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  • Placing Events

    Place the Editor in Event Edit mode. Click on the desired map square in the 2D Map, or move about using the 3D View until you have reached the desired map square and press the "Place Event" button. The Event Viewer window will open up. The unused event node corresponding to your selected position will be highlighted, or use the mouse to select another unused node labeled "No Event", or for a chained event the label will have something like "Normal Chain: No Event". The chained event text differs depending on the root event, but an empty event node will always have "No Event" somewhere in it. Now that an empty node is selected and highlighted, choose one the event types on the right and click on the "Add" button. Fill in the requested event data in the event dialog that pops up and click on the "Ok" button. The event label text should now reflect the event type and the map location, something like "Camp: 1,1". The new event will have "+" symbol next to it to indicate it has chainable event nodes. After clicking on the "+", the event tree will expand that event node to show all available chain events for this type of root event. Adding a chained event is the same process, just start with selecting an empty chained event node.

    Diceplus

    Some values that you edit are called DICEPLUS fields. This means that they are text fields which let you specify the actual value in typical AD&D dice terms.

    Some valid examples:
    1d20
    1d4 + 2
    10
    5 + level * 3
    1d4 + 2 * level
    3d6 + 2 * Elf
    (dexterity == 18) * "Cleric/Fighter" * level

    A DICEPLUS field is evaluated using the usual mathematical operator precedence. A typical way to specify a value in AD&D is to state '1 die 4 plus 3 per level' which on paper is represented as '1d4 + 3/level'. In DICEPLUS format this would be '1d4+3*level'. The '/' is treated as mathematical division rather than a concept of 'per level'. In order of evaluation, this expression can be stated as:

    You can use parentheses to specify the order in which the terms are evaluated. (1d4+3)*level can be different than 1d4+(3*level).

    A DICEPLUS field can contain keywords that are evaluated at runtime. For instance, '1d4+3*level' will evaluate 'level' to be a character's current level and then multiply that by 3.

    To specify a random dice roll, use the XdY syntax, where xdy: x=num dice, 'd' is a keyword, y is num sides on each dice.

    Example:
    1d4 for 1 die 4

    These are the mathematical operators allowed in a DICEPLUS expression.

    '+' : addition 
    '-' : subtraction 
    '*' : multiplication 
    '/' : division 
    '==' : equality 
    '!=' : not equal 
    '>' : greater than 
    '>=' : greater than or equal to 
    '<' : greater than 
    '<=' : greater than or equal to 
    '&' : bitwise AND 
    '&&' : logical AND 
    '|' : bitwise OR 
    '||' : logical OR 
    '^' : bitwise exclusive OR 
    '^^' : logical exclusive OR 
    '%' : MOD 

    You can also use unary '-' and '+' to specify the sign of a number, such as '-1' for negative one.

    There are several possible keyword types allowed in a DICEPLUS expression. They are evaluated at runtime in the context of the currently active character. You can use a race name, class name, skill name, or the literals 'level', 'class', 'race', 'male', and 'female'. These keywords are not case-sensitive. Some keywords have the '-' or '/' tokens in them, such as 'Half-Elf' and 'Cleric/Fighter'. In such situations you must enclose the keyword in quotes, as in '1d4 + "Half-Elf"'. If you do not, then the '-' and '/' tokens will be interpreted as the mathmatical operators subtraction and division. To be recognized as a token for which runtime substitution can be made, the race/class/skill keywords must match one of the defined values in your races.txt, baseclass.txt, or ability.txt files.

    If portions of the DICEPLUS expression cannot be understood, those portions will be ignored. An expression such as '10 + jerk * 11' will always be 10 because the 'jerk * 11' cannot be understood.

    You can limit the final result of a DICEPLUS expression by using '|<' to specify minimum, or '>|' to specify maximum. Example: '1d4+2 |< 2 >| 9'. That will limit the '1d4+2' to a minimum of 2 and maximum of 9. You can write the same expression as '2 |< 1d4+2 >| 9'. The default limit is -999 to 999, and this default is not normally displayed. If you enter a different limit from the default it will always be displayed in a DICEPLUS expression.

    Adding Art

    The default art for Dungeon Craft is in the 'Resources' folder in your design folder.

    First, you must determine what type of art you would like to use. Different types of art will be placed in your design by different methods. Small pics, big pics and sprites will generally be placed via an event; icons and combat sprites via a database; walls and backgrounds through a list; and frames, borders and wilderness art through global settings. Each of the styles of art are typically imported by pressing the corresponding button and browsing to find the picture that you would like to use. e.g. to import an icon for a monster that you've created, click the button next to "Icon" and choose the correct picture and select "OK".

    Dungeon Craft supports the picture file formats of .png, .jpg, .pcx, .bmp and .tga.

    Adding Sound

    The default sounds for Dungeon Craft is in the 'Resources' folder in your design folder.

    Most sounds are placed via Events (see Appendix A below), in the Global Setting editor (see above), in the Level Editor, or in the Zone Editor (see below). Dungeon Craft supports the file formats of .mp3, .wav and .mid.