Appendix A - Special Encounter Node Types

These are the many types of special encounter nodes. They are divided into seven 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 be called in certain circumstances - 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 349, and the range for the second flag is 0 to 49. If a value is given outside the legal range, the special node does nothing and the Jump To node is called next (though usually 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.

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 if called again).

These nodes have one more special property. If you 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 349, and the range for the second flag is 0 to 49. 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.

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 to a character (e.g. disease or poison), 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 or hurts the party. In general, if it's 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.

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.

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.

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.

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.