Section 5 - Editing Towns

Editing a town is very similar to editing an outdoor section. The basic mechanics are the same. There are simply more options.

Editing Buttons

There are 45 buttons for use while editing the towns (see the figure in the previous chapter for a diagram of button positions). Most of these buttons have the same effect as they do when editing outdoors. The buttons which work differently are described to the right.

Town Editing Buttons

Figure 1: Town Editing Buttons

  1. Set North Entry: Use these to set the space the party starts in when they enter the town from the outdoors. When the party enters the town from due north or due south, they start at the north and south entry spaces. If they enter from the east, northeast, or southeast, the start at the east entry space. If they enter from the west, northwest, or southwest, the start at the west entry space.
  2. Set West Entry: See above.
  3. Set South Entry: See above.
  4. Set East Entry: See above.
  5. Edit Sign: Works like in outdoor sections.
  6. Set Area Description: Works like in outdoor sections, except that you now get 16 rectangles to edit.
  7. Place Wandering Monster Location: Towns, like outdoor sections, have 4 wandering monster arrival points, which can be chosen here. Make sure to choose places with open area around them, so that theres room for the monsters to appear.
  8. Pick Terrain: Shows the terrains in the palette above the tool buttons.
  9. Place Special Spot: Place a special spot on the map. In town mode, this button only places the spot; use Clear Space to remove it.
  10. Edit Item: Edit an item you've already placed. Press this button and then click on the item to edit. A dialog will come up. To change the item, press the Choose button. If the item is gold, food, or has charges, you can use the text area to set the amount of gold or food, or the number of charges (leave at -1 for it to be ignored). If Always Here is selected, the item will always be there when the party enters the town, even if they've grabbed it before. If Someone's Property is selected and the party takes the item when a townsperson is watching, the town becomes hostile. Finally, if Contained is selected, the item is considered to be in a barrel, crate, dresser, etc. The . key is a shortcut for this button.
  11. Duplicate Item: When this button is pressed and a spot of terrain is selected, an exact duplicate of the last item placed/edited is placed. The / key is a shortcut for this button.
  12. Erase Item: Use to erase all items in a space.
  13. Pick Item: Shows the items in the palette above the tool buttons.
  14. Edit Monster: Press this and click on a monster to change its properties. For more information, read Placing and Editing Monsters, later in the chapter. The , key is a keyboard shortcut.
  15. Duplicate Monster: Press and click a terrain space to place an exact duplicate of the last placed/edited monster. The ` key is a keyboard shortcut.
  16. Erase Monster: Erase a placed monster.
  17. Pick Monster: Shows the monsters in the palette above the tool buttons.
  18. Place Web
  19. Place Crate
  20. Place Barrel
  21. Place Stone Block
  22. Place Fire Barrier
  23. Place Force Barrier
  24. Place Quickfire
  25. Place Forcecage: Places these objects/fields in the selected space.
  26. Clear Space: Clear all fields, webs, barrels, crates, and special effects from a space.
  27. Place Small Blood Stain
  28. Place Medium Blood Stain
  29. Place Large Blood Stain
  30. Place Small Slime Pool
  31. Place Large Slime Pool
  32. Place Dust
  33. Place Bones
  34. Place Rubble: These are the eight special effects, things that have no game purpose but enhance the atmosphere of the level.

Town Details

There are two dialog boxes to edit the town details and advanced town details, which are accessed through the Town menu.

Town Details Window

This window can be used to edit the basic details about the town, which influence what it will be like to play through.

Advanced Town Details Window

You can also edit more complicated features of the town in this window. All of these are advanced topics. For all of these fields, if the value is left at -1, it is ignored. For the special node fields, the tiny buttons next to them allow you to edit the special node, just like the Create/Edit button in other dialogs.

Placing and Editing Items

You can place preset items in towns for the party to find. To place an item, click the sword icon at the right of the tool palette, select an item from the grid above, and click on the space to place it on. To edit a placed item, press the Edit Item button (in the lower right hand corner) and click on the item to edit. While editing an item, you can click the Delete button to remove it from the town.

When you select an item to edit, the Editing Preset Item window will come up. You can change which item is here by pressing the Choose button. If you want to set the amount of gold or food here or the number of charges the item has (if it's a wand, set of arrows, or other item with charges) enter the new amount in the Amount or Charges Text field. If it's melee weapon, you can set it to be enchanted by clicking the Choose button next to the Enchantment field. Finally, there are three options at the bottom of this window:

Placing And Editing Monsters

Placing and editing monsters works like editing items. Click the person icon at the right of the tool palette, select a monster from the grid above, and click on the spot for it to appear in. Each monster has a default attitude (friendly, hostile, etc.), which is set in the monster type editing screen. The monster has this attitude when it appears.

To edit a monster, press the Edit Monster button (in the lower right hand corner) and click on the monster. The monster dialog window has several options:

There are also more advanced settings for any placed creature. Press the Advanced button to set them.

Advanced Monster Settings Dialog

You are allowed to set a variety of settings which determine when this creature will appear in the town. These mainly depend on what day it is, and what special events have occurred. For a more detailed description of how time works, read the chapter on Passing Time.

Note that, if the town has been abandoned, creatures never appear, with one exception mentioned below.

There are two text editing areas after these buttons, where you will enter the days the creatures appear/disappear and the events they're linked to. The first area will always get a day, and the second area will get the number of a special event (0 - 9, with 0 meaning no event).

Special Icons

Display Symbols

Figure 2: Meanings of the Display Symbols

The terrain icons to the right and the terrain spaces in the terrain editing area often have small icons, which represent special properties of the spaces/terrain types: