is on.
OR Extra 1a:
The number of the monster that should attack, plus 100. Or 0-5 to animate a party member. To use this method, leave Extra 1b at -1.
Type 173: Animate Fake Damage Splash
This node draws a splash effect on a space to indicate that it has been attacked, along with an optional number indicating the amount of damage supposedly dealt.
Extra 1a, Extra 1b:
The location to draw the effect on.
Extra 2a:
Type of damage to show.
Extra 2b:
Amount of damage to show. If 0, no number is drawn.
Extra 1c:
If 0, play the default sound for the chosen damage type. Otherwise, override it with a different sound.
Type 174: Move Party
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.
Extra 1a, Extra 1b:
The x and y coordinates of the space to move them to.
Extra 2a:
If 0, they are simply moved. If non-zero, they are teleported (i.e. there is a noise and a pretty flash of light). This is ignored if the special is called while talking.
Type 175: Hit Space
Everything within the specified space takes damage.
Extra 1a, Extra 1b:
The x and y coordinates of the space to hit.
Extra 2a:
The amount of damage to inflict. (Range 0 ... 1000)
Extra 2b:
This is the type of damage inflicted (0 - weapon, 1 - fire, 2 - poison, 3 - general magic, 4 - unblockable, 5 - cold, 6 - demon,7 - undead)
Note:
Damage doing specials are ignored when called while Talking.
Type 176: Explosion on Space
Everything within a given radius of the specified space takes damage. Only creatures who can be seen from the exploding space are affected.
Pict:
The radius of the explosion. (Range 0 ... 100)
Extra 1a, Extra 1b:
The x and y coordinates of the space to hit.
Extra 2a:
The amount of damage to inflict. (Range 0 ... 1000)
Extra 2b:
This is the type of damage inflicted (0 - weapon, 1 - fire, 2 - poison, 3 - general magic, 4 - unblockable, 5 - cold, 6 - demon,7 - undead)
Note:
Damage doing specials are ignored when called while Talking.
Type 177: Lock Space
If the terrain in a given space has Special Type lockable, it becomes locked (i.e. is changed to its locked terrain type).
Extra 1a, Extra 1b:
The x and y coordinates of the space to lock.
Type 178: Unlock Space
If the terrain in a given space has Special Type unlockable, it becomes unlocked (i.e. is changed to its locked terrain type).
Extra 1a, Extra 1b:
The x and y coordinates of the space to unlock.
Type 179: Do sfx burst
A flashy explosion appears on the specified space. This has no other affect.
Extra 1a, Extra 1b:
The x and y coordinates of the space for the explosion to appear on.
Extra 2a:
The type of explosion. 0 - fire 1 - teleportation 2 - electricity (blue) 3 - electricity (yellow)
Extra 2b:
If left at 0, the burst is a simple explosion. If set to 1, a larger burst is used for an even flashier effect.
Extra 2c:
Specifies the sound to play with the explosion. Leave at -1 to use the default for the explosion type. (For custom explosions, the default is none.)
Note:
This does nothing if called when in talking mode.
Type 180: Make Wandering Monster
A group of wandering monsters appears (at one of the designated wandering monster sites).
Type 181: Place a Monster
Places a creature of the selected type at the selected space.
Extra 1a, Extra 1b:
The x and y coordinates to place the monster at.
Extra 2a:
The number of the creature to place. Press the Choose button to select the monster.
Extra 2b:
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.
Type 182: Destroy Monster
Any creatures on the given space are removed.
Extra 1a, Extra 1b:
The x and y coordinates to clear of monsters.
Type 183: Destroy all Monsters
Most or all of the creatures in the dungeon disappear.
Extra 1a:
The type of creature to remove. Click the Choose button to select one, or use one of the following special values. If this is 0, all creatures disappear. If -1, only friendly creatures disappear. If -2, only hostile creatures disappear.
Type 184: Generic Lever
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.
Type 185: Generic Portal
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.
Extra 1a, Extra 1b:
The x and y coordinates of the space the party is teleported to if the player pushes Enter.
Note:
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.
Type 186: Generic Button
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.
Type 187: Generic Stairway
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.
Extra 1a, Extra 1b:
The x and y coordinates of the space the party is to be placed in in the new town.
Extra 2a:
The number of the town to place them in.
Extra 2b:
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, 8+ - no dialog (stairway is forced).
Extra 2c:
If left at 0, the party can only enter while walking in town mode (as described in the note for Generic Portal). If set to 1 or 2, the encounter can be activated in combat mode. If set to 2 or 3, the encounter can be activated by other actions, such as searching the space, using the space, targeting a spell on the space, etc.
Type 188: Lever
A dialog box comes up with text you supply (saying, perhaps, they've found a lever). 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.
Mess 1:
The number of the first message to be displayed in the dialog box. Press the Create/Edit button to edit the text.
Pict, Pictype:
This specifies the picture to display. To select a picture, press the Choose Picture button.
Extra 1b:
The special node to call if Yes is pushed.
Type 189: Portal
A dialog box comes up (saying, perhaps, they've found a teleporter). The dialog buttons are Enter and Leave.
Mess 1:
The number of the first message to be displayed in the dialog box.
Press the Create/Edit button to edit the text.
Pict, Pictype:
This specifies the picture to display. To select a picture, press the Choose Picture button.
Extra 1a, Extra 1b:
The x and y coordinates of the space the party is teleported to if the player pushes Enter.
Note:
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.
Type 190: Stairway
A dialog comes up text you supply (saying, perhaps, they've found a stairway). 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.
Mess 1:
The number of the first message to be displayed in the dialog box. Press the Create/Edit button to edit the text.
Pict, Pictype:
This specifies the picture to display. To select a picture, press the Choose Picture button.
Extra 1a, Extra 1b:
The x and y coordinates of the space the party is to be placed in in the new town.
Extra 2a:
The number of the town to place them in.
Extra 2b:
If this is set to 1, the stairway is forced. No dialog box appears. Instead, the party is immediately moved to the different level.
Extra 2c:
This has the same effect as on a Generic Stairway (see above for details).
Type 191: Relocate Outdoors
Changes the outdoors location of the party.
Extra 1a, Extra 1b:
The x and y coordinates of the outdoor section to place the party in.
Extra 2a, Extra 2b:
The x and y coordinates of their new location in that sector (Range 0 ... 47, 0 ... 47)
Uses:
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 they're forced to step on it).
Note:
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.
Type 192: Place Item
Places an item on a specified space.
Extra 1a, Extra 1b:
The x and y coordinates of the space to place it on.
Extra 2a:
The number of the item to place. Press the Choose button to select an item.
Type 193: Split Party
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.

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.

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.

When this node is used, if the player sends a PC off alone, the special encounter ends immediately. Only if the player hits Cancel is the Jump To node used.

Extra 1a, Extra 1b:
The x and y coordinates to place the alone character in.
Extra 2a:
If 0, nothing else happens. If non-zero, a teleportation noise plays when the party is split up.
Note
The three rules above are good guidelines to follow and were absolutely necessary in the original version of the game. However, with the updated version, you can break some of them if you really know what you're doing. The game now keeps track of the town the split occurred in, so leaving town while split will not cause problems, but you should make sure the party can't loop back around to where they split from (or reach another Split Party node). Additionally, it's possible to use the Kill/Raise node to reunite the party, instead of the Reunite Party node; however, you still need to call Reunite Party with Extra 2a set to 1 so that the game stops tracking the location at which they split up.
Type 194: Reunite Party
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.
Extra 1a:
If 0, nothing else happens. If non-zero, a teleportation noise plays when the party is split up.
Extra 2a:
If 0, the party is returned to where they split up at. Otherwise, the party remains at their current location.
Type 195: Start Town Timer
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.
Extra 1a:
The number of moves before the timer runs out. (Range 0 ... 30000)
Extra 2b:
The town special node to call when the timer runs out. If left at No Special, nothing happens.
Type 196: Change Lighting Level
This node changes the current light level of the town and/or party.
Extra 1a:
If left at -1, no change. Otherwise, set the lighting mode of the town (the value normally set in Town Details).
Extra 2a:
The amount by which to adjust the party's light level (as is normally obtained from spells, lamps, etc).
Extra 2b:
If 0, increase light level. Otherwise, decrease it.
Type 197: Set Attitude
Change the attitude of a single monster.
Extra 1a:
The number of the monster to affect. This is its unique ID within the town, which is shown at the top right of the Edit Placed Creature dialog.
Extra 1b:
The new attitude.
Type 198: Centre on Space
Centres the terrain view on the specified space, as if the player had selected the Look command and scrolled the view there. Note that, if you want to show areas that would not be visible to the party from the current location, you must also use the Lift Fog node.
Extra 1a, Extra 1b:
The location to centre on. If either is -1, the view is reset to centre on the active character.
Type 199: Lift Fog
Lift the fog of war so that spaces out of the party's line of sight become fully visible. The fog is automatically restored at the end of the current turn (after monsters make their move).
Extra 1a:
If 1, lift the fog. If 0, restore it.
Note:
If needed, you can also use this to force the screen to be redrawn (just specify the current fog setting).
Type 200: Initiate Targeting Mode
This advanced node hooks into the native Blades of Exile targeting engine to allow the player to select one or more targets. The options are slightly different depending on whether the node is called during combat.

When not in combat (ie, just wandering around town), it only supports selecting a single target, and the rotateable wall area is not available. The player can select any space in sight regardless of range.

When in combat mode, the options increase. You can specify a maximum number of targets, allowing the player to select several locations as with the Arrow spells. However, this cannot be combined with the rotateable wall area, which is only supported in single-target mode. You can also limit the player to selecting targets within a particular range.

The special node sequence ends upon entering target mode. Once targeting is completed, a new special node sequence begins, starting from the node specified in JumpTo. If multiple targets were selected, this node sequence is repeated for each target. However, if you chose an area other than single space, the sequence is called only for the location clicked, not repeated for other locations within the covered area. If you want to affect these additional locations, you must calculate them yourself. Since there is currently no way to check which orientation of the rotateable wall was selected, there is not much point in using it unless you are using one of the Place Pattern nodes to produce the effect.

The two Place Pattern nodes (below) automatically affect all spaces within the covered area, and passing -1 as the pattern type means it uses the current pattern, which works correctly even for the rotateable wall.

Extra 1a:
The spell pattern to use. 0 - single space, 1 - 3x3 square, 2 - 2x2 square, 3 - 3x3 square excluding centre, 4 - circle radius 2, 5 - circle radius 3, 6 - 5 spaces in a cross, 7 - rotateable 2x8 wall
Extra 1b:
Maximum range (combat mode only)
Extra 1c:
Maximum number of targets (combat mode only)
Extra 2a:
A special node to call if the targeting fails because the player selected an invalid space, or because a special node on the space cancelled it.
Extra 2b:
Set this to 1 if you'd like the user to be able to select spaces that are opaque (like the spell Dispel Barrier). This only has an effect in combat mode, as town targeting places no such restriction.
Extra 2c:
Set this to 1 if you'd like the user to be able to target spaces that are covered by an antimagic field. In order to preserve the meaning of antimagic fields, it's recommended that you never use this unless the associated action is not intended to be magical. Set it to 0 to prevent the user from targeting spaces in an antimagic field. If left at -1, the default is used, which is to allow it in town mode but not in combat. (This is probably a relic of the extremely limited selection of spells that can be targeted in town mode.)
JumpTo:
This node is called once for every selected target.
Type 201: Place Pattern (Fields/Objects)
Places fields according to a preset spell pattern relative to a specified space.
Extra 1a, Extra 1b:
Key space of the pattern (usually the centre space).
Extra 1c:
The spell pattern to use. -1 - use current pattern (only works when called through the Targeting Mode special node) 0 - single space, 1 - 3x3 square, 2 - 2x2 square, 3 - 3x3 square excluding centre, 4 - circle radius 2, 5 - circle radius 3, 6 - 5 spaces in a cross, 7-13 - rotateable 2x8 wall in various orientation
Extra 2a
The field type to place
Type 202: Place Pattern (Direct Damage)
Deals damage according to a preset spell pattern relative to a specified space.
Extra 1a, Extra 1b, Extra 1c:
Same as above node.
Extra 2a:
The type of damage to deal
The amount of damage to deal. This is the number of six-sided dice to roll to calculate the damage.
If 0, it will animate each affected creature sequentially using simply booms, similar to what happens when fields are placed and creatures take damage as a result. If 1, all damage will be animated simultaneously using fully-animated explosions, similar to what happens when casting spells such as Fireball or Divine Thud.
Type 203: Relocate Creature
This node forces a single creature to relocate to a different space. Useful for cutscenes. It can handle either absolute or relative movement. However, it does not currently check that it is legal for the creature to be on that space. This can split the party into its individual members temporarily, similar to combat mode, but they return to the party's original location once the node sequence ends.
Extra 1a, Extra 1b:
The x and y coordinates or differentials.
Extra 2a:
The creature to relocate - 0-5 for party members, 100+x for a specific monster, -1 for the currently selected target.
Extra 2b:
If 0, Extra 1a and 1b are taken as absolute coordinates. If 1, they are added to the x and y coordinates, respectively. 2 or 3 means the x coordinate is instead subtracted, while 3 or 4 means the y coordinate is instead subtracted.
Extra 2c:
If positive, this specifies a delay in milliseconds after the creature is repositioned.
Type 204:
This node places a text label on the terrain screen, for example to indicate someone speaking. The label lasts only until the screen is next updated, but you can optionally specify a delay to ensure there is time to read it.
Mess 1:
The number of the message to display.
Extra 1a, Extra 1b:
The X and Y coordinates of the location to place the message. If Extra 1b is left at -1, Extra 1a instead specifies the number of a creature at whose location the message should be placed (0-5 for party members, 6 for party location, 100+x for other creatures). If both are left at -1, the current targeted PC from the Select PC node is used.
Extra 2a:
If 1, the text is centred vertically on the space. If 0, it appears at the top of the space.
Extra 2b:
If positive, this specifies a delay in seconds after the label is placed.

Rectangle Specials:

These nodes all do things to a rectangle of terrain that you select. Most of them work both in town and outdoors, but the first few only work in town. For these nodes, the values have slightly different meanings than before:

Extra 1a, Extra 1b, Extra 2a, Extra 2b:
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. Note that this is the reverse of standard coordinate order - Y coordinate first, then X coordinate.

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.

Stuff done 1, Stuff done 2:
These are used differently than usual. Their special meanings are described below.
Mess 1, Mess 2:
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.
Pict:
If this is 0 (the default), the entire rectangle is affected. If non-zero, only the outside edges of the rectangle are affected.
Type 210: Place Field/Object/Sfx
Fills the rectangle with some sort of field, barrier, object, or sfx. This only works in town.
Stuff Done 1:
The percentage chance that each space will be filled with the selected field type. (Range 0 ... 100) If you select 32 ("cleanse") as the field type, however, this has a different meaning - 0 means that fire and force barriers, barrels, crates, webs, and pushable stone blocks will be left alone, while 1 indicates they should be erased.
Stuff Done 2:
The type of field (1 - force, 2 - fire, 3 - antimagic, 4 - stink, 5 - ice, 6 - blades, 7 - sleep, 15 - quickfire), object (8 - pushable stone block, 10 - web, 11 - crate, 12 - barrel, 13 - fire barrier, 14 - force barrier, 24 - forcecage), or sfx (16 - sm blood, 17 - med blood, 18 - lg blood, 19 - sm slime, 20 - lg slime, 21 - ash, 22 - bones, 23 - stones) to place, or one of the special values (32 - cleanse, 33 - smash fragile walls like Move Mountains).
Note:
Fields are never placed on spaces that contain walls, or other impenetrable terrain.
Note:
Though you can place a forcecage around a creature using this, if you know which creature you want it's better to use Affect Status which allows you to control how long the forcecage will last (unless they manage to break it). If you want to free them from a forcecage, on the other hand, use this node with the special value 32 ("Cleanse").
Type 211: Set Explored
This node alters your map, marking spaces as having been explored or not.
Stuff Done 1:
If 0, mark the area as unexplored; if 1, mark it as explored.
Type 212: Move Items
Moves all of the items in the rectangle to a specified space. Items inside containers are not moved. This only works in town.
Stuff Done 1, Stuff Done 2:
The x and y coordinates of the space to move the items to.
Mess 3:
If 0, place items on the ground. If this is 1 and the target space has a container on it (including a movable container such as a barrel), the items are instead placed in the container.
Type 213: Destroy Items
Destroys all of the items in the rectangle. Be careful not to destroy something the party needs to finish the scenario. Only works in town.
Type 214: Change Rectangle Terrain
Changes the terrain in the rectangle to a given terrain type.
Stuff done 1:
The number of the terrain type to change it to.
Stuff Done 2:
The percentage chance that each space will be changed. (Range 0 ... 100)
Type 215: Swap Rectangle Terrain
Changes the terrain in the rectangle from a given terrain type to another, or back.
Stuff done 1:
The number of a terrain type. If the given space is of this type, change it to the type in Stuff done 2.
Stuff done 2:
The number of a terrain type. If the given space is of this type, change it to the type in Stuff done 1.
Type 216: Transform Rectangle Terrain
Every square of terrain in the rectangle given is changed to the terrain type given in its Transform To What field.
Type 217: Lock Rectangle
If the terrain in the rectangle has Special Type lockable, it becomes locked (i.e. is changed to its locked terrain type).
Type 218: Unlock Rectangle
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).

Outdoor Mode Specials

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.

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.

Type 225: Make Outdoor Wandering
A group of wandering monsters appears (at one of the designated wandering monster sites).
Type 226: Force Town Entry
The party is immediately placed in the specified town at the specified location.
Mess1, Mess2:
Standard usage.
Extra 1a:
The town to enter.
Extra 1b:
You can specify a direction here to use one of the preset town entry points. If you do this, leave the location at (-1,-1).
Extra 2a, Extra 2b:
The location to place the party at in the town.
Type 227: Place Outdoor Encounter
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.
Mess1, Mess2:
Standard usage.
Extra 1a:
The number of the special outdoor wandering encounter to place. (Range 0 ... 3)
Type 228: Outdoor Move Party
Moves the party to another location. This can be accompanied by one or two messages, if you wish.
Mess1, Mess2:
Standard usage.
Extra 1a, Extra 1b:
The x and y coordinates of the desired space.