// Microsoft Visual C++ generated resource script. // #include "resource.h" #define APSTUDIO_READONLY_SYMBOLS ///////////////////////////////////////////////////////////////////////////// // // Generated from the TEXTINCLUDE 2 resource. // #define APSTUDIO_HIDDEN_SYMBOLS #include "windows.h" #undef APSTUDIO_HIDDEN_SYMBOLS ///////////////////////////////////////////////////////////////////////////// #undef APSTUDIO_READONLY_SYMBOLS ///////////////////////////////////////////////////////////////////////////// #if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_NEUD) #ifdef _WIN32 LANGUAGE LANG_NEUTRAL, SUBLANG_DEFAULT #pragma code_page(932) #endif //_WIN32 ///////////////////////////////////////////////////////////////////////////// // // Cursor // IDC_CURSOR130 CURSOR "Resources/sword.cur" IDC_CURSOR131 CURSOR "Resources/eyedrop.cur" IDC_CURSOR132 CURSOR "Resources/paintbrush.cur" IDC_CURSOR133 CURSOR "Resources/spraycan.cur" IDC_CURSOR134 CURSOR "Resources/eraser.cur" IDC_CURSOR135 CURSOR "Resources/rect ul.cur" IDC_CURSOR136 CURSOR "Resources/rect dr.cur" IDC_CURSOR137 CURSOR "Resources/hand.cur" IDC_CURSOR138 CURSOR "Resources/rect up.cur" IDC_CURSOR139 CURSOR "Resources/rect dw.cur" IDC_CURSOR140 CURSOR "Resources/blocked.cur" IDC_CURSOR141 CURSOR "Resources/web.cur" IDC_CURSOR142 CURSOR "Resources/crate.cur" IDC_CURSOR143 CURSOR "Resources/barrel.cur" IDC_CURSOR144 CURSOR "Resources/barrier.cur" IDC_CURSOR145 CURSOR "Resources/oblique.cur" IDC_CURSOR146 CURSOR "Resources/facing.cur" IDC_CURSOR147 CURSOR "Resources/boat.cur" IDC_CURSOR148 CURSOR "Resources/horse.cur" IDC_CURSOR149 CURSOR "Resources/bucket.cur" IDC_CURSOR150 CURSOR "Resources/smallblood.cur" IDC_CURSOR151 CURSOR "Resources/mediumblood.cur" IDC_CURSOR152 CURSOR "Resources/largeblood.cur" IDC_CURSOR153 CURSOR "Resources/smallslime.cur" IDC_CURSOR154 CURSOR "Resources/largeslime.cur" IDC_CURSOR155 CURSOR "Resources/driedblood.cur" IDC_CURSOR156 CURSOR "Resources/bones.cur" IDC_CURSOR157 CURSOR "Resources/rocks.cur" IDC_CURSOR158 CURSOR "Resources/script.cur" ///////////////////////////////////////////////////////////////////////////// // // Icon // // Icon with lowest ID value placed first to ensure application icon // remains consistent on all systems. IDI_BOA3DEDITOR ICON "Resources/BladesofAvernumEditor.ico" IDI_SMALL ICON "Resources/BladesofAvernumEditor.ico" ///////////////////////////////////////////////////////////////////////////// // // 100 // 1 100 "Resources/snd0.wav" 2 100 "Resources/snd1.wav" 4 100 "Resources/snd3.wav" 35 100 "Resources/snd34.wav" 38 100 "Resources/snd34.wav" ///////////////////////////////////////////////////////////////////////////// // // Menu // IDC_BOA3DEDITOR MENU BEGIN POPUP "&File" BEGIN MENUITEM "&Open Scenario\tCtrl+O", 1 MENUITEM "&Save Scenario\tCtrl+S", 2 MENUITEM "&New Scenario\tCtrl+N", 3 MENUITEM "&Import Blades of Exile Scenario\t- - - -", 4 MENUITEM SEPARATOR MENUITEM "&Quit\tCtrl+Q", 6 END POPUP "&Edit" BEGIN MENUITEM "&Undo\tCtrl+Z", 101 MENUITEM "&Redo\tCtrl+Y", 102 MENUITEM SEPARATOR MENUITEM "Selected Objects:", 103 MENUITEM "&Cut\tCtrl+X", 104 MENUITEM "&Copy\tCtrl+C", 105 MENUITEM "&Paste\tCtrl+V", 106 MENUITEM "&Delete\tCtrl+A", 107 MENUITEM "Clear Lower Left &Screen\tCtrl+B", 108 MENUITEM "Continual &Delete\tEnd", 109 MENUITEM "&Delete Selected Only\tBackspace", 120 MENUITEM SEPARATOR MENUITEM "Rotate &Hintbook Modes\tBackslash", 121 MENUITEM "Decrease &View Mode\tCtrl+E", 110 MENUITEM "Increase &View Mode\tCtrl+F", 111 MENUITEM "Decrease Drawing Number &Mode\tCtrl+G", 112 MENUITEM "Increase Drawing Number &Mode\tCtrl+H", 113 MENUITEM "Decrease &Object Number Mode\tCtrl+9", 114 MENUITEM "Increase &Object Number Mode\tCtrl+0", 115 MENUITEM "Decrease &Group Display Mode\tF11", 124 MENUITEM "Increase &Group Display Mode\tF12", 125 MENUITEM SEPARATOR MENUITEM "Load Outdoor Zone &Above\tCtrl+Up", 122 MENUITEM "Load &Previous Outdoor Zone/Town\tCtrl+Left", 117 MENUITEM "Load &Next Outdoor Zone/Town\tCtrl+Right", 118 MENUITEM "Load Outdoor Zone &Below\tCtrl+Down", 123 END POPUP "&Scenario" BEGIN MENUITEM "Edit &Town\tCtrl+T", 201 MENUITEM "&Import Town", 214 MENUITEM "&Create New Town", 203 MENUITEM "&Delete Last Town", 218 MENUITEM SEPARATOR MENUITEM "Edit Outdoo&r Section\tCtrl+R", 202 MENUITEM "&Import Outdoor Section", 215 MENUITEM "Change &Outdoor Size", 220 MENUITEM SEPARATOR MENUITEM "&Basic Scenario Details", 205 MENUITEM "Set &Label Icon", 206 MENUITEM "Intro Text &1", 207 MENUITEM "Intro Text &2", 208 MENUITEM "Intro Text &3", 209 MENUITEM SEPARATOR MENUITEM "Edit &Horses", 221 MENUITEM "Clear All &Horses", 223 MENUITEM "&Edit Boats", 222 MENUITEM "Cl&ear All Boats", 224 MENUITEM SEPARATOR MENUITEM "Reload &Scenario Data Script", 212 MENUITEM "Clean Up &Walls", 213 MENUITEM "Set &Variable Town Entry", 216 MENUITEM "Edit Item &Placement Shortcuts", 217 END POPUP "&Town" BEGIN MENUITEM "&Load Different Town\tCtrl+L", 301 MENUITEM "Town &Details\tCtrl+D", 302 MENUITEM "Town &Wandering Monsters", 303 MENUITEM "Set Town &Boundaries", 304 MENUITEM "&Frill Up Terrain", 305 MENUITEM "Remo&ve Terrain Frills", 306 MENUITEM "Edit &Area Descriptions", 307 MENUITEM SEPARATOR MENUITEM "&Set Starting Location", 309 MENUITEM SEPARATOR MENUITEM "Add &Random Items", 311 MENUITEM "Set All Items &Not Property", 312 MENUITEM "S&et All Items Property", 313 MENUITEM "Clear All &Items", 315 MENUITEM SEPARATOR MENUITEM "Alter Many &Monsters", 320 MENUITEM "Clear All &Monsters", 316 MENUITEM SEPARATOR MENUITEM "&Clear All Special Encounters", 317 MENUITEM "Clear All &Preset Fields", 318 MENUITEM "Clear All Placed S&tains", 319 END POPUP "&Outdoors" BEGIN MENUITEM "&Load Different Outdoor Section\tCtrl+L", 401 MENUITEM "Outdoor &Details\tCtrl+D", 402 MENUITEM "Outdoor &Wandering Monsters", 403 MENUITEM "&Outdoor Special Encounters", 404 MENUITEM "Outdoor &Preset Encounters", 405 MENUITEM "&Frill Up Terrain", 406 MENUITEM "Remo&ve Terrain Frills", 407 MENUITEM "Edit &Area Descriptions", 408 MENUITEM SEPARATOR MENUITEM "&Set Starting Location", 410 MENUITEM SEPARATOR MENUITEM "&Clear All Placed Specials", 412 END POPUP "I&1" BEGIN MENUITEM "Dummy", 600 END POPUP "I&2" BEGIN MENUITEM "Dummy", 601 END POPUP "I&3" BEGIN MENUITEM "Dummy", 602 END POPUP "I&4" BEGIN MENUITEM "Dummy", 603 END POPUP "I&5" BEGIN MENUITEM "Dummy", 604 END POPUP "I&6" BEGIN MENUITEM "Dummy", 605 END POPUP "I&7" BEGIN MENUITEM "Dummy", 606 END POPUP "I&8" BEGIN MENUITEM "Dummy", 607 END POPUP "I&9" BEGIN MENUITEM "Dummy", 608 END POPUP "I1&0" BEGIN MENUITEM "Dummy", 609 END POPUP "&C1" BEGIN MENUITEM "Dummy", 700 END POPUP "&C2" BEGIN MENUITEM "Dummy", 701 END POPUP "&C3" BEGIN MENUITEM "Dummy", 702 END POPUP "&C4" BEGIN MENUITEM "Dummy", 703 END POPUP "&Query" BEGIN MENUITEM "&Original 2D Editor Credits", 1501 MENUITEM "3D Editor &Credits", 1502 MENUITEM "Blades Of Avernum: &Getting Started", 1512 MENUITEM SEPARATOR MENUITEM "Query Functions:",1503 MENUITEM "Write Scenario Data To Text File\tCtrl+&1", 1504 MENUITEM "Write Scenario Text To Text File\tCtrl+&2", 1511 MENUITEM "Full Write up: Outdoor/Town Names\tCtrl+&3", 1505 MENUITEM "All Outdoor Zones: Full Write up\tCtrl+&4", 1509 MENUITEM "Current Outdoor Zone: Full Write up\tCtrl+&5", 1510 MENUITEM "Town: Write Data To File\tCtrl+&6", 1506 MENUITEM "Town: Full Write Data To File\tCtrl+&7", 1507 MENUITEM "&Repeat Printing of Last File\tCtrl+P", 1508 MENUITEM SEPARATOR MENUITEM "&Shortcut Keys 1: Folio Keys and Mouse", 1513 MENUITEM "&Shortcut Keys 2: Number Pad and Nearby Keys", 1514 MENUITEM "&Shortcut Keys 3: Main Keyboard", 1515 // MENUITEM SEPARATOR // MENUITEM "Programmer Functions:",1518 // MENUITEM "Display a specified dialog\tCtrl+M", 1519 END END ///////////////////////////////////////////////////////////////////////////// // // Accelerator Keys: // IDC_BOA3DEDITOR ACCELERATORS BEGIN "^A", 107, ASCII, NOINVERT "^B", 108, ASCII, NOINVERT "^C", 105, ASCII, NOINVERT "^E", 110, ASCII, NOINVERT "^F", 111, ASCII, NOINVERT "^G", 112, ASCII, NOINVERT "^H", 113, ASCII, NOINVERT "^I", 1609, ASCII, NOINVERT "^J", 117, ASCII, NOINVERT "^K", 118, ASCII, NOINVERT "^M", 1519, ASCII, NOINVERT "^N", 3, ASCII, NOINVERT "^O", 1, ASCII, NOINVERT "^P", 1508, ASCII, NOINVERT "^Q", 6, ASCII, NOINVERT "^R", 202, ASCII, NOINVERT "^S", 2, ASCII, NOINVERT "^T", 201, ASCII, NOINVERT "^V", 106, ASCII, NOINVERT "^X", 104, ASCII, NOINVERT "^Y", 102, ASCII, NOINVERT "^Z", 101, ASCII, NOINVERT "^1", 1504, ASCII, NOINVERT "^2", 1511, ASCII, NOINVERT "^3", 1505, ASCII, NOINVERT "^4", 1509, ASCII, NOINVERT "^5", 1510, ASCII, NOINVERT "^6", 1506, ASCII, NOINVERT "^7", 1507, ASCII, NOINVERT "^9", 114, ASCII, NOINVERT "^0", 115, ASCII, NOINVERT VK_LEFT, 117, VIRTKEY, CONTROL, NOINVERT VK_RIGHT, 118, VIRTKEY, CONTROL, NOINVERT VK_UP, 122, VIRTKEY, CONTROL, NOINVERT VK_DOWN, 123, VIRTKEY, CONTROL, NOINVERT VK_TAB, 1609, VIRTKEY, CONTROL, NOINVERT // "^D", 302/402, ASCII, NOINVERT // "^L", 301/401, ASCII, NOINVERT END // Currently available: U,W ///////////////////////////////////////////////////////////////////////////// // // Dialog // 800 DIALOG 10, 10, 516, 211 // Create a new scenario screen 1 STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,448,410,31,10,WS_GROUP LTEXT "6_0",2,35,90,410,20 LTEXT "6_0",3,35,180,210,20 LTEXT "1_63",4,398,250,62,16 LTEXT "~Create a new scenario:",5,28,20,194,14 LTEXT "What is the file name for your new scenario? (max. length 20 characters, letters only) | Examples: thorham, dragonq",6,30,125,292,56 LTEXT "What is the name of your new scenario? (max. length 49 characters) | Examples: 'Hammer of Thor', 'Dragon's Quest'",7,30,46,410,40 LTEXT "0_5",8,332,250,62,16 LTEXT "*Start with surface terrain",9,30,220,177,15 LTEXT "2_0",10,211,223,38,15 END 801 DIALOG 10, 10, 467, 392 // Create a new scenario screen 2 STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,281,268,31,10,WS_GROUP LTEXT "6_0",2,281,117,75,16 LTEXT "6_0",3,281,143,75,16 LTEXT "+",4,27,46,405,124 LTEXT "+",5,27,179,405,172 LTEXT "0_5",6,305,361,62,16 LTEXT "1_63",7,371,361,60,15 LTEXT "~How big is your scenario?",8,24,24,278,17 LTEXT "~Size of Outdoors:",9,31,50,158,18 LTEXT "The outdoors for your scenario can have up to 100 48x48 sections. Note, however, that more than 50 sections may be a bit too large.",10,42,70,377,39 LTEXT "Your scenario will start with one 48x48 town. You can add more small, medium, and large towns once the scenario is created.",11,31,191,383,52 LTEXT "*Width of outdoors (0...50)",12,89,118,181,15 LTEXT "*Height of outdoors (0...50)",13,89,143,181,15 LTEXT "~Place a starter town?",14,31,246,235,16 LTEXT "If this option is selected, Town number 0 in your scenario is 'Warrior's Grove,' a predesigned town with shops, inns, etc. This is a GREAT place to start for beginner scenario designers, and lets you put off designing characters.",15,42,263,383,53 LTEXT "*Include starter town",16,91,321,134,15 LTEXT "2_0",17,229,324,38,15 END 803 DIALOG 10, 10, 610, 387 // Basic Scenario Details STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,579,523,31,10,WS_GROUP LTEXT "6_0",2,158,98,43,16 LTEXT "6_0",3,211,98,43,16 LTEXT "6_0",4,264,98,43,16 LTEXT "6_0",5,158,124,380,47 LTEXT "6_0",6,158,179,380,60 LTEXT "6_0",7,158,252,380,22 LTEXT "6_0",8,158,286,44,16 LTEXT "6_0",9,269,286,44,16 LTEXT "1_63",10,500,392,54,16 LTEXT "2_0",11,156,323,23,14 LTEXT "2_0",12,156,340,23,14 LTEXT "2_0",13,156,357,23,14 LTEXT "2_0",14,156,374,32,15 LTEXT "*High",15,219,287,43,15 LTEXT "*Level range: Low ",16,26,287,135,14 LTEXT "*Scenario Name:",17,26,251,121,17 LTEXT "*Rating:",18,26,319,54,14 LTEXT "*Everyone",19,83,319,46,15 LTEXT "*Teen",20,83,336,46,15 LTEXT "*Mature",21,83,353,46,15 LTEXT "*Adult",22,83,370,64,16 LTEXT "This is where you can define the various pieces of information the user will see when deciding whether or not to play your scenario. The meanings of all these fields are given in the documentation.",23,27,41,511,53 LTEXT "~Scenario Details",24,27,24,256,17 LTEXT "*Version number:",25,26,99,120,14 LTEXT "*Credits:",26,26,125,125,14 LTEXT "*Description:",27,26,182,120,14 LTEXT "0_5",28,432,392,62,16 END 804 DIALOG 10, 10, 700, 700 // Scenario Icon/Intro STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,369,337,31,10,WS_GROUP LTEXT "6_0",2,33,134,520,59 LTEXT "6_0",3,33,200,520,59 LTEXT "6_0",4,33,266,520,59 LTEXT "6_0",5,33,332,520,59 LTEXT "6_0",6,33,398,520,59 LTEXT "6_0",7,33,464,520,59 LTEXT "6_0",8,410,76,70,16 LTEXT "1_63",9,489,560,61,16 LTEXT "0_5",10,423,560,63,16 LTEXT "~Scenario Icon/Intro",11,26,27,256,17 LTEXT "You can select a graphic the user sees when seeing this part of the intro. Give the resource number for a graphic which you provide. If you are not providing a custom graphic for this, leave this at -1.",12,26,46,313,64 LTEXT "~Introductory text:",13,26,114,136,15 LTEXT "*Graphic to display:",14,394,56,149,14 LTEXT "*Text number (0..2):",15,394,114,116,15 LTEXT "*a",16,530,114,46,15 LTEXT "Cut, Copy and Paste functions can only be accessed by right-clicking the relevant text box.",17,33,534,520,14 END 805 DIALOG 10, 10, 545, 172 // Set Label Icon STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,369,337,31,10,WS_GROUP LTEXT "6_0",2,387,74,70,16 LTEXT "1_63",3,430,127,61,16 LTEXT "0_5",4,364,127,62,16 LTEXT "~Scenario Label Picture",5,26,27,256,17 LTEXT "You can select what icon the user sees when |selecting your scenario. Give the number of a |graphics resource that contains a 64x64 icon. |If you don't know what to enter, the icons |available are listed in the documentation.",6,26,46,313,64 LTEXT "*Scenario icon number:",7,344,49,149,14 END 808 DIALOG 10,10,610,449 // Edit Horses Dialog Screen STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,272,357,31,10,WS_GROUP LTEXT "6_0",2,184,163,67,16 LTEXT "6_0",3,184,191,67,16 LTEXT "6_0",4,184,219,67,16 LTEXT "6_0",5,184,247,67,16 LTEXT "6_0",6,184,275,67,16 LTEXT "6_0",7,184,303,67,16 LTEXT "6_0",8,299,163,39,16 LTEXT "6_0",9,299,191,39,16 LTEXT "6_0",10,299,219,39,16 LTEXT "6_0",11,299,247,39,16 LTEXT "6_0",12,299,275,39,16 LTEXT "6_0",13,299,303,39,16 LTEXT "6_0",14,380,163,39,16 LTEXT "6_0",15,380,191,39,16 LTEXT "6_0",16,380,219,39,16 LTEXT "6_0",17,380,247,39,16 LTEXT "6_0",18,380,275,39,16 LTEXT "6_0",19,380,303,39,16 LTEXT "1_63",20,520,394,75,16 LTEXT "0_2",21,32,394,63,16 LTEXT "0_3",22,95,394,75,16 LTEXT "*",23,132,163,46,14 LTEXT "*",24,132,191,46,14 LTEXT "*",25,133,219,46,14 LTEXT "*",26,133,247,46,14 LTEXT "*",27,133,274,46,14 LTEXT "*",28,133,302,46,14 LTEXT "5_716",29,-12,28,36,36 LTEXT "~Edit Horses",30,30,26,256,17 LTEXT "There can be up to 30 horses in your scenario, each of which must start in some town. The horses can start as the party's property, if you want.",31,30,45,479,30 LTEXT "Leave the town at -1 to make the horse not exist. |Note that horses can't walk over certain terrain types (like floors). Be careful not to place horses where they're stuck and can't escape. This makes them sad.",32,30,77,479,41 LTEXT "*Town to start in",33,169,133,106,14 LTEXT "*X Location in town",34,280,127,76,25 LTEXT "*Y Location in town",35,362,127,81,26 LTEXT "*Horse number",36,30,163,97,14 LTEXT "*Horse number",37,30,191,97,14 LTEXT "*Horse number",38,31,219,97,14 LTEXT "*Horse number",39,31,247,97,14 LTEXT "*Horse number",40,31,274,97,14 LTEXT "*Horse number",41,31,302,97,14 LTEXT "*Not Party Property",42,447,127,70,26 LTEXT "2_0",43,458,163,46,14 LTEXT "2_0",44,458,191,46,14 LTEXT "2_0",45,458,219,46,14 LTEXT "2_0",46,458,247,46,14 LTEXT "2_0",47,458,275,46,14 LTEXT "2_0",48,458,303,46,14 LTEXT "0_53",49,520,161,66,23 LTEXT "0_53",50,520,189,66,23 LTEXT "0_53",51,520,217,66,23 LTEXT "0_53",52,520,245,66,23 LTEXT "0_53",53,520,273,66,23 LTEXT "0_53",54,520,301,66,23 LTEXT "This collection of horse records will have no effect in the game itself, unless you insert the printout into the Start scen state of your scenario. Printout is found at the bottom of the file created by the Write Scenario Text To Text File command.",55,30,334,479,41 END 809 DIALOG 10,10,610,449 // Edit Boats Dialog Screen STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,272,357,31,10,WS_GROUP LTEXT "6_0",2,184,163,67,16 LTEXT "6_0",3,184,191,67,16 LTEXT "6_0",4,184,219,67,16 LTEXT "6_0",5,184,247,67,16 LTEXT "6_0",6,184,275,67,16 LTEXT "6_0",7,184,303,67,16 LTEXT "6_0",8,299,163,39,16 LTEXT "6_0",9,299,191,39,16 LTEXT "6_0",10,299,219,39,16 LTEXT "6_0",11,299,247,39,16 LTEXT "6_0",12,299,275,39,16 LTEXT "6_0",13,299,303,39,16 LTEXT "6_0",14,380,163,39,16 LTEXT "6_0",15,380,191,39,16 LTEXT "6_0",16,380,219,39,16 LTEXT "6_0",17,380,247,39,16 LTEXT "6_0",18,380,275,39,16 LTEXT "6_0",19,380,303,39,16 LTEXT "1_63",20,520,394,75,16 LTEXT "0_2",21,32,394,63,16 LTEXT "0_3",22,95,394,75,16 LTEXT "*",23,132,163,46,14 LTEXT "*",24,132,191,46,14 LTEXT "*",25,133,219,46,14 LTEXT "*",26,133,247,46,14 LTEXT "*",27,133,274,46,14 LTEXT "*",28,133,302,46,14 LTEXT "5_716",29,-12,28,36,36 LTEXT "~Edit Boats",30,30,26,256,17 LTEXT "There can be up to 30 boats in your scenario, each of which must start in some town. The boats can start as the party's property, if you want.",31,30,45,479,30 LTEXT "Leave the town at -1 to make the boat not exist.",32,30,77,479,41 LTEXT "*Town to start in",33,169,133,106,14 LTEXT "*X Location in town",34,280,127,76,25 LTEXT "*Y Location in town",35,362,127,81,26 LTEXT "*Boat number",36,30,163,97,14 LTEXT "*Boat number",37,30,191,97,14 LTEXT "*Boat number",38,31,219,97,14 LTEXT "*Boat number",39,31,247,97,14 LTEXT "*Boat number",40,31,274,97,14 LTEXT "*Boat number",41,31,302,97,14 LTEXT "*Not Party Property",42,447,127,70,26 LTEXT "2_0",43,458,163,46,14 LTEXT "2_0",44,458,191,46,14 LTEXT "2_0",45,458,219,46,14 LTEXT "2_0",46,458,247,46,14 LTEXT "2_0",47,458,275,46,14 LTEXT "2_0",48,458,303,46,14 LTEXT "0_53",49,520,161,66,23 LTEXT "0_53",50,520,189,66,23 LTEXT "0_53",51,520,217,66,23 LTEXT "0_53",52,520,245,66,23 LTEXT "0_53",53,520,273,66,23 LTEXT "0_53",54,520,301,66,23 LTEXT "This collection of boat records will have no effect in the game itself, unless you insert the printout into the Start scen state of your scenario. Printout is found at the bottom of the file created by the Write Scenario Text To Text File command.",55,30,334,479,41 END 810 DIALOG 10, 10, 521, 434 // Variable Town Entry STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,397,550,67,16,WS_GROUP LTEXT "6_0",2,118,160,40,16 LTEXT "6_0",3,118,188,40,16 LTEXT "6_0",4,118,216,40,16 LTEXT "6_0",5,118,244,40,16 LTEXT "6_0",6,118,272,40,16 LTEXT "6_0",7,118,300,40,16 LTEXT "6_0",8,118,328,40,16 LTEXT "6_0",9,118,356,40,16 LTEXT "6_0",10,118,384,40,16 LTEXT "6_0",11,118,412,40,16 LTEXT "6_0",12,204,160,40,16 LTEXT "6_0",13,204,188,40,16 LTEXT "6_0",14,204,216,40,16 LTEXT "6_0",15,204,244,40,16 LTEXT "6_0",16,204,272,40,16 LTEXT "6_0",17,204,300,40,16 LTEXT "6_0",18,204,328,40,16 LTEXT "6_0",19,204,356,40,16 LTEXT "6_0",20,204,384,40,16 LTEXT "6_0",21,204,412,40,16 LTEXT "6_0",22,290,160,40,16 LTEXT "6_0",23,290,188,40,16 LTEXT "6_0",24,290,216,40,16 LTEXT "6_0",25,290,244,40,16 LTEXT "6_0",26,290,272,40,16 LTEXT "6_0",27,290,300,40,16 LTEXT "6_0",28,290,328,40,16 LTEXT "6_0",29,290,356,40,16 LTEXT "6_0",30,290,384,40,16 LTEXT "6_0",31,290,412,40,16 LTEXT "1_63",32,510,495,67,16 LTEXT "~Variable Town Entry",33,24,24,256,17 LTEXT "*When the party enters a town, you can have the exact town entered vary, depending on circumstances. To do this, specify a town number below, and the Stuff Done Flag (X,Y) whose value will be added to the town number when that town is entered.",34,24,43,520,40 LTEXT "*Leave the town at -1 for this to have no effect. For more information on how this works, see the documentation.",35,24,86,520,27 LTEXT "*Town Entered",36,110,125,50,25 LTEXT "*Stuff Done Flag: X",37,197,125,93,25 LTEXT "*Stuff Done Flag: Y",38,283,125,93,25 LTEXT "0_109",39,35,158,75,16 LTEXT "0_109",40,35,186,75,16 LTEXT "0_109",41,35,214,75,16 LTEXT "0_109",42,35,242,75,16 LTEXT "0_109",43,35,270,75,16 LTEXT "0_109",44,35,298,75,16 LTEXT "0_109",45,35,326,75,16 LTEXT "0_109",46,35,354,75,16 LTEXT "0_109",47,35,382,75,16 LTEXT "0_109",48,35,410,75,16 LTEXT "+",49,360,160,200,16 LTEXT "+",50,360,188,200,16 LTEXT "+",51,360,216,200,16 LTEXT "+",52,360,244,200,16 LTEXT "+",53,360,272,200,16 LTEXT "+",54,360,300,200,16 LTEXT "+",55,360,328,200,16 LTEXT "+",56,360,356,200,16 LTEXT "+",57,360,384,200,16 LTEXT "+",58,360,412,200,16 LTEXT "0_56",59,430,495,67,16 LTEXT "*Town number can be entered by one of the white boxes or by the dialog screen created by the Choose button. If entering by a white box, pressing the Name button will show the correct town names for all valid town numbers.",60,24,440,520,30 END 812 DIALOG 10, 10, 588, 385 // Item Placement Shortcuts STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,292,578,31,10,WS_GROUP LTEXT "6_0",2,31,209,39,16 LTEXT "6_0",3,31,237,39,16 LTEXT "6_0",4,31,265,39,16 LTEXT "6_0",5,31,293,39,16 LTEXT "6_0",6,31,321,39,16 LTEXT "6_0",7,31,349,39,16 LTEXT "6_0",8,31,377,39,16 LTEXT "6_0",9,31,405,39,16 LTEXT "6_0",10,31,433,39,16 LTEXT "6_0",11,31,461,39,16 LTEXT "6_0",12,144,209,39,16 LTEXT "6_0",13,144,237,39,16 LTEXT "6_0",14,144,265,39,16 LTEXT "6_0",15,144,293,39,16 LTEXT "6_0",16,144,321,39,16 LTEXT "6_0",17,144,349,39,16 LTEXT "6_0",18,144,377,39,16 LTEXT "6_0",19,144,405,39,16 LTEXT "6_0",20,144,433,39,16 LTEXT "6_0",21,144,461,39,16 LTEXT "6_0",22,386,129,42,17 LTEXT "1_63",23,478,550,63,16 LTEXT "0_5",24,280,550,62,16 LTEXT "0_3",25,89,550,75,16 LTEXT "0_2",26,27,550,62,16 LTEXT "*",27,187,131,46,14 LTEXT "*(Leave this at -1 for no shortcut.)",28,290,150,200,14 LTEXT "~Item Placement Shortcuts",29,26,18,256,17 LTEXT "You can design shortcuts for automatic placement of items in towns. When editing towns, if you select the Add Random Items menu item, the edit will randomly place items you specify in terrain types you specify.",30,26,37,500,40 LTEXT "Enter the terrain type to contain the items, the numbers of the items to place, and the percentage chance (0-100) that the item is placed there. For more details, see the documentation.",31,26,82,500,41 LTEXT "*Item shortcut number:",32,26,131,155,14 LTEXT "*Terrain type number:",33,245,131,136,14 LTEXT "*Number of item to place:",34,26,170,98,26 LTEXT "*Chance of placing: (0-100%)",35,141,170,119,26 LTEXT "+",36,290,180,236,16 LTEXT "0_56",37,412,550,62,16 LTEXT "2_0",38,191,153,26,13 LTEXT "*Items are always property:",39,26,150,155,14 LTEXT "0_109",40,434,126,63,16 LTEXT "0_109",41,76,207,63,13 LTEXT "0_109",42,76,235,63,13 LTEXT "0_109",43,76,263,63,13 LTEXT "0_109",44,76,291,63,13 LTEXT "0_109",45,76,319,63,13 LTEXT "0_109",46,76,347,63,13 LTEXT "0_109",47,76,375,63,13 LTEXT "0_109",48,76,403,63,13 LTEXT "0_109",49,76,431,63,13 LTEXT "0_109",50,76,459,63,13 LTEXT "+",51,200,209,310,16 LTEXT "+",52,200,237,310,16 LTEXT "+",53,200,265,310,16 LTEXT "+",54,200,293,310,16 LTEXT "+",55,200,321,310,16 LTEXT "+",56,200,349,310,16 LTEXT "+",57,200,377,310,16 LTEXT "+",58,200,405,310,16 LTEXT "+",59,200,433,310,16 LTEXT "+",60,200,461,310,16 LTEXT "Terrain type and item numbers can be entered via the white boxes or by the dialog screens created by the Choose buttons. If entering numbers by the white boxes, pressing the Name button shows the correct names for each number.",61,24,490,480,50 LTEXT "0_53",62,346,550,62,16 END 820 DIALOG 10, 10, 530, 386 // Select Item/Monster/Town Screen STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,279,223,31,10,WS_GROUP LTEXT "1_63",2,520,440,75,16 LTEXT "~Select:",3,29,23,256,17 LTEXT "0_2",4,450,380,62,16 LTEXT "0_3",5,520,380,75,16 LTEXT "0_5",6,450,440,62,16 LTEXT "*",7,110,46,250,13 LTEXT "2_0",8,80,48,23,14 LTEXT "*",9,110,61,250,13 LTEXT "2_0",10,80,62,23,14 LTEXT "*",11,110,76,250,13 LTEXT "2_0",12,80,77,23,14 LTEXT "*",13,110,91,250,13 LTEXT "2_0",14,80,92,23,14 LTEXT "*",15,110,106,250,13 LTEXT "2_0",16,80,107,23,14 LTEXT "*",17,110,121,250,13 LTEXT "2_0",18,80,122,23,14 LTEXT "*",19,110,136,250,13 LTEXT "2_0",20,80,137,23,14 LTEXT "*",21,110,151,250,13 LTEXT "2_0",22,80,152,23,14 LTEXT "*",23,110,166,250,13 LTEXT "2_0",24,80,167,23,14 LTEXT "*",25,110,181,250,13 LTEXT "2_0",26,80,182,23,14 LTEXT "*",27,110,196,250,13 LTEXT "2_0",28,80,197,23,14 LTEXT "*",29,110,211,250,13 LTEXT "2_0",30,80,212,23,14 LTEXT "*",31,110,226,250,13 LTEXT "2_0",32,80,227,23,14 LTEXT "*",33,110,241,250,13 LTEXT "2_0",34,80,242,23,14 LTEXT "*",35,110,256,250,13 LTEXT "2_0",36,80,257,23,14 LTEXT "*",37,110,271,250,13 LTEXT "2_0",38,80,272,23,14 LTEXT "*",39,110,286,250,13 LTEXT "2_0",40,80,287,23,14 LTEXT "*",41,110,301,250,13 LTEXT "2_0",42,80,302,23,14 LTEXT "*",43,110,316,250,13 LTEXT "2_0",44,80,317,23,14 LTEXT "*",45,110,331,250,13 LTEXT "2_0",46,80,332,23,14 LTEXT "*",47,110,346,250,13 LTEXT "2_0",48,80,347,23,14 LTEXT "*",49,110,361,250,13 LTEXT "2_0",50,80,362,23,14 LTEXT "*",51,110,376,250,13 LTEXT "2_0",52,80,377,23,14 LTEXT "*",53,110,391,250,13 LTEXT "2_0",54,80,392,23,14 LTEXT "*",55,110,406,250,13 LTEXT "2_0",56,80,407,23,14 LTEXT "*",57,30,46,45,13 LTEXT "*",58,30,61,45,13 LTEXT "*",59,30,76,45,13 LTEXT "*",60,30,91,45,13 LTEXT "*",61,30,106,45,13 LTEXT "*",62,30,121,45,13 LTEXT "*",63,30,136,45,13 LTEXT "*",64,30,151,45,13 LTEXT "*",65,30,166,45,13 LTEXT "*",66,30,181,45,13 LTEXT "*",67,30,196,45,13 LTEXT "*",68,30,211,45,13 LTEXT "*",69,30,226,45,13 LTEXT "*",70,30,241,45,13 LTEXT "*",71,30,256,45,13 LTEXT "*",72,30,271,45,13 LTEXT "*",73,30,286,45,13 LTEXT "*",74,30,301,45,13 LTEXT "*",75,30,316,45,13 LTEXT "*",76,30,331,45,13 LTEXT "*",77,30,346,45,13 LTEXT "*",78,30,361,45,13 LTEXT "*",79,30,376,45,13 LTEXT "*",80,30,391,45,13 LTEXT "*",81,30,406,45,13 LTEXT "*Start at slot 50:",82,380,51,110,14 LTEXT "0_63",83,500,48,75,16 LTEXT "*Start at slot 100:",84,380,81,110,14 LTEXT "0_63",85,500,78,75,16 LTEXT "*Start at slot 150:",86,380,111,110,14 LTEXT "0_63",87,500,108,75,16 LTEXT "*Start at slot 200:",88,380,141,110,14 LTEXT "0_63",89,500,138,75,16 LTEXT "*Start at slot 250:",90,380,171,110,14 LTEXT "0_63",91,500,168,75,16 LTEXT "*Start at slot 300:",92,380,201,110,14 LTEXT "0_63",93,500,198,75,16 LTEXT "*Start at slot 350:",94,380,231,110,14 LTEXT "0_63",95,500,228,75,16 LTEXT "*Start at slot 400:",96,380,261,110,14 LTEXT "0_63",97,500,258,75,16 LTEXT "*Start at slot 450:",98,380,291,110,14 LTEXT "0_63",99,500,288,75,16 END 825 DIALOG 10, 10, 391, 150 // Set Special Number STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,371,138,31,10,WS_GROUP LTEXT "6_0",2,143,90,75,16 LTEXT "1_63",3,265,212,62,16 LTEXT "~Set Special Number:",4,24,29,256,17 LTEXT "Which special should be called when this space is entered? (Should be in the range 10 to 99.)",5,24,48,300,35 LTEXT "Special node:",6,54,90,84,16 LTEXT "0_5",7,199,212,62,16 LTEXT "Towns only: you may be able to place specials with numbers as high as 199.",8,24,122,300,35 LTEXT "For an existing placed special: choosing Cancel removes it completely while choosing OK retains it.",9,24,162,300,35 END 828 DIALOG 10, 10, 325, 103 // How many dialog screen STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,371,138,31,10,WS_GROUP LTEXT "6_0",2,25,49,75,16 LTEXT "1_63",3,217,92,62,16 LTEXT "~How Many?",4,22,23,256,17 END 829 DIALOG 10, 10, 337, 159 // How many dialog screen STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,400,138,31,10,WS_GROUP LTEXT "6_0",2,26,46,340,67 LTEXT "1_63",3,309,132,62,16 LTEXT "~How Many?",4,23,22,256,17 END 830 DIALOG 10, 10, 360, 241 // Create New Town STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,479,423,31,10,WS_GROUP LTEXT "6_0",2,123,117,180,16 LTEXT "1_63",3,285,249,62,16 LTEXT "~Create New Town",4,28,24,150,17 LTEXT "*Town name:",5,28,116,84,14 LTEXT "*Town size:",6,28,151,77,14 LTEXT "*Large (64x64)",7,123,151,139,14 LTEXT "*Medium (48x48)",8,123,168,139,14 LTEXT "*Small (32x32)",9,123,185,139,14 LTEXT "2_0",10,281,152,23,14 LTEXT "2_0",11,281,169,23,14 LTEXT "2_0",12,281,186,23,14 LTEXT "*Creating town number:",13,28,46,147,14 LTEXT "*",14,179,46,33,14 LTEXT "0_5",15,220,249,62,16 LTEXT "Note: Your new town will be tacked onto the end|of your current town list.|Town name must be less than 20 characters long.",16,44,64,300,48 LTEXT "*On surface?",17,28,214,139,14 LTEXT "2_0",18,206,217,23,14 END 832 DIALOG 10, 10, 624, 566 // EDIT TOWN DETAILS STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,434,337,31,10,WS_GROUP LTEXT "6_0",2,127,60,151,16 LTEXT "6_0",3,196,191,50,16 LTEXT "6_0",4,165,244,50,16 LTEXT "6_0",5,165,268,50,16 LTEXT "6_0",6,165,292,50,16 LTEXT "6_0",7,165,316,50,16 LTEXT "6_0",8,165,340,50,16 LTEXT "6_0",9,435,60,135,16 LTEXT "6_0",10,510,94,50,16 LTEXT "6_0",11,510,133,50,16 LTEXT "6_0",12,510,172,50,16 LTEXT "6_0",13,510,196,50,16 LTEXT "6_0",14,510,220,50,16 LTEXT "6_0",17,510,279,50,16 LTEXT "6_0",18,392,412,40,16 LTEXT "6_0",19,442,412,40,16 LTEXT "6_0",20,392,436,40,16 LTEXT "6_0",21,442,436,40,16 LTEXT "6_0",22,392,460,40,16 LTEXT "6_0",23,442,460,40,16 LTEXT "6_0",24,392,484,40,16 LTEXT "6_0",25,442,484,40,16 LTEXT "6_0",26,514,412,40,16 LTEXT "6_0",27,514,436,40,16 LTEXT "6_0",28,514,460,40,16 LTEXT "6_0",29,514,484,40,16 LTEXT "1_63",30,515,568,63,16 LTEXT "0_5",31,443,568,62,16 LTEXT "2_0",32,192,172,32,15 LTEXT "2_0",33,271,102,23,14 LTEXT "2_0",34,271,119,23,14 LTEXT "2_0",35,271,135,23,14 LTEXT "2_0",36,271,153,22,15 LTEXT "*Y",37,449,392,34,15 LTEXT "*Special State",38,490,392,88,15 LTEXT "Exit town location and special state: |(these are the locations the party ends up at outdoors and the special state called if they leave in the given direction. Leave at -1 for the regular location to be used.)",39,299,321,276,64 LTEXT "Out of town floor |(-1 is default, means to just use whatever floor is at the edge)",40,299,266,201,45 LTEXT "Basic Wall Types: |600 - Smooth stone with trim |601 - Stone blocks |602 -Dirt |603 - Rough stone |604 - Vahnatai |605 - Wood |614 - Underground cliff (walls only) |616 - Surface cliff (walls only) ",43,21,363,135,152 LTEXT "Basic Cliff Types: |650 - Dirt |651 - Stone |652 - Old Wall |653 - Dark Dirt |655 - Smooth Marble |657 - Surface cliff |658 - Underground cliff|",44,157,363,142,151 LTEXT "For a full list of wall and cliff types, see the editor documentation.",45,21,528,278,32 LTEXT "*APPEARANCE SETTINGS",46,23,222,206,15 LTEXT "*Wall 1 height",47,23,269,135,14 LTEXT "*Wall 2 sheet",48,23,293,135,14 LTEXT "*Wall 2 height",49,23,317,135,14 LTEXT "*Cliff sheet",50,23,341,135,14 LTEXT "*Wall 1 sheet",51,23,245,135,14 LTEXT "*X",53,400,392,35,15 LTEXT "*Top",54,326,413,49,15 LTEXT "*Left",55,327,437,49,15 LTEXT "*Bottom",56,327,461,53,15 LTEXT "*Right",57,328,485,49,15 LTEXT "*Background sound |(-1 for none, 0 for outdoors)",59,299,128,207,29 LTEXT "*Beam type (0 - no beams, 1 - damage, 2 - impassable)",60,299,88,204,29 LTEXT "*Town is hidden",61,299,221,200,14 LTEXT "*Town kill day",62,299,173,200,14 LTEXT "*Town kill prevent event",63,299,194,200,27 LTEXT "*Creature respawn chance",64,23,192,169,15 LTEXT "*Town script:",65,299,61,120,14 LTEXT "*Town name:",66,23,60,98,16 LTEXT "*Town is on surface",67,23,169,164,15 LTEXT "*Gets dark 10x faster",68,95,133,166,13 LTEXT "*Lighting:",69,23,99,63,14 LTEXT "*Fully Lit",70,95,99,164,14 LTEXT "*Dark",71,95,116,164,14 LTEXT "*Totally dark (no light)",72,95,150,164,15 LTEXT "~EDIT TOWN DETAILS",73,23,23,256,17 END 835 DIALOG 10, 10, 536, 310 // Town wandering monsters STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,505,608,63,17,WS_GROUP LTEXT "6_0",2,128,108,39,16 LTEXT "6_0",3,128,136,39,16 LTEXT "6_0",4,128,164,39,16 LTEXT "6_0",5,128,192,39,16 LTEXT "6_0",6,128,220,39,16 LTEXT "6_0",7,128,248,39,16 LTEXT "6_0",8,193,108,39,16 LTEXT "6_0",9,193,136,39,16 LTEXT "6_0",10,193,164,39,16 LTEXT "6_0",11,193,192,39,16 LTEXT "6_0",12,193,220,39,16 LTEXT "6_0",13,193,248,39,16 LTEXT "6_0",14,258,108,39,16 LTEXT "6_0",15,258,136,39,16 LTEXT "6_0",16,258,164,39,16 LTEXT "6_0",17,258,192,39,16 LTEXT "6_0",18,258,220,39,16 LTEXT "6_0",19,258,248,39,16 LTEXT "6_0",20,323,108,39,16 LTEXT "6_0",21,323,136,39,16 LTEXT "6_0",22,323,164,39,16 LTEXT "6_0",23,323,192,39,16 LTEXT "6_0",24,323,220,39,16 LTEXT "6_0",25,323,248,39,16 LTEXT "There can be four different types of groups that appear. A -1 means no monster there. Leave everything at -1 for no wandering monsters in the town/dungeon.",26,27,48,461,34 LTEXT "~Town wandering monsters",27,28,28,256,17 LTEXT "*Group 1",28,122,86,58,14 LTEXT "*Group 2",29,187,86,58,14 LTEXT "*Group 3",30,252,86,58,14 LTEXT "*Group 4",31,317,86,58,14 LTEXT "*Monster 1",32,27,109,109,14 LTEXT "*Monster 2",33,27,137,109,14 LTEXT "*Monster 3",34,27,165,109,14 LTEXT "*Monster 4",35,27,193,119,14 LTEXT "*Monster 5",36,27,221,109,14 LTEXT "*Monster 6",37,27,249,119,14 LTEXT "1_63",38,495,562,63,17 LTEXT "0_109",39,117,272,62,17 LTEXT "0_109",40,182,272,63,17 LTEXT "0_109",41,247,272,63,17 LTEXT "0_109",42,312,272,63,17 LTEXT "*Monster 1",43,27,370,70,14 LTEXT "*Monster 2",44,27,398,70,14 LTEXT "*Monster 3",45,27,426,70,14 LTEXT "*Monster 4",46,27,454,70,14 LTEXT "*Monster 5",47,27,482,70,14 LTEXT "*Monster 6",48,27,510,70,14 LTEXT "6_0",49,200,370,39,16 LTEXT "6_0",50,200,398,39,16 LTEXT "6_0",51,200,426,39,16 LTEXT "6_0",52,200,454,39,16 LTEXT "6_0",53,200,482,39,16 LTEXT "6_0",54,200,510,39,16 LTEXT "0_109",55,117,368,63,17 LTEXT "0_109",56,117,396,63,17 LTEXT "0_109",57,117,424,63,17 LTEXT "0_109",58,117,452,63,17 LTEXT "0_109",59,117,480,63,17 LTEXT "0_109",60,117,508,63,17 LTEXT "+",61,310,370,230,16 LTEXT "+",62,310,398,230,16 LTEXT "+",63,310,426,230,16 LTEXT "+",64,310,454,230,16 LTEXT "+",65,310,482,230,16 LTEXT "+",66,310,510,230,16 LTEXT "0_52",67,117,300,62,17 LTEXT "0_52",68,182,300,63,17 LTEXT "0_52",69,247,300,63,17 LTEXT "0_52",70,312,300,63,17 LTEXT "0_53",71,300,562,63,17 LTEXT "0_56",72,365,562,63,17 LTEXT "0_29",73,430,562,63,17 LTEXT "*Press the Create button under a group of monsters to select that group only. |Press the Delete button to erase the entire group. |Edit the group as you wish then press the Save button to record the changes.",74,390,108,150,150 LTEXT "*If entering numbers via the white boxes, pressing the Name button will refresh the display of names.",75,390,268,150,50 LTEXT "+",76,260,370,35,16 LTEXT "+",77,260,398,35,16 LTEXT "+",78,260,426,35,16 LTEXT "+",79,260,454,35,16 LTEXT "+",80,260,482,35,16 LTEXT "+",81,260,510,35,16 LTEXT "*Type",82,200,348,50,14 LTEXT "*Level",83,260,348,50,14 LTEXT "*Name",84,320,348,50,14 END 837 DIALOG 10, 10, 576, 750 // Edit Placed Creature STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,600,336,31,10,WS_GROUP LTEXT "6_0",2,171,256,164,16 LTEXT "6_0",3,44,196,89,16 LTEXT "6_0",4,148,196,70,16 LTEXT "6_0",5,44,221,89,16 LTEXT "6_0",6,148,221,70,16 LTEXT "6_0",7,194,282,72,16 LTEXT "6_0",8,194,306,72,16 LTEXT "6_0",9,194,330,72,16 LTEXT "6_0",10,194,354,72,16 LTEXT "6_0",11,194,378,72,16 LTEXT "6_0",12,148,95,40,16 LTEXT "6_0",13,276,459,67,16 LTEXT "6_0",14,276,483,67,16 LTEXT "6_0",15,438,310,72,16 LTEXT "6_0",16,438,334,72,16 LTEXT "6_0",17,438,358,72,16 LTEXT "6_0",18,438,382,72,16 LTEXT "6_0",19,438,406,72,16 LTEXT "6_0",20,438,430,72,16 LTEXT "6_0",21,438,454,72,16 LTEXT "6_0",22,438,478,72,16 LTEXT "6_0",23,438,502,72,16 LTEXT "6_0",24,438,526,72,16 LTEXT "*Day For Appear/Disappear:",25,40,459,221,15 LTEXT "*Event Creature Linked To (0 = none)",26,40,483,223,17 LTEXT "2_0",27,327,122,23,14 LTEXT "2_0",28,327,138,23,14 LTEXT "2_0",29,462,122,23,14 LTEXT "2_0",30,462,138,23,14 LTEXT "1_63",31,478,562,63,16 LTEXT "0_5",32,206,562,62,16 LTEXT "0_109",33,450,92,75,16 LTEXT "0_109",34,450,193,75,16 LTEXT "0_109",35,450,218,75,16 LTEXT "0_109",36,283,429,75,16 LTEXT "*",37,416,30,50,15 LTEXT "+",38,200,95,210,16 LTEXT "+",39,44,432,229,15 LTEXT "~Edit Placed Creature",40,25,30,138,17 LTEXT "*Creature script:",41,34,256,120,14 LTEXT "*Memory Cells",42,377,284,109,14 LTEXT "*Extra Items",43,34,156,183,14 LTEXT "*Personality",44,34,282,143,14 LTEXT "Enter the information for this monster/townsperson. You only need to worry about the personality if this is not a hostile monster. ",45,25,53,480,33 LTEXT "*Creature number:",46,288,30,126,15 LTEXT "~Creature type:",47,34,95,115,15 LTEXT "*Creature starting attitude:",48,34,122,169,15 LTEXT "~Creature Appearance Type:",49,33,409,187,15 LTEXT "*Character ID",50,34,307,144,14 LTEXT "+",51,229,196,210,16 LTEXT "+",52,229,221,210,16 LTEXT "*Chance",53,41,175,90,14 LTEXT "*Item Type",54,144,175,90,14 LTEXT "*Hidden Class",55,34,330,143,14 LTEXT "*Act at distance",56,34,355,144,14 LTEXT "*Unique NPC",57,34,379,144,14 LTEXT "*Arrow keys don't save any data:| Save or OK buttons will do so.",58,34,507,225,40 LTEXT "*Cell 0",59,381,310,50,14 LTEXT "*Cell 1",60,381,334,50,14 LTEXT "*Cell 2",61,381,358,50,14 LTEXT "*Cell 3",62,381,382,50,14 LTEXT "*Cell 4",63,381,406,50,14 LTEXT "*Cell 5",64,381,430,50,14 LTEXT "*Cell 6",65,381,454,50,14 LTEXT "*Cell 7",66,381,478,50,14 LTEXT "*Cell 8",67,381,502,50,14 LTEXT "*Cell 9",68,381,526,50,14 LTEXT "0_3",69,89,562,75,16 LTEXT "0_2",70,27,562,62,16 LTEXT "0_53",71,274,562,63,16 LTEXT "0_29",72,410,562,62,16 LTEXT "0_56",73,342,562,63,16 LTEXT "0_109",74,340,254,63,16 END 838 DIALOG 10,10,576,571 // Edit Terrain Script STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,600,336,31,10,WS_GROUP LTEXT "~Edit Terrain Script",2,25,30,138,17 LTEXT "*Script number:",3,34,53,85,15 LTEXT "*",4,130,53,20,15 LTEXT "*Terrain script name (13 characters or less):",5,34,109,220,14 LTEXT "6_0",6,50,140,164,16 LTEXT "*Memory Cells",7,50,180,109,14 LTEXT "*Cell 0",8,34,212,50,14 LTEXT "*Cell 1",9,34,236,50,14 LTEXT "*Cell 2",10,34,260,50,14 LTEXT "*Cell 3",11,34,284,50,14 LTEXT "*Cell 4",12,34,309,50,14 LTEXT "*Cell 5",13,34,333,50,14 LTEXT "*Cell 6",14,34,357,50,14 LTEXT "*Cell 7",15,34,381,50,14 LTEXT "*Cell 8",16,34,405,50,14 LTEXT "*Cell 9",17,34,428,50,14 LTEXT "6_0",18,91,211,72,16 LTEXT "6_0",19,91,235,72,16 LTEXT "6_0",20,91,259,72,16 LTEXT "6_0",21,91,283,72,16 LTEXT "6_0",22,91,307,72,16 LTEXT "6_0",23,91,331,72,16 LTEXT "6_0",24,91,355,72,16 LTEXT "6_0",25,91,379,72,16 LTEXT "6_0",26,91,403,72,16 LTEXT "6_0",27,91,427,72,16 LTEXT "0_2",28,27,466,62,16 LTEXT "0_3",29,89,466,62,16 LTEXT "0_29",30,250,466,62,16 LTEXT "0_5",31,180,466,62,16 LTEXT "1_63",32,320,466,69,16 LTEXT "*Script exists:",33,190,53,75,15 LTEXT "*",34,270,53,40,15 LTEXT "~Script Location: x = ",35,34,81,108,17 LTEXT "*",36,150,82,30,15 LTEXT "*y = ",37,190,81,20,15 LTEXT "*",38,220,82,30,15 LTEXT "Left and right buttons do not save the contents of the current dialog screen. |This can be done by either one of the Save and the OK buttons.",39,190,231,200,80 LTEXT "OK then closes this dialog screen while Save leaves it open. ||Press Delete to clear this particular terrain script.",40,190,321,200,80 LTEXT "0_53",41,220,404,69,16 LTEXT "0_109",42,230,138,62,16 LTEXT "Press the Choose button to select the name of a script that has already been placed in this town.",43,190,180,200,40 END 839 DIALOG 10, 10, 521, 526 // Town area descriptions STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,292,238,31,10,WS_GROUP LTEXT "6_0",2,260,67,260,16 LTEXT "6_0",3,260,91,260,16 LTEXT "6_0",4,260,115,260,16 LTEXT "6_0",5,260,139,260,16 LTEXT "6_0",6,260,163,260,16 LTEXT "6_0",7,260,187,260,16 LTEXT "6_0",8,260,211,260,16 LTEXT "6_0",9,260,235,260,16 LTEXT "6_0",10,260,259,260,16 LTEXT "6_0",11,260,283,260,16 LTEXT "6_0",12,260,307,260,16 LTEXT "6_0",13,260,331,260,16 LTEXT "6_0",14,260,355,260,16 LTEXT "6_0",15,260,379,260,16 LTEXT "6_0",16,260,403,260,16 LTEXT "6_0",17,260,427,260,16 LTEXT "1_63",18,530,524,66,16 LTEXT "0_5",19,456,524,66,16 LTEXT "Descriptive message",20,260,47,140,14 LTEXT "*",21,27,67,100,15 LTEXT "*",22,27,91,100,15 LTEXT "*",23,27,115,100,15 LTEXT "*",24,27,139,100,15 LTEXT "*",25,27,163,100,15 LTEXT "*",26,27,187,100,15 LTEXT "*",27,27,211,100,15 LTEXT "*",28,27,235,100,15 LTEXT "*",29,27,259,100,15 LTEXT "*",30,27,283,100,15 LTEXT "*",31,27,307,100,15 LTEXT "*",32,27,331,100,15 LTEXT "*",33,27,356,100,15 LTEXT "*",34,27,380,100,15 LTEXT "*",35,27,404,100,15 LTEXT "*",36,27,428,100,15 LTEXT "Enter the descriptions for each of the special town rectangles you may have made, or press the delete button to remove them.|Each description must be less than 30 characters in length.",37,30,459,428,36 LTEXT " ",38,320,27,18,16 LTEXT "~Town area descriptions",39,26,27,256,17 LTEXT "Upper Left:",40,27,47,90,14 LTEXT "0_53",41,530,65,66,23 LTEXT "0_53",42,530,89,66,23 LTEXT "0_53",43,530,113,66,23 LTEXT "0_53",44,530,137,66,23 LTEXT "0_53",45,530,161,66,23 LTEXT "0_53",46,530,185,66,23 LTEXT "0_53",47,530,209,66,23 LTEXT "0_53",48,530,233,66,23 LTEXT "0_53",49,530,257,66,23 LTEXT "0_53",50,530,281,66,23 LTEXT "0_53",51,530,305,66,23 LTEXT "0_53",52,530,329,66,23 LTEXT "0_53",53,530,353,66,23 LTEXT "0_53",54,530,377,66,23 LTEXT "0_53",55,530,401,66,23 LTEXT "0_53",56,530,425,66,23 LTEXT "*",57,140,67,100,15 LTEXT "*",58,140,91,100,15 LTEXT "*",59,140,115,100,15 LTEXT "*",60,140,139,100,15 LTEXT "*",61,140,163,100,15 LTEXT "*",62,140,187,100,15 LTEXT "*",63,140,211,100,15 LTEXT "*",64,140,235,100,15 LTEXT "*",65,140,259,100,15 LTEXT "*",66,140,283,100,15 LTEXT "*",67,140,307,100,15 LTEXT "*",68,140,331,100,15 LTEXT "*",69,140,356,100,15 LTEXT "*",70,140,380,100,15 LTEXT "*",71,140,404,100,15 LTEXT "*",72,140,428,100,15 LTEXT "Lower Right:",73,140,47,90,14 END 840 DIALOG 10, 10, 454, 146 // Palette Button: Create Area Description STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,283,157,31,10,WS_GROUP LTEXT "6_0",2,27,52,332,16 LTEXT "0_5",3,252,134,61,16 LTEXT "~Enter this area's description:",4,22,24,232,17 LTEXT "1_63",5,317,134,62,16 LTEXT "Maximum length: 29 characters.|To edit this later, select Edit Area Descriptions from Town/Outdoor menu.",6,22,78,242,42 END 841 DIALOG 10, 10, 368, 209 // Importing an outdoor zone STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,279,223,31,10,WS_GROUP LTEXT "6_0",2,194,137,52,16 LTEXT "1_63",3,268,180,75,16 LTEXT "~Importing a zone",4,20,23,175,17 LTEXT "What zone do you wish to import?",5,20,132,162,27 LTEXT "Enter a zone number and hit OK, and you will be asked to select a campaign file. The zone with that number in the selected campaign will then be loaded in over the current zone.",6,20,44,301,54 LTEXT "0_5",7,182,180,62,16 LTEXT "Warning: This will write over the zone currently in memory.",8,20,100,300,30 END 842 DIALOG 10,10,576,571 // Edit Placed Item STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,600,336,31,10,WS_GROUP LTEXT "~Edit Placed Item",2,25,30,138,17 LTEXT "*Item number:",3,34,53,85,15 LTEXT "*",4,130,53,40,15 LTEXT "+",5,40,142,264,16 LTEXT "*Item Properties Number:",6,35,280,150,14 LTEXT "*X - Shift: (-5 thru +5)",7,34,192,100,14 LTEXT "*Y - Shift: (-5 thru +5)",8,34,216,100,14 LTEXT "*Charges, if any:",9,34,240,100,14 LTEXT "*Identified",10,34,309,100,14 LTEXT "*Property",11,34,333,100,14 LTEXT "*Contained",12,34,357,100,14 LTEXT "*Cursed",13,34,381,100,14 LTEXT "*Used Today",14,34,405,100,14 LTEXT "6_0",15,170,191,50,16 LTEXT "6_0",16,170,215,50,16 LTEXT "6_0",17,170,239,50,16 LTEXT "2_0",18,150,312,32,16 LTEXT "2_0",19,150,336,32,16 LTEXT "2_0",20,150,360,32,16 LTEXT "2_0",21,150,384,32,16 LTEXT "2_0",22,150,408,32,16 LTEXT "0_2",23,27,466,62,16 LTEXT "0_3",24,89,466,62,16 LTEXT "0_29",25,310,466,62,16 LTEXT "0_5",26,240,466,62,16 LTEXT "1_63",27,380,466,69,16 LTEXT "~Item Location: x = ",28,225,53,108,17 LTEXT "*",29,340,54,20,15 LTEXT "*y = ",30,370,53,20,17 LTEXT "*",31,400,54,20,15 LTEXT "Left and right buttons do not save the contents of the current dialog screen. |This can be done by either one of the Save and the OK buttons.",32,250,211,200,80 LTEXT "OK then closes this dialog screen while Save leaves it open. ||Press Delete to clear this particular item record.",33,250,301,200,80 LTEXT "0_53",34,280,384,69,16 LTEXT "6_0",35,140,112,50,16 LTEXT "*Item type:",36,34,112,85,15 LTEXT "0_109",37,320,140,75,16 LTEXT "*",38,195,280,40,15 LTEXT "*",39,200,312,32,16 LTEXT "*",40,200,336,32,16 LTEXT "*",41,200,360,32,16 LTEXT "*",42,200,384,32,16 LTEXT "*",43,200,408,32,16 LTEXT "*Jump to a new item record, enter the number:",44,34,82,260,15 LTEXT "6_0",45,300,82,50,16 LTEXT "0_63",46,360,80,69,16 END 843 DIALOG 10, 10, 576, 750 // Edit Many Placed Creatures STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,600,596,31,10,WS_GROUP LTEXT "0_63",2,25,186,63,14 LTEXT "0_63",3,25,212,63,14 LTEXT "0_63",4,25,238,63,14 LTEXT "0_63",5,25,264,63,14 LTEXT "0_63",6,25,290,63,14 LTEXT "0_63",7,25,326,63,14 LTEXT "0_63",8,25,352,63,14 LTEXT "0_63",9,25,378,63,14 LTEXT "0_63",10,25,404,63,14 LTEXT "0_63",11,25,430,63,14 LTEXT "0_63",12,25,456,63,14 LTEXT "0_63",13,25,482,63,14 LTEXT "0_63",14,25,508,63,14 LTEXT "0_63",15,220,326,63,14 LTEXT "0_63",16,220,352,63,14 LTEXT "0_63",17,220,378,63,14 LTEXT "0_63",18,220,404,63,14 LTEXT "0_63",19,220,430,63,14 LTEXT "0_63",20,220,456,63,14 LTEXT "0_63",21,220,482,63,14 LTEXT "0_63",22,220,508,63,14 LTEXT "0_63",23,400,326,63,14 LTEXT "0_63",24,400,352,63,14 LTEXT "0_63",25,400,378,63,14 LTEXT "0_63",26,400,404,63,14 LTEXT "0_63",27,400,430,63,14 LTEXT "0_63",28,400,456,63,14 LTEXT "0_63",29,400,482,63,14 LTEXT "*Creature Type",30,100,189,100,14 LTEXT "*Extra Item 1",31,100,215,100,14 LTEXT "*Extra Item 2",32,100,241,100,14 LTEXT "*Creature Script",33,100,267,100,14 LTEXT "*Appear Type",34,100,293,100,14 LTEXT "*Facing",35,100,329,100,14 LTEXT "*Start Attitude",36,100,355,100,14 LTEXT "*Start Loc X",37,100,381,100,14 LTEXT "*Start Loc Y",38,100,407,100,14 LTEXT "*Item Chance 1",39,100,433,100,14 LTEXT "*Item Chance 2",40,100,459,100,14 LTEXT "*Personality",41,100,485,100,14 LTEXT "*Character ID",42,100,511,100,14 LTEXT "*Hidden Class",43,295,329,100,14 LTEXT "*Act Distance",44,295,355,100,14 LTEXT "*Unique NPC",45,295,381,100,14 LTEXT "*Appear Day",46,295,407,100,14 LTEXT "*Linked Event",47,295,433,100,14 LTEXT "*Memory Cell 0",48,295,459,100,14 LTEXT "*Memory Cell 1",49,295,485,100,14 LTEXT "*Memory Cell 2",50,295,511,100,14 LTEXT "*Memory Cell 3",51,475,329,100,14 LTEXT "*Memory Cell 4",52,475,355,100,14 LTEXT "*Memory Cell 5",53,475,381,100,14 LTEXT "*Memory Cell 6",54,475,407,100,14 LTEXT "*Memory Cell 7",55,475,433,100,14 LTEXT "*Memory Cell 8",56,475,459,100,14 LTEXT "*Memory Cell 9",57,475,482,100,14 LTEXT "~EDIT MANY PLACED CREATURES",58,25,30,198,17 LTEXT "*Enter the data in the Find what box that you wish the Editor to find. Enter the replacement data in the Replace with box. Click the relevant OK button to make the replacement happen.",59,25,55,550,35 LTEXT "+Find what:",60,25,130,82,16 LTEXT "+Replace with:",61,308,130,82,16 LTEXT "1_9",62,530,560,66,16 LTEXT "6_0",63,125,130,153,16 LTEXT "6_0",64,408,130,153,16 LTEXT "0_109",65,220,186,65,14 LTEXT "0_109",66,292,186,65,14 LTEXT "0_109",67,220,212,65,14 LTEXT "0_109",68,292,212,65,14 LTEXT "0_109",69,220,238,65,14 LTEXT "0_109",70,292,238,65,14 LTEXT "0_109",71,220,264,65,14 LTEXT "0_109",72,292,264,65,14 LTEXT "0_109",73,220,290,65,14 LTEXT "0_109",74,292,290,65,14 LTEXT "+",75,25,158,250,14 LTEXT "+",76,308,158,250,14 LTEXT "0_56",77,364,186,65,14 LTEXT "0_56",78,364,212,65,14 LTEXT "0_56",79,364,238,65,14 LTEXT "0_56",80,364,264,65,14 LTEXT "0_56",81,364,290,65,14 LTEXT "*Dialog screen remains open until you press the Leave button.",82,25,100,530,16 LTEXT "Creature Type, Extra Item 1, Extra Item 2, Creature Script and Appear Type numbers can be entered via the two white boxes or by the dialog screens created by the Choose buttons.",83,430,186,140,125 END 850 DIALOG 10, 10, 521, 526 // Outdoor area descriptions STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,292,238,31,10,WS_GROUP LTEXT "6_0",2,260,67,260,16 LTEXT "6_0",3,260,91,260,16 LTEXT "6_0",4,260,115,260,16 LTEXT "6_0",5,260,139,260,16 LTEXT "6_0",6,260,163,260,16 LTEXT "6_0",7,260,187,260,16 LTEXT "6_0",8,260,211,260,16 LTEXT "6_0",9,260,235,260,16 LTEXT "1_63",10,530,330,66,16 LTEXT "0_5",11,456,330,66,16 LTEXT "Descriptive message",12,260,47,140,14 LTEXT "*",13,27,67,100,15 LTEXT "*",14,27,91,100,15 LTEXT "*",15,27,115,100,15 LTEXT "*",16,27,139,100,15 LTEXT "*",17,27,163,100,15 LTEXT "*",18,27,187,100,15 LTEXT "*",19,27,211,100,15 LTEXT "*",20,27,235,100,15 LTEXT "Enter the descriptions for each of the special outdoor rectangles you may have made, or press the delete button to remove them.|Each description must be less than 30 characters in length.",21,30,267,428,36 LTEXT " ",22,320,27,18,16 LTEXT "~Outdoor area descriptions",23,26,27,256,17 LTEXT "Upper Left:",24,27,47,90,14 LTEXT "0_53",25,530,65,66,23 LTEXT "0_53",26,530,89,66,23 LTEXT "0_53",27,530,113,66,23 LTEXT "0_53",28,530,137,66,23 LTEXT "0_53",29,530,161,66,23 LTEXT "0_53",30,530,185,66,23 LTEXT "0_53",31,530,209,66,23 LTEXT "0_53",32,530,233,66,23 LTEXT "*",33,140,67,100,15 LTEXT "*",34,140,91,100,15 LTEXT "*",35,140,115,100,15 LTEXT "*",36,140,139,100,15 LTEXT "*",37,140,163,100,15 LTEXT "*",38,140,187,100,15 LTEXT "*",39,140,211,100,15 LTEXT "*",40,140,235,100,15 LTEXT "Lower Right:",42,140,47,90,14 END 851 DIALOG 10, 10, 349, 213 // Outdoor Zone Details STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,329,223,31,10,WS_GROUP LTEXT "6_0",2,124,67,161,16 LTEXT "6_0",3,124,91,161,16 LTEXT "6_0",4,185,151,58,16 LTEXT "*Section name:",5,22,68,101,14 LTEXT "*Coordinates:",6,22,44,87,14 LTEXT "*",7,114,44,127,14 LTEXT "2_0",8,132,119,23,14 LTEXT "*On Surface: ",9,22,116,101,14 LTEXT "1_63",10,232,194,63,16 LTEXT "*Section script:",11,22,92,109,14 LTEXT "~Outdoors Details",12,22,21,256,17 LTEXT "*Region number: |(leave at 0 if you don't know what this is)",13,22,136,150,47 END 852 DIALOG 10, 10, 632, 467 // Outdoor Wandering Encounter STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,343,584,31,10,WS_GROUP LTEXT "6_0",2,125,94,50,17 LTEXT "6_0",3,125,122,50,17 LTEXT "6_0",4,125,150,50,17 LTEXT "6_0",5,125,178,50,17 LTEXT "6_0",6,125,206,50,17 LTEXT "6_0",7,125,234,50,17 LTEXT "6_0",8,125,262,50,17 LTEXT "6_0",9,217,299,46,16 LTEXT "6_0",10,217,323,46,17 LTEXT "6_0",11,217,348,46,17 LTEXT "6_0",12,451,304,39,16 LTEXT "6_0",13,499,304,39,16 LTEXT "6_0",14,451,338,39,16 LTEXT "6_0",15,499,338,39,16 LTEXT "6_0",16,451,367,39,16 LTEXT "6_0",17,451,392,39,16 LTEXT "6_0",18,499,392,39,16 LTEXT "6_0",19,451,418,39,16 LTEXT "0_5",20,375,547,63,16 LTEXT "1_63",21,505,547,63,16 LTEXT "0_2",22,33,547,62,16 LTEXT "0_3",23,95,547,75,16 LTEXT "0_109",24,181,92,63,23 LTEXT "0_109",25,181,120,63,23 LTEXT "0_109",26,181,148,63,23 LTEXT "0_109",27,181,176,63,23 LTEXT "0_109",28,181,204,63,23 LTEXT "0_109",29,181,232,63,23 LTEXT "0_109",30,181,260,63,23 LTEXT "+",31,250,94,245,16 LTEXT "+",32,250,122,245,16 LTEXT "+",33,250,150,245,16 LTEXT "+",34,250,178,245,16 LTEXT "+",35,250,206,245,16 LTEXT "+",36,250,234,245,16 LTEXT "+",37,250,262,245,16 LTEXT "2_0",38,220,383,29,14 LTEXT "2_0",39,220,404,29,14 LTEXT "2_0",40,220,435,30,15 LTEXT "*",41,407,31,35,14 LTEXT "*Random Move Chance",42,302,419,136,15 LTEXT "*Start location",43,302,393,122,14 LTEXT "*Check every turn",44,32,432,165,14 LTEXT "Encounter is forced |(Party fights it right away)",45,32,398,182,27 LTEXT "Move types: |0 - seek party |1 - no move |2 - random move |3 - follow roads |4 - flee party ",46,272,453,124,90 LTEXT "Move type",47,302,368,120,15 LTEXT "Stuff done flag set to 1 when defeated",48,302,331,141,31 LTEXT "Stuff done flag to eliminate encounter",49,302,297,141,31 LTEXT "*Script State When Fled",50,32,349,203,15 LTEXT "*Script State When Beaten",51,32,324,203,15 LTEXT "*Script State When Met",52,32,300,203,14 LTEXT "~Outdoor Wandering Encounter:",53,31,31,234,14 LTEXT "*Encounter number:",54,277,31,127,14 LTEXT "*Number:",55,125,72,113,14 LTEXT "*Type:",56,258,72,113,14 LTEXT "*Hostile 1",57,32,96,113,14 LTEXT "~Monsters in encounter:",58,31,50,191,17 LTEXT "*Hostile 2",59,32,124,90,14 LTEXT "*Hostile 3",60,32,152,90,14 LTEXT "*Hostile 4",61,32,180,90,14 LTEXT "*Friendly 1",62,32,208,90,14 LTEXT "*Friendly 2",63,32,236,90,14 LTEXT "*Friendly 3",64,32,264,90,14 LTEXT "*Party can't evade",65,32,378,165,18 LTEXT "To have monsters always stays within 10 spaces of starting spot, add +10 to the numbers to the left.",66,410,453,154,60 LTEXT "0_53",67,440,547,63,16 END 854 DIALOG 10, 10, 273, 202 // Choose An Outdoor Section STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,383,273,31,10,WS_GROUP LTEXT "1_63",2,265,320,62,16 LTEXT "0_5",3,133,320,62,16 LTEXT "~Choose An Outdoor Section",4,26,22,185,16 LTEXT "Select the outdoor section you want to load.",5,44,44,260,16 LTEXT "*World width:",6,44,80,111,14 LTEXT "*",7,162,80,37,14 LTEXT "*X = ",8,118,123,35,17 LTEXT "*World height:",9,44,95,111,14 LTEXT "*",10,162,95,37,14 LTEXT "*Y = ",11,118,152,35,16 LTEXT "0_7",12,53,121,27,16 LTEXT "0_6",13,82,121,27,16 LTEXT "0_7",14,53,150,27,16 LTEXT "0_6",15,82,150,27,16 LTEXT "+",16,30,185,275,16 LTEXT "0_109",17,30,215,62,16 LTEXT "6_0",18,160,123,50,16 LTEXT "6_0",19,160,152,50,16 LTEXT "0_56",20,199,320,62,16 LTEXT "Town number can be entered by the white box, the plus/minus buttons or by the dialog screen created by the Choose button. If entering by the white box, pressing the Name button shows the correct town name for that number.",21,25,240,300,75 END 855 DIALOG 10, 10, 259, 131 // Load New Town STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,292,238,31,10,WS_GROUP LTEXT "6_0",2,32,85,62,16 LTEXT "1_63",3,269,212,62,16 LTEXT "0_5",4,137,212,62,16 LTEXT "~Pick Town to Edit:",5,23,20,167,17 LTEXT "Enter the number of the town you want to edit next:",6,23,39,300,42 LTEXT "0_109",7,119,82,63,15 LTEXT "Town number can be entered via the white box or by the dialog screen created by the Choose button. If entering by the white box, the Name button shows the correct town name for that number.",8,24,142,300,60 LTEXT "+",9,32,122,275,15 LTEXT "0_56",10,203,212,62,16 END 856 DIALOG 10, 10, 284, 149 // Create Town Entrance STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,292,278,31,10,WS_GROUP LTEXT "6_0",2,32,90,62,16 LTEXT "1_63",3,269,252,62,16 LTEXT "0_53",4,137,252,62,16 LTEXT "~Entrance to what town?",5,23,20,167,17 LTEXT "What town do you want the party to end up in when they walk into this rectangle?",6,23,39,300,42 LTEXT "0_109",7,119,87,63,15 LTEXT "Town number can be entered via the white box or by the dialog screen created by the Choose button. If entering by the white box, the Name button shows the correct town name for that number.",8,24,142,300,60 LTEXT "+",9,37,122,275,15 LTEXT "0_56",10,203,252,62,16 LTEXT "For an existing town entrance: choosing Delete removes it completely while choosing OK retains it.",11,24,207,300,35 END 857 DIALOG 10, 10, 401, 230 // Change Terrain Randomly STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,392,338,31,10,WS_GROUP LTEXT "6_0",2,227,123,64,17 LTEXT "6_0",3,227,185,64,17 LTEXT "6_0",4,227,245,64,17 LTEXT "1_63",5,368,291,58,16 LTEXT "0_5",6,302,291,62,16 LTEXT "~Change Terrain Randomly",7,29,30,167,17 LTEXT "Select a terrain type and another terrain type to turn it into. |Also give a percentage chance of changing it (0 - 100). |Automatic corrections (like adjusting cave walls) will not be made to these changes.",8,29,49,350,67 LTEXT "0_109",9,297,121,63,15 LTEXT "0_109",10,297,183,63,15 LTEXT "*Change this terrain type:",11,29,125,164,13 LTEXT "*To this terrain type:",12,29,187,164,13 LTEXT "*Chance of changing: (0 - 100)",13,29,247,193,13 LTEXT "+",14,29,151,354,15 LTEXT "+",15,29,213,354,15 END 858 DIALOG 10, 10, 340, 80 // Load Another Scenario Save Check STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_29",1,211,65,66,20 LTEXT "0_91",2,145,65,62,20 LTEXT "0_134",3,79,65,62,20 LTEXT "Save changes to your scenario before loading a new one?",4,20,18,256,32 END 859 DIALOG 10, 10, 340, 92 // Load New Town/Outdoor Zone Save Check STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_29",1,222,80,66,20 LTEXT "0_91",2,156,80,62,20 LTEXT "0_134",3,90,80,62,20 LTEXT "Do you save the changes to this town/outdoor section before loading a new one?",4,21,22,257,47 END 860 DIALOG 10, 10, 341, 91 // Create New Scenario, waiting screen STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,259,84,66,20 LTEXT "0_5",2,193,84,62,20 LTEXT "The Scenario Editor is about to create your new scenario, which will be ready for editing. This can take a little while ... be patient.",3,22,27,292,41 END 861 DIALOG 10, 10, 341, 91 // Set All Items Not Property STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,210,80,66,20 LTEXT "All of the items in this town are now not considered property, and can be taken by the party with no difficulty.",2,19,22,257,47 END 862 DIALOG 10, 10, 341, 91 // Erase all items STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,240,58,66,20 LTEXT "0_5",2,170,58,62,20 LTEXT "Do you want to erase all items in this town?",3,26,25,258,32 END 863 DIALOG 10, 10, 329, 140 // Place Random Items STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,235,101,66,20 LTEXT "0_5",2,169,101,62,20 LTEXT "This places random items in this town. Certain terrain types will randomly get relevant items. To set which items are placed on what terrain types, select Edit Item Placement Shortcuts from the Scenario menu.",3,22,18,270,81 END 864 DIALOG 10, 10, 358, 221 // Set Starting Location: Outdoor STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,249,223,66,20 LTEXT "0_5",2,184,223,65,20 LTEXT "You are about to choose the party's outdoor starting location. When the party starts the scenario and leaves the town they start in, this is the section they will start in.",3,24,23,270,54 LTEXT "To set the town the party starts in, load the correct town and use the Set Starting Location option in the Town menu.",4,24,83,268,39 LTEXT "Now select the location you want the party to start at. |Note: If the town the party starts in gives a specific destination for when they leave town, that will override the specific location you give.",5,24,130,266,81 END 865 DIALOG 10, 10, 355, 125 // Delete Last Town STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,246,112,66,20 LTEXT "0_5",2,180,112,62,20 LTEXT "You are about to delete the last town in your campaign's zone list (so if you have 10 zones in your scenario, the tenth will disappear). This change will immediately be saved and can't be undone.",3,23,18,271,66 LTEXT "Are you sure you want to do this?",4,23,86,268,14 END 866 DIALOG 10, 10, 357, 108 // Write Scenario Data To Text File STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,248,115,66,20 LTEXT "0_5",2,182,115,62,20 LTEXT "Do you want a list of all the floor, terrain, monster, and item types in your scenario to be put in a file called '(Scenario Name) - Scenario Data.txt'? You can then print out this file to act as a handy reference while designing your scenario.",3,22,21,271,66 END 867 DIALOG 10, 10, 337, 165 // Set Starting Location: Town STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,247,133,66,20 LTEXT "0_5",2,182,133,65,20 LTEXT "You are about to choose the party's starting location. When the party starts the scenario, they will start in this town at the location you select.",3,24,23,270,54 LTEXT "Be sure that you leave enough space around the starting location for a party of four people.",4,24,78,268,39 END 869 DIALOG 10, 10, 301, 78 // Close Editor Save Check STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_29",1,213,72,66,20 LTEXT "0_91",2,147,72,62,20 LTEXT "0_83",3,81,72,62,20 LTEXT "Do you want to save changes to your scenario before quitting?",4,22,25,256,32 END 870 DIALOG 10, 10, 356, 71 // Outdoor Zone Border Warning STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,248,59,66,20 LTEXT "You can't place a sign or special encounter at the edge of an outdoor section.",2,21,18,272,28 END 871 DIALOG 10, 10, 329, 140 // Reload Scenario Data Script STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,235,111,66,20 LTEXT "0_5",2,169,111,62,20 LTEXT "This reloads your custom scenario data script. Any changes or error fixes you have made will take effect. Note that, if you have introduced an error, you will no longer be able to edit this scenario. It is a good idea to save first.",3,22,18,270,81 END 872 DIALOG 10, 10, 285, 157 // Palette Button: Set Height STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,292,238,31,10,WS_GROUP LTEXT "6_0",2,98,99,62,16 LTEXT "1_63",3,185,139,58,16 LTEXT "0_5",4,119,139,62,16 LTEXT "~Give Rectangle What Height?",5,29,26,217,17 LTEXT "What height would you like all the spaces in this rectangle to be? |(0 - 99)",6,29,45,213,42 END 873 DIALOG 10, 10, 329, 140 // Scenario Menu: Clean Up Walls STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,225,111,66,20 LTEXT "0_5",2,159,111,62,20 LTEXT "In Blades of Avernum, certain wall configurations look better then others. This command modifies your walls to make them look cleaner. For more information on what actually happens, consult the editor documentation.",3,22,18,270,81 END 874 DIALOG 10, 10, 383, 185 // Create New Scenario: Final Screen STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,294,156,66,20 LTEXT "Your scenario has been created in its own directory in the same directory as the Blades of Avernum Editor application. All scripts necessary to enable your scenario to run have also been copied over.",2,22,27,318,64 LTEXT "To load your scenario and begin to edit it, select Open from the File menu. To play your scenario, drag the folder it's in into the Blades of Avernum Scenarios folder.",3,22,92,318,51 END 875 DIALOG 10, 10, 382, 169 // Create New Scenario: Fatal Error STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,274,150,66,20 LTEXT "The scenario editor encountered an error trying to create your scenario. Make sure there wasn't a scenario of the same name where you were trying to create it. Also make sure your hard drive has enough free space.",2,22,27,318,66 LTEXT "If you continue to have problems, you may want to redownload and reinstall the editor.",3,22,104,318,35 END 876 DIALOG 10, 10, 402, 403 // Import Blades of Exile Scenario STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,302,460,66,20 LTEXT "0_5",2,170,460,62,20 LTEXT "Select a Blades of Exile scenario you wish to import. This editor will create a folder and, inside that folder, a new scenario file. It will then translate, as best it can, your old scenario into a scenario that will work in the new system.",3,22,18,341,65 LTEXT "There are several things to bear in mind about this process.",4,22,84,337,36 LTEXT "First, Blades of Avernum does not use scenario passwords. You don't need a password to import an old scenario.",5,39,122,313,45 LTEXT "Second, all special encounters and dialogue are now handled through scripts. This editor will translate your old data into new scripts. However, this translation will require some testing and adaption on your part.",6,39,168,313,67 LTEXT "Third, because Blades of Avernum is very different from Blades of Exile, a bit of work will be needed on each town and outdoor section to get it to work with the new system. This feature DOES NOT result in a finished, playable scenario.",7,38,231,313,67 LTEXT "For more information on differences between the two systems and things you will need to do to complete the adaption, consult the documentation. If you're ready, you can now select a scenario file.",8,22,310,329,52 LTEXT "1_52",9,236,460,66,20 LTEXT "If you want to use your own names for the towns, outdoor zones and their scripts choose Create below, otherwise choose OK to use truncated forms of the BoE names. For more information see the file Revised Win3D Readme.rtf.",10,22,370,329,52 END 877 DIALOG 10, 10, 341, 91 // Clear All Special Encounters: Town STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,246,68,66,20 LTEXT "0_5",2,160,68,62,20 LTEXT "Do you want to erase all special encounters in this town?",3,26,25,258,32 END 878 DIALOG 10, 10, 341, 91 // Clear All Monsters STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,236,78,66,20 LTEXT "0_5",2,170,78,62,20 LTEXT "Do you want to erase all creatures in this town?",3,26,25,258,32 END 879 DIALOG 10, 10, 341, 91 // Set All Items Property: Final Screen STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,220,80,66,20 LTEXT "All of the items in this town are now property, if they are taken by the party the guards may attack.",2,19,22,257,47 END 880 DIALOG 10, 10, 285, 157 // Add What Height to Rectangle STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,292,238,31,10,WS_GROUP LTEXT "6_0",2,98,99,62,16 LTEXT "1_63",3,185,139,58,16 LTEXT "0_5",4,119,139,62,16 LTEXT "~Add What Height to Rectangle?",5,29,26,217,17 LTEXT "What height would you like to add to all spaces in this rectangle? |(-99 through to +99)",6,29,45,213,42 END 881 DIALOG 10, 10, 357, 108 // Full Write up: Outdoor/Town Names STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,248,115,66,20 LTEXT "0_5",2,182,115,62,20 LTEXT "Do you want a list of all the outdoor zone and town names in your scenario to be put in a file called '(Scenario Name) - Scenario Write Up.txt'? This will also include a list of other things like town entrances.",3,22,21,271,66 END 882 DIALOG 10, 10, 357, 108 // Town: Write Data To File STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,248,109,66,20 LTEXT "0_5",2,182,109,62,20 LTEXT "This will list all items, placed special states and fields, along with their locations and types, in a file called '(Scenario Name) - Concise Town Report.txt'. Null entries will be omitted.",3,22,21,271,66 END 883 DIALOG 10, 10, 341, 91 // Clear All Preset Fields STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,236,88,66,20 LTEXT "0_5",2,170,88,62,20 LTEXT "Do you want to erase all fields (blocked spaces, mirrors, webs, crates, barrels and barriers) in this town?",3,26,20,258,32 END 884 DIALOG 10, 10, 341, 91 // Clear All Placed Stains STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,236,78,66,20 LTEXT "0_5",2,170,78,62,20 LTEXT "Do you want to erase all stains (blood, slime pools, bones and rocks) in this town?",3,26,20,258,32 END 885 DIALOG 10, 10, 341, 91 // Clear All Placed Specials: Outdoors STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,236,78,66,20 LTEXT "0_5",2,170,78,62,20 LTEXT "Do you want to erase all special encounters in this outdoor zone?",3,26,20,258,32 END 886 DIALOG 10, 10, 357, 140 // Town: Full Write Data To File STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,248,130,66,20 LTEXT "0_5",2,182,130,62,20 LTEXT "This will list all placed special states, items, fields, terrain scripts and creatures (along with their locations and types) in a file called '(Scenario Name) - Full Town Report.txt'. Contents of terrain script and creature memory cells are included too.",3,22,21,271,66 END 887 DIALOG 10, 10, 357, 108 // All Outdoor Zones: Full Write up STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,248,109,66,20 LTEXT "0_5",2,182,109,62,20 LTEXT "This will list all the placed special states, town entrances and signs, for each zone, in a file called '(Scenario Name) - Outdoor Zones Write Up.txt'. It will also list their locations.",3,22,21,271,66 END 888 DIALOG 10, 10, 357, 122 // Current Outdoor Zone: Full Write up STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,248,119,66,20 LTEXT "0_5",2,182,119,62,20 LTEXT "This will list all placed special states, town entrances signs and area rectangles found in the current outdoor zone (along with their locations) in a file called '(Scenario Name) - Current Outdoor Zone Write Up.txt'.",3,22,21,271,66 END 889 DIALOG 10, 10, 357, 108 // Write Scenario Text To Text File STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,238,89,66,20 LTEXT "0_5",2,172,89,62,20 LTEXT "This will list all item placement shortcuts, variable town entries and introductory text in a file called '(Scenario Name) - Scenario Text and Data.txt'.",3,22,21,271,66 END 890 DIALOG 10, 10, 341, 91 // Clear All Horses STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,226,68,66,20 LTEXT "0_5",2,160,68,62,20 LTEXT "Do you want to erase all horses in your scenario?",3,26,20,258,32 END 891 DIALOG 10, 10, 341, 91 // Clear All Boats STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,226,68,66,20 LTEXT "0_5",2,160,68,62,20 LTEXT "Do you want to erase all boats in your scenario?",3,26,20,258,32 END 970 DIALOG 10, 10, 368, 145 // Used for error dialogs STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_0"1,196,107,70,20 LTEXT "*"2,8,107,70,20 LTEXT " "3,274,10,12,9 LTEXT "= "4,8,8,257,90 // DEFPUSHBUTTON "OK",5,310,331,58,10,WS_GROUP END 971 DIALOG 10, 10, 309, 246 STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_0",1,214,229,70,20 LTEXT "*",2,21,229,70,20 LTEXT " ",3,267,7,15,14 LTEXT "= ",4,21,25,257,91 LTEXT "= ",5,21,124,257,98 END 972 DIALOG 10, 10, 339, 201 // Used for error dialogs STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_0",1,219,153,70,20 // DEFPUSHBUTTON "OK",2,310,331,58,10,WS_GROUP LTEXT "*",3,285,18,18,18 LTEXT "= ",4,25,51,257,92 LTEXT "*",5,287,84,14,19 LTEXT "+",6,25,22,257,19 END 973 DIALOG 10, 10, 342, 299 STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_0",1,224,255,70,20 LTEXT "*",2,26,255,70,20 LTEXT " ",3,286,26,18,17 LTEXT "= ",4,26,56,257,87 LTEXT "= ",5,26,153,257,93 LTEXT "+",6,26,26,257,19 END 986 DIALOG 10, 10, 503, 279 // Blades Of Avernum: Getting Started STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,413,360,65,20 LTEXT "The Blades of Avernum Scenario Editor can be a tricky program to use. It has lots of options and a lot of features. Fortunately, it also comes with very comprehensive online documentation.",2,50,32,413,44 LTEXT "To get to this documentation, open BoA Editor Docs v1.2.doc. This file contains the full instructions for the editor, ready to be printed out.",3,50,77,412,40 LTEXT "Of special importance is the section 'How to Make a Simple Scenario'. It describes, in exact, step-by-step detail, how to make a simple scenario with dungeons, monsters, and treasure. This section will give you a quick, easy start.",4,50,108,412,53 LTEXT "Once you've mastered the basics, using this section, skim through the documentation. Unfortunately, this is not a program you will be able to get the best use out of without using the instructions.",5,50,172,418,40 LTEXT "Editor documentation is included with the official Spiderweb 2005 2D Editor, this can be downloaded from the Spiderweb site, see http://www.spiderwebsoftware.com/.",6,50,223,418,45 LTEXT "Finally, if you're stuck and need ideas, go to Spiderweb Forums:|http://www.spiderwebforums.com/forum/ubbthreads.php. |There is a Scenario Editor forum there, which has all kinds of hints, tips, and answers for better scenario design.",7,50,274,418,60 LTEXT "BLADES OF AVERNUM - GETTING STARTED",8,50,14,265,16 END 987 DIALOG 10, 10, 503, 279 // Shortcut Keys 1: Folio Keys and Mouse STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "Shortcut Keys: Folio Keys and Mouse Buttons.",1,50,14,265,16 LTEXT "1_63",2,403,330,65,20 LTEXT "F1: (No function assigned as yet).|F2: (No function assigned as yet).|F3: Cycles backwards through the three drawing modes.|F4: Cycles forwards through the three drawing modes.",3,50,32,413,60 LTEXT "F5: Moves floor/terrain selection one square left.|F6: Moves floor/terrain selection one square right.|F7: Moves floor/terrain selection one square up.|F8: Moves floor/terrain selection one square down.",4,50,95,413,60 LTEXT "F9: (No function assigned as yet).|F10: (This key is only good for opening menus)|F11: Cycles backwards through group display modes.|F12: Cycles forwards through group display modes.",5,50,158,413,60 LTEXT "Shortcut Keys: Folio Keys and Mouse Buttons.",6,50,14,265,16 LTEXT "Mouse Buttons: LMB = Left - Click, RMB = Right - Click.|LMB: standard method of doing anything.|RMB: when in medium or small view, it zooms into large view.|RMB: when in large view moves the view.",7,50,221,413,60 LTEXT "Shift + RMB: toggles Selection mode on and off.|Ctrl + RMB: moves the selected object to the square that you click.",8,50,283,413,40 END 988 DIALOG 10, 10, 503, 279 // Shortcut Keys 2: Number Pad and Nearby Keys STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "~Shortcut Keys 2: Number Pad and Nearby Keys.",1,50,14,265,16 LTEXT "1_63",2,403,300,65,20 LTEXT "Numerical Keypad Keys|Numpad 0: (No function assigned as yet)|Numpad 5: Insert, only works in large view.|Other Numpad digits: Numpad number keys are used for movement.|Note: NumLock key must be on for the above shortcuts to work.",3,50,33,413,80 LTEXT "Numpad - : Zoom Out, all three viewing modes.|Numpad + : Zoom In, all viewing three modes.",4,50,120,413,40 LTEXT "Insert: (No function assigned as yet).|Delete: Delete all objects on square, revert to selection mode.|Home: Select an object.|End: Continual Delete Mode.|Page Up: (No function assigned as yet).|Page Down: (No function assigned as yet).",5,50,165,413,90 LTEXT "Arrow keys: Used for moving selected objects around.",6,50,265,413,20 END 989 DIALOG 10, 10, 503, 279 // Shortcut Keys 3: Main Keyboard STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "~Shortcut Keys 3: Main Keyboard.",1,50,14,265,16 LTEXT "1_63",2,403,300,65,20 LTEXT "`: Acts a modifier key for the Numpad numbers.|1 thru 0: Main Display mode keys.|=: Clear selected object data from lower left screen.|Backspace: Delete currently selected object only.|Tab: Toggle 3D mode.",3,50,33,413,80 LTEXT "A thru Z: Shortcut keys for some of the Toolbar buttons.|a thru z: Shortcut keys for floor and terrain.",4,50,116,413,30 LTEXT "[: Zoom Out/Zoom In key, large and small view modes only.|]: 2D/3D Toggle.|\\: Cycles through the gridline options.|;: Clear Space, (remove any stains or fields).|,: Cut selected object.|.: Copy selected object.|/: Paste selected object.",5,50,149,413,95 LTEXT "Space: Cycles forwards through the three drawing modes.",6,50,247,413,20 LTEXT "[: When in 3D mode, toggles realistic view mode on and off.",7,50,270,413,20 END 990 DIALOG 10, 10, 340, 92 // Move across border into new outdoor zone: save check. STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_29",1,212,70,66,20 LTEXT "0_91",2,146,70,62,20 LTEXT "0_134",3,80,70,62,20 LTEXT "Do you save the change to this outdoor section and load the one you moved into?",4,21,22,257,47 END 991 DIALOGEX 10, 10, 301, 340 // Change Outdoor Size STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,229,331,58,10,WS_GROUP LTEXT "1_63",2,231,300,62,16 LTEXT "0_5",3,165,300,62,16 LTEXT "~Change Outdoor Size",4,26,22,163,16 LTEXT "~Warning: If you decrease the size on any side, those sectors will be lost!",5,46,44,255,32 LTEXT "Old",6,145,79,26,16 LTEXT "New",7,192,79,38,16 LTEXT "*World width:",8,62,96,102,16 LTEXT "*World height:",9,62,116,102,16 LTEXT "0_7",10,110,160,27,16 LTEXT "0_6",11,139,160,27,16 LTEXT "+",12,169,163,34,16 LTEXT "0_7",13,58,198,27,16 LTEXT "0_6",14,29,198,27,16 LTEXT "+",15,88,201,34,16 LTEXT "0_7",16,110,235,27,16 LTEXT "0_6",17,139,235,27,16 LTEXT "+",18,169,238,34,16 LTEXT "0_7",19,190,198,27,16 LTEXT "0_6",20,219,198,27,16 LTEXT "+",21,249,201,34,16 LTEXT "N",22,150,186,21,16 LTEXT "W",23,133,201,23,16 LTEXT "S",24,151,215,26,16 LTEXT "E",25,166,201,20,16 LTEXT "*",26,146,96,35,16 LTEXT "*",27,146,116,35,16 LTEXT "*",28,193,96,35,16 LTEXT "*",29,193,116,35,16 LTEXT "*New sectors are on surface?",30,26,266,189,16 LTEXT "2_0",31,208,270,23,16 LTEXT "Add/subtract sectors in these directions:",32,26,140,275,16 END 1000 DIALOG 10, 10, 391, 150 // Set Special Number STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "OK",1,371,138,31,10,WS_GROUP LTEXT "6_0",2,143,90,45,16 LTEXT "1_63",3,265,212,62,16 LTEXT "~Display a specified dialog:",4,24,29,170,17 LTEXT "This dialog is for computer programmers only. It causes the relevant dialog to appear.",5,24,48,300,35 LTEXT "Dialog number:",6,54,90,100,16 LTEXT "0_5",7,199,212,62,16 LTEXT "Check the source file BlScened.rc for a list of the valid dialog numbers.",8,24,122,300,35 LTEXT "Currently they are in the range 800 through 1071 inclusive.",9,24,162,300,35 END 1062 DIALOG 10, 10, 518, 408 // About Blades Scenario Editor STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,411,368,61,20 LTEXT "Blades of Avernum Editor v1.0 | Copyright 2004, Spiderweb Software, Inc., All rights reserved.",2,22,24,425,51 LTEXT "Blades of Avernum is $25 shareware. The hint book is $10 ($7 with game registration). To find out how to order, select 'How To Order' on the title screen.",3,22,230,449,50 LTEXT "Comments and questions? The creators of Blades of Avernum want to hear them. Send them to:",4,22,281,371,32 LTEXT "E-Mail: spidweb@spiderwebsoftware.com |WWW: http://www.spiderwebsoftware.com",5,32,314,353,53 LTEXT "Blades of Avernum is brought to you by Spiderweb Software - | _Where our aberrations become your reality._ |_Avernum and Spiderweb Software are trademarks of Spiderweb Software.",6,22,162,451,67 LTEXT "CREDITS: | Concept, Design, Programming: Jeff Vogel | Icon Design: Andrew Hunter (Wormius@aol.com) | Assistant Design: Mariann Krizsan (krizsan@spidweb.com)| Business Manager: Linda Strout",7,22,78,439,83 END 1063 DIALOG 10, 10, 518, 398 // 3D Editor Credits STYLE WS_POPUP | WS_DLGFRAME BEGIN LTEXT "1_63",1,411,210,61,20 LTEXT "Blades of Avernum 3D Editor version 2011",2,22,24,440,23 LTEXT "Originally created by Notus, for the Macintosh platfrom.",3,22,48,440,23 LTEXT "Ported to Windows by Isaac, who is also missing in action."4,22,72,440,22 LTEXT "Latest version: serious programming by Niemand. Aesthetic touches by Ishad Nha.",5,22,96,440,22 LTEXT "Any problems, be sure to consult the Editor documentation, which comes with the official Spiderweb editor.",6,22,130,440,22 LTEXT "There is an official Spiderweb forum see: http://www.ironycentral.com/forum/ubbthreads.php?ubb=cfrm",7,22,164,440,23 END 1070 DIALOG 10, 10, 319, 155 // Try thousands of colors. STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "Go for it!",1,103,64,41,10,WS_GROUP PUSHBUTTON "Exit",100,59,64,42,10,WS_GROUP LTEXT "The Blades of Avernum Editor looks best when the monitor is set to thousands of colors. With the current monitor settings, the editor may not work.",3,10,7,276,66 LTEXT "It might work with less colors, or it might not work at all. Do you wish to try?",4,10,74,276,49 END 1071 DIALOG 10, 10, 312, 121 // Set to thousands of colors. STYLE WS_POPUP | WS_DLGFRAME BEGIN DEFPUSHBUTTON "Yes",1,108,41,31,10,WS_GROUP PUSHBUTTON "Exit",100,61,41,42,10,WS_GROUP PUSHBUTTON "Run As Is",3,9,41,50,10,WS_GROUP LTEXT "The Blades of Avernum Editor runs best when the monitor is set to thousands of colors. Would you like your monitor set to Thousands of Colors?",4,8,9,265,66 END IDD_DIALOG1 DIALOGEX 0, 0, 186, 77 STYLE DS_SETFONT | DS_MODALFRAME | DS_CENTER | WS_POPUP | WS_CAPTION | WS_SYSMENU CAPTION "Not found ""Data"" folder" FONT 11, "MS UI Gothic", 400, 0, 0x80 BEGIN DEFPUSHBUTTON "OK",IDOK,129,56,50,14 LTEXT "Please select ""Blades of Avernum.exe"" application under ""Blades of Avernum"" folder.\n\n""Blades of Avernum"" folder will be found under ""Program Files"" on the C drive.",IDC_STATIC,7,7,172,46 END ///////////////////////////////////////////////////////////////////////////// // // DESIGNINFO // #ifdef APSTUDIO_INVOKED GUIDELINES DESIGNINFO BEGIN IDD_DIALOG1, DIALOG BEGIN LEFTMARGIN, 7 RIGHTMARGIN, 179 TOPMARGIN, 7 BOTTOMMARGIN, 70 END END #endif // APSTUDIO_INVOKED ///////////////////////////////////////////////////////////////////////////// #endif ///////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////// #if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_JPN) #ifdef _WIN32 LANGUAGE LANG_JAPANESE, SUBLANG_DEFAULT #pragma code_page(932) #endif //_WIN32 #ifdef APSTUDIO_INVOKED ///////////////////////////////////////////////////////////////////////////// // // TEXTINCLUDE // 1 TEXTINCLUDE BEGIN "resource.h\0" END 2 TEXTINCLUDE BEGIN "#define APSTUDIO_HIDDEN_SYMBOLS\r\n" "#include ""windows.h""\r\n" "#undef APSTUDIO_HIDDEN_SYMBOLS\r\n" "\0" END 3 TEXTINCLUDE BEGIN "\r\n" "\0" END #endif // APSTUDIO_INVOKED #endif ///////////////////////////////////////////////////////////////////////////// #ifndef APSTUDIO_INVOKED ///////////////////////////////////////////////////////////////////////////// // // Generated from the TEXTINCLUDE 3 resource. // ///////////////////////////////////////////////////////////////////////////// #endif // not APSTUDIO_INVOKED STRINGTABLE BEGIN 1201 "always here (unless town dead)" 1202 "here at day d unless town dead" 1203 "disappear at day d" 1204 "here if event not done by day d" 1205 "gone if event not done by day d" 1206 "here if event happened" 1207 "gone if event happened" 1208 "here on day 0-2 of every 9 days" 1209 "here on day 3-5 of every 9 days" 1210 "here on day 6-8 of every 9 days" 1211 "here if and only if town dead" END