Files
andors-trail/AndorsTrailEdit/editor.html
oskar.wiksten bebabbb2aa Introduced a setting for whether d-pad should be minimizable or not.
Added skills for resistance of actor conditions. (thanks Samuel)
Remove duplicate items (but give back gold) whose store price has increased, to prevent exploiting the newer item prices.
Changes to code comments, display texts. (thanks Samuel)

git-svn-id: https://andors-trail.googlecode.com/svn/trunk@146 08aca716-68be-ccc6-4d58-36f5abd142ac
2011-07-30 19:50:53 +00:00

919 lines
38 KiB
HTML

<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" />
<link rel="shortcut icon" href="http://andors.techby2guys.com/favicon.ico"/>
<link href="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8.11/themes/base/jquery-ui.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.5.1/jquery.min.js"></script>
<script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8.11/jquery-ui.min.js"></script>
<link rel="stylesheet" type="text/css" href="styles2.css" />
<link rel="stylesheet" type="text/css" href="inc/ui.dynatree.css" />
<script type="text/javascript" src="AndorsTrailEditor.js"></script>
<title>Andor's Trail Content Editor</title>
</head>
<body>
<div id="screen">
<div id="top">
<div class="andorsTrailLogo" id="title">
Andor's Trail Content Editor
<span id="version">
v0.6.9a1
</span>
</div>
<div id="buttons">
<div id="import">Import</div>
<div id="export">Export</div>
</div>
</div>
<div id="left" class="workarea">
<div id="tools">
<h3><a href="#">Actor conditions</a></h3>
<div id="actorconditionlist">
<ul class="itemlist"> </ul>
<div id="add">Add</div>
</div>
<h3><a href="#">Quests</a></h3>
<div id="questlist">
<ul class="itemlist"> </ul>
<div id="add">Add</div>
</div>
<h3><a href="#">Items</a></h3>
<div id="itemlist">
<ul class="itemlist"> </ul>
<div id="add">Add</div>
</div>
<h3><a href="#">Droplists</a></h3>
<div id="droplist">
<ul class="itemlist"> </ul>
<div id="add">Add</div>
</div>
<h3><a href="#">Dialogue</a></h3>
<div id="conversationlist">
<ul class="itemlist"> </ul>
<div id="add">Add</div>
</div>
<h3><a href="#">Monsters &amp; NPCs</a></h3>
<div id="monsterlist">
<ul class="itemlist"> </ul>
<div id="add">Add</div>
</div>
</div>
</div>
<div id="center" class="workarea">
<div id="tabs">
<ul>
<li><a href="#tabs-1">Start</a></li>
</ul>
<div id="tabs-1">
<h3>Welcome to the content editor for Andor's Trail.</h3>
Start by importing some content from the game by pressing the top right "Import" button.<br />
Or you could start by creating new content by selecting something from the left list.<br />
<br />
</div>
</div>
</div>
</div>
<div class="hidden" id="templates">
<!-- ========================================================= -->
<!-- Monster editor -->
<div id="editMonster">
<h3>Monster / NPC</h3>
<fieldset class="fieldSet">
<legend>General</legend>
<div class="fieldWithLabel">
<div id="monsterimage" class="field"><input type="hidden" id="iconID" /></div>
</div>
<div class="fieldWithLabel">
<label for="id" class="label">Internal id:</label>
<input class="field" type="text" size="30" id="id" class="fieldInput"/>
</div>
<div class="fieldWithLabel">
<label for="name" class="label">Display name:</label>
<input class="field" type="text" size="30" id="name" class="fieldInput"/>
</div>
<div class="fieldWithLabel">
<label for="tags" class="label">Spawngroup:</label>
<input class="field" type="text" size="30" id="tags" class="fieldInput" title="This is a grouping of monster types. Use these tags on spawn areas to spawn random monsters with the same tag. Several monsters may have the same tag." />
</div>
<div class="fieldWithLabel">
<label for="size" class="label">Size:</label>
<input class="field" type="text" size="5" id="size" class="fieldInput" />
</div>
<div class="fieldWithLabel">
<div class="label"><input type="checkbox" id="hasConversation" />Has conversation</div>
</div>
<div class="fieldWithLabel" id="hasConversationDisplay">
<label for="phraseID" class="label">Conversation phrase ID:</label>
<input class="field" type="text" size="30" id="phraseID" class="fieldInput" />
</div>
<div class="fieldWithLabel">
<label for="droplistID" class="label">Droplist ID (combat or shop):</label>
<input class="field" type="text" size="30" id="droplistID" class="fieldInput"/>
</div>
</fieldset>
<fieldset class="fieldSet">
<legend>Stats</legend>
<div class="fieldWithLabel">
<label for="maxAP" class="label">Total AP:</label>
<input class="field" type="text" size="5" id="maxAP" class="fieldInput integer" />
</div>
<div class="fieldWithLabel">
<label for="moveCost" class="label">Movement cost (AP):</label>
<input class="field" type="text" size="5" id="moveCost" class="fieldInput integer" />
</div>
<div class="fieldWithLabel">
<label for="maxHP" class="label">Max HP:</label>
<input class="field" type="text" size="5" id="maxHP" class="fieldInput integer" />
</div>
<div class="fieldWithLabel">
<div class="label"><input type="checkbox" id="hasCombat" />Has combat traits</div>
</div>
</fieldset>
<fieldset class="fieldSet" id="hasCombatDisplay">
<legend>Combat</legend>
<div class="fieldWithLabel">
<label for="experience" class="label">Experience:</label>
<input class="field" type="text" size="7" id="experience" class="fieldInput integer" readonly="readonly" />
</div>
<div class="fieldWithLabel">
<label for="attackCost" class="label">Attack cost (AP):</label>
<input class="field" type="text" size="5" id="attackCost" class="fieldInput integer" />
</div>
<div class="fieldWithLabel">
<label for="attackChance" class="label">Attack chance:</label>
<div class="field"><input type="text" size="5" id="attackChance" class="fieldInput integer" />%</div>
</div>
<div class="fieldWithLabel">
<label for="attackDamage" class="label">Attack damage (range):</label>
<div class="field"><input type="text" size="3" id="attackDamage_Min" class="fieldInput integer" /> - <input type="text" size="3" id="attackDamage_Max" class="fieldInput integer" /></div>
</div>
<div class="fieldWithLabel">
<div class="label"><input type="checkbox" id="hasCritical" />Has critical chance</div>
</div>
<div id="hasCriticalDisplay">
<div class="fieldWithLabel">
<label for="criticalChance" class="label">Critical chance:</label>
<div class="field"><input type="text" size="5" id="criticalChance" class="fieldInput integer" />%</div>
</div>
<div class="fieldWithLabel">
<label for="criticalMultiplier" class="label">Critical multiplier:</label>
<input class="field" type="text" size="5" id="criticalMultiplier" class="fieldInput integer" />
</div>
</div>
<div class="fieldWithLabel">
<label for="blockChance" class="label">Block chance:</label>
<div class="field"><input type="text" size="5" id="blockChance" class="fieldInput integer" />%</div>
</div>
<div class="fieldWithLabel">
<label for="damageResistance" class="label">Damage resistance:</label>
<input class="field" type="text" size="5" id="damageResistance" class="fieldInput integer" />
</div>
<div class="fieldWithLabel">
<div class="label"><input type="checkbox" id="hasHitEffect" />Has effect on each hit</div>
</div>
</fieldset>
<fieldset class="fieldSet" id="hasHitEffectDisplay">
<legend>On every successful attack hit</legend>
<div class="fieldWithLabel">
<label for="onHit_boostHP" class="label">Boost current HP (range):</label>
<div class="field"><input type="text" size="3" id="onHit_boostHP_Min" class="fieldInput" /> - <input type="text" size="3" id="onHit_boostHP_Max" class="fieldInput integer" /></div>
</div>
<div class="fieldWithLabel">
<label for="onHit_boostAP" class="label">Boost current AP (range):</label>
<div class="field"><input type="text" size="3" id="onHit_boostAP_Min" class="fieldInput" /> - <input type="text" size="3" id="onHit_boostAP_Max" class="fieldInput integer" /></div>
</div>
<div class="fieldWithLabel">
<label for="onHit_conditionsSource" class="label">Conditions added to source</label>
<table class="field" id="onHit_conditionsSource">
<thead><tr>
<th id="condition">Condition</th>
<th id="magnitude">Magnitude</th>
<th id="duration">Duration</th>
<th id="chance">Chance</th>
</tr></thead>
<tbody>
</tbody>
</table>
<div id="add">Add</div>
</div>
<div class="fieldWithLabel">
<label for="onHit_conditionsTarget" class="label">Conditions added to target</label>
<table class="field" id="onHit_conditionsTarget">
<thead><tr>
<th id="condition">Condition</th>
<th id="magnitude">Magnitude</th>
<th id="duration">Duration</th>
<th id="chance">Chance</th>
</tr></thead>
<tbody>
</tbody>
</table>
<div id="add">Add</div>
</div>
</fieldset>
<div class="endSets"> </div>
</div>
<div id="dialog-onHitConditions">
<div class="fieldWithLabel">
<label for="condition" class="label">Actor condition id:</label>
<input type="text" size="30" id="condition" class="field fieldInput"/>
</div>
<div class="fieldWithLabel">
<label for="magnitude" class="label">Magnitude:</label>
<input type="text" size="5" id="magnitude" class="field fieldInput integer"/>
</div>
<div class="fieldWithLabel">
<label for="duration" class="label">Duration (number of turns):</label>
<input type="text" size="5" id="duration" class="field fieldInput integer"/>
</div>
<div class="fieldWithLabel">
<label for="chance" class="label">Chance:</label>
<select class="field" id="chance">
<option value="100">Always</option>
<option value="70">Frequent (70%)</option>
<option value="50">Sometimes (50%)</option>
<option value="20">Rare (20%)</option>
<option value="10">Seldom (10%)</option>
<option value="1">Very seldom (1%)</option>
<option value="1/1000">Unique (0.1%)</option>
</select>
</div>
</div>
<!-- ========================================================= -->
<!-- Droplist editor -->
<div id="editDroplist">
<h3>Droplist</h3>
<fieldset class="fieldSet">
<legend>General</legend>
<div class="fieldWithLabel">
<label for="id" class="label">Droplist internal ID:</label>
<input type="text" size="30" id="id" class="field fieldInput"/>
</div>
<div class="fieldWithLabel">
<label for="stages" class="label">Items dropped</label>
<table class="field" id="items">
<thead><tr>
<th id="itemID">Item (id)</th>
<th id="quantity_Min">Min quantity</th>
<th id="quantity_Max">Max quantity</th>
<th id="chance">Chance</th>
</tr></thead>
<tbody>
</tbody>
</table>
<div id="add">Add</div>
</div>
</fieldset>
<div class="endSets"> </div>
</div>
<div id="dialog-droplistItem">
<div class="fieldWithLabel">
<label for="itemID" class="label">Item (id):</label>
<input type="text" size="30" id="itemID" class="field fieldInput"/>
</div>
<div class="fieldWithLabel">
<label for="quantity" class="label">Quantity:</label>
<div class="field"><input type="text" size="3" id="quantity_Min" class="fieldInput integer" /> - <input type="text" size="3" id="quantity_Max" class="fieldInput integer" /></div>
</div>
<div class="fieldWithLabel">
<label for="chance" class="label">Chance:</label>
<select class="field" id="chance">
<option value="100">Always</option>
<option value="70">Often (70%)</option>
<option value="30">Sometimes (30%)</option>
<option value="25">Sometimes (25%)</option>
<option value="20">Rare (20%)</option>
<option value="10">Rare (10%)</option>
<option value="5">Seldom (5%)</option>
<option value="1">Unique (1%)</option>
<option value="1/1000">Extraordinary (0.1%)</option>
<option value="1/10000">Legendary (0.01%)</option>
</select>
</div>
</div>
<!-- ========================================================= -->
<!-- Item editor -->
<div id="editItem">
<h3>Item</h3>
<fieldset class="fieldSet">
<legend>General</legend>
<div class="fieldWithLabel">
<div id="itemimage" class="field"><input type="hidden" id="iconID" /></div>
</div>
<div class="fieldWithLabel">
<label for="name" class="label">Display name:</label>
<input class="field" type="text" size="30" id="name" class="fieldInput"/>
</div>
<div class="fieldWithLabel">
<label for="tags" class="label">Internal ID:</label>
<input class="field" type="text" size="30" id="searchTag" class="fieldInput" />
</div>
<div class="fieldWithLabel">
<label for="category" class="label">Category:</label>
<select class="field" id="category">
<option value="0">Weapon</option>
<option value="1">Shield</option>
<option value="2">Wearable (head)</option>
<option value="3">Wearable (body)</option>
<option value="4">Wearable (hand)</option>
<option value="5">Wearable (feet)</option>
<option value="6">Wearable (neck)</option>
<option value="7">Wearable (ring)</option>
<option value="20">Potion</option>
<option value="21">Food</option>
<option value="30">Money</option>
<option value="31">Other</option>
</select>
</div>
<div class="fieldWithLabel">
<label for="displaytype" class="label">Display as:</label>
<select class="field" id="displaytype">
<option value="0">Ordinary item</option>
<option value="1">Quest item (yellow)</option>
<option value="2">Legendary (green)</option>
<option value="3">Extraordinary (blue)</option>
<option value="4">Rare (purple)</option>
</select>
</div>
<div class="fieldWithLabel">
<label for="baseMarketCost" class="label">Base market cost (gold):</label>
<input class="field" type="text" size="7" id="baseMarketCost" readonly="readonly" class="fieldInput integer" title="The actual price is adjusted 15% depending on if the item is being bought or sold. Set to 0 to prohibit selling this item type (for example, for a quest item)." />
</div>
<div class="fieldWithLabel">
<div class="label"><input type="checkbox" id="hasManualPrice" />Item has manually specified store price</div>
</div>
<div class="fieldWithLabel">
<label for="marketCost_Sell" class="label">Actual price (gold):</label>
<div class="field">
<span>Sell: <input type="text" size="7" id="marketCost_Sell" class="fieldInput integer" readonly="readonly" /></span>
<span>Buy: <input type="text" size="7" id="marketCost_Buy" class="fieldInput integer" readonly="readonly" /></span>
</div>
</div>
<div class="fieldWithLabel">
<div class="label"><input type="checkbox" id="hasEquipEffect" />Has equip effect</div>
</div>
<div class="fieldWithLabel">
<div class="label"><input type="checkbox" id="hasUseEffect" />Has use effect</div>
</div>
<div class="fieldWithLabel">
<div class="label"><input type="checkbox" id="hasHitEffect" />Has effect on every hit</div>
</div>
<div class="fieldWithLabel">
<div class="label"><input type="checkbox" id="hasKillEffect" />Has effect on every kill</div>
</div>
</fieldset>
<fieldset class="fieldSet" id="hasEquipEffectDisplay">
<legend>When equipped</legend>
<div class="fieldWithLabel">
<label for="equip_boostMaxHP" class="label">Boost max HP:</label>
<input type="text" size="5" id="equip_boostMaxHP" class="field fieldInput integer" />
</div>
<div class="fieldWithLabel">
<label for="equip_boostMaxAP" class="label">Boost max AP:</label>
<input type="text" size="5" id="equip_boostMaxAP" class="field fieldInput integer" />
</div>
<div class="fieldWithLabel">
<label for="equip_moveCostPenalty" class="label">Move cost penalty (AP):</label>
<input type="text" size="5" id="equip_moveCostPenalty" class="field fieldInput integer" />
</div>
<div class="fieldWithLabel">
<label for="equip_attackCost" class="label">Attack cost (AP):</label>
<input class="field" type="text" size="5" id="equip_attackCost" class="fieldInput integer" />
</div>
<div class="fieldWithLabel">
<label for="equip_attackChance" class="label">Attack chance:</label>
<div class="field"><input type="text" size="5" id="equip_attackChance" class="fieldInput integer" />%</div>
</div>
<div class="fieldWithLabel">
<label for="equip_attackDamage" class="label">Attack damage (range):</label>
<div class="field"><input type="text" size="3" id="equip_attackDamage_Min" class="fieldInput integer" /> - <input type="text" size="3" id="equip_attackDamage_Max" class="fieldInput integer" /></div>
</div>
<div class="fieldWithLabel">
<div class="label"><input type="checkbox" id="equip_hasCritical" />Has critical chance</div>
</div>
<div id="equip_hasCriticalDisplay">
<div class="fieldWithLabel">
<label for="equip_criticalChance" class="label">Critical chance:</label>
<div class="field"><input type="text" size="5" id="equip_criticalChance" class="fieldInput integer" />%</div>
</div>
<div class="fieldWithLabel">
<label for="equip_criticalMultiplier" class="label">Critical multiplier:</label>
<input class="field" type="text" size="5" id="equip_criticalMultiplier" class="fieldInput integer" />
</div>
</div>
<div class="fieldWithLabel">
<label for="equip_blockChance" class="label">Block chance:</label>
<div class="field"><input type="text" size="5" id="equip_blockChance" class="fieldInput integer" />%</div>
</div>
<div class="fieldWithLabel">
<label for="equip_damageResistance" class="label">Damage resistance:</label>
<input class="field" type="text" size="5" id="equip_damageResistance" class="fieldInput integer" />
</div>
<div class="fieldWithLabel">
<label for="equip_conditions" class="label">Apply actor condition</label>
<table class="field" id="equip_conditions">
<thead><tr>
<th id="condition">Condition</th>
<th id="magnitude">Magnitude</th>
</tr></thead>
<tbody>
</tbody>
</table>
<div id="add">Add</div>
</div>
</fieldset>
<fieldset class="fieldSet" id="hasUseEffectDisplay">
<legend>When used</legend>
<div class="fieldWithLabel">
<label for="use_boostHP" class="label">Boost current HP (range):</label>
<div class="field"><input type="text" size="3" id="use_boostHP_Min" class="fieldInput" /> - <input type="text" size="3" id="use_boostHP_Max" class="fieldInput integer" /></div>
</div>
<div class="fieldWithLabel">
<label for="use_boostAP" class="label">Boost current AP (range):</label>
<div class="field"><input type="text" size="3" id="use_boostAP_Min" class="fieldInput" /> - <input type="text" size="3" id="use_boostAP_Max" class="fieldInput integer" /></div>
</div>
<div class="fieldWithLabel">
<label for="use_conditionsSource" class="label">Apply actor condition</label>
<table class="field" id="use_conditionsSource">
<thead><tr>
<th id="condition">Condition</th>
<th id="magnitude">Magnitude</th>
<th id="duration">Duration</th>
<th id="chance">Chance</th>
</tr></thead>
<tbody>
</tbody>
</table>
<div id="add">Add</div>
</div>
</fieldset>
<fieldset class="fieldSet" id="hasHitEffectDisplay">
<legend>When making a successful hit</legend>
<div class="fieldWithLabel">
<label for="hit_boostHP" class="label">Boost current HP (range):</label>
<div class="field"><input type="text" size="3" id="hit_boostHP_Min" class="fieldInput" /> - <input type="text" size="3" id="hit_boostHP_Max" class="fieldInput integer" /></div>
</div>
<div class="fieldWithLabel">
<label for="hit_boostAP" class="label">Boost current AP (range):</label>
<div class="field"><input type="text" size="3" id="hit_boostAP_Min" class="fieldInput" /> - <input type="text" size="3" id="hit_boostAP_Max" class="fieldInput integer" /></div>
</div>
<div class="fieldWithLabel">
<label for="hit_conditionsSource" class="label">Apply actor condition to source</label>
<table class="field" id="hit_conditionsSource">
<thead><tr>
<th id="condition">Condition</th>
<th id="magnitude">Magnitude</th>
<th id="duration">Duration</th>
<th id="chance">Chance</th>
</tr></thead>
<tbody>
</tbody>
</table>
<div id="add">Add</div>
</div>
<div class="fieldWithLabel">
<label for="hit_conditionsTarget" class="label">Apply actor condition to target</label>
<table class="field" id="hit_conditionsTarget">
<thead><tr>
<th id="condition">Condition</th>
<th id="magnitude">Magnitude</th>
<th id="duration">Duration</th>
<th id="chance">Chance</th>
</tr></thead>
<tbody>
</tbody>
</table>
<div id="add">Add</div>
</div>
</fieldset>
<fieldset class="fieldSet" id="hasKillEffectDisplay">
<legend>On every kill</legend>
<div class="fieldWithLabel">
<label for="kill_boostHP" class="label">Boost current HP (range):</label>
<div class="field"><input type="text" size="3" id="kill_boostHP_Min" class="fieldInput" /> - <input type="text" size="3" id="kill_boostHP_Max" class="fieldInput integer" /></div>
</div>
<div class="fieldWithLabel">
<label for="kill_boostAP" class="label">Boost current AP (range):</label>
<div class="field"><input type="text" size="3" id="kill_boostAP_Min" class="fieldInput" /> - <input type="text" size="3" id="kill_boostAP_Max" class="fieldInput integer" /></div>
</div>
<div class="fieldWithLabel">
<label for="kill_conditionsSource" class="label">Apply actor condition</label>
<table class="field" id="kill_conditionsSource">
<thead><tr>
<th id="condition">Condition</th>
<th id="magnitude">Magnitude</th>
<th id="duration">Duration</th>
<th id="chance">Chance</th>
</tr></thead>
<tbody>
</tbody>
</table>
<div id="add">Add</div>
</div>
</fieldset>
<div class="endSets"> </div>
</div>
<div id="dialog-equipConditions">
<div class="fieldWithLabel">
<label for="condition" class="label">Actor condition id:</label>
<input type="text" size="30" id="condition" class="field fieldInput"/>
</div>
<div class="fieldWithLabel">
<label for="magnitude" class="label">Magnitude:</label>
<input type="text" size="5" id="magnitude" class="field fieldInput integer"/>
</div>
</div>
<!-- ========================================================= -->
<!-- Quest editor -->
<div id="editQuest">
<h3>Quest</h3>
<fieldset class="fieldSet">
<legend>General</legend>
<div class="fieldWithLabel">
<label for="id" class="label">Internal ID:</label>
<input type="text" size="30" id="id" class="field fieldInput"/>
</div>
<div class="fieldWithLabel">
<label for="name" class="label">Display name:</label>
<input type="text" size="30" id="name" class="field fieldInput"/>
</div>
<div class="fieldWithLabel">
<div class="label"><input type="checkbox" id="showInLog" />Show in quest log</div>
</div>
</fieldset>
<fieldset class="fieldSet">
<legend>Stages</legend>
<div class="fieldWithLabel">
<label for="stages" class="label">Stages shown in quest log</label>
<table class="field" id="stages">
<thead><tr>
<th id="progress">Progress</th>
<th id="logText">Logtext</th>
<th id="rewardExperience">Experience</th>
<th id="finishesQuest">Finishes quest</th>
</tr></thead>
<tbody>
</tbody>
</table>
<div id="add">Add</div>
</div>
</fieldset>
<div class="endSets"> </div>
</div>
<div id="dialog-questlog">
<div class="fieldWithLabel">
<label for="progress" class="label">Progress stage (#):</label>
<input type="text" size="4" id="progress" class="field fieldInput integer"/>
</div>
<div class="fieldWithLabel">
<label for="logText" class="label">Logtext displayed in quest log:</label>
<textarea rows="4" cols="40" id="logText"></textarea>
</div>
<div class="fieldWithLabel">
<label for="rewardExperience" class="label">Experience reward for reaching this stage:</label>
<input type="text" size="7" id="rewardExperience" class="field fieldInput integer"/>
</div>
<div class="fieldWithLabel">
<div class="label"><input type="checkbox" id="finishesQuest" />Finishes quest</div>
</div>
</div>
<!-- ========================================================= -->
<!-- Dialogue editor -->
<div id="editDialogue">
<h3>Dialogue</h3>
<fieldset class="fieldSet">
<legend>Conversation flow</legend>
<div id="dialogueTree"> </div>
</fieldset>
<fieldset class="fieldSet" id="dialoguePhrase">
<legend>NPC phrase</legend>
<div class="fieldWithLabel">
<label for="id" class="label">Phrase ID:</label>
<input type="text" size="30" id="id" class="field fieldInput"/>
</div>
<div class="fieldWithLabel">
<label for="message" class="label">NPC says:</label>
<textarea rows="4" cols="40" id="message"></textarea>
</div>
<div class="fieldWithLabel">
<div class="label"><input type="checkbox" id="hasProgressQuest" />Reaching this phrase progresses quest</div>
</div>
<div class="fieldWithLabel" id="hasProgressQuestDisplay">
<label for="progressQuest" class="label">Progress to quest stage: (questname:stage)</label>
<input type="text" size="30" id="progressQuest" class="field fieldInput" title="For example, 'mikhail:20' would advance the quest mikhail to stage 20."/>
</div>
<div class="fieldWithLabel">
<div class="label"><input type="checkbox" id="hasRewardDroplist" />Reaching this phrase gives items</div>
</div>
<div class="fieldWithLabel" id="hasRewardDroplistDisplay">
<label for="rewardDropListID" class="label">Droplist ID of items to give</label>
<input type="text" size="30" id="rewardDropListID" class="field fieldInput"/>
</div>
</fieldset>
<fieldset class="fieldSet" id="dialoguePhraseReplies">
<legend>Replies</legend>
<div class="fieldWithLabel">
<div class="label"><input type="checkbox" id="hasOnlyNextReply" />Phrase leads directly to another phrase without replies</div>
</div>
<div class="fieldWithLabel" id="hasOnlyNextReplyDisplay">
<label for="nextPhraseID" class="label">Phrase ID:</label>
<div class="field">
<input type="text" size="30" id="nextPhraseID" class="fieldInput" />
<img src="imgarrowright.png" alt="Follow" id="followNextReply" class="imageButton" title="Open editor for the indicated phrase. Leave empty to automatically generate a new phrase id based on the prefix for this phrase, or supply a new phrase id that should be used." />
</div>
</div>
<div class="fieldWithLabel" id="hasRepliesDisplay">
<label for="replies" class="label">Replies</label>
<table class="field" id="replies">
<thead><tr>
<th id="text">Reply</th>
</tr></thead>
<tbody>
</tbody>
</table>
<div id="add">Add</div>
</div>
</fieldset>
<fieldset class="fieldSet" id="dialogueReply">
<legend>Player reply</legend>
<div class="fieldWithLabel">
<label for="id" class="label">Phrase ID:</label>
<input type="text" size="30" id="id" class="field fieldInput" readonly="readonly" />
</div>
<div class="fieldWithLabel">
<label for="text" class="label">Player says:</label>
<textarea rows="4" cols="40" id="text"></textarea>
</div>
<div class="fieldWithLabel">
<label for="replyLeadsTo" class="label">Reply leads to:</label>
<select class="field fieldInput" id="replyLeadsTo">
<option value="">NPC phrase</option>
<option value="S">Trading screen</option>
<option value="F">Combat</option>
<option value="X">Conversation ends</option>
<option value="R">NPC is removed from map</option>
</select>
</div>
<div class="fieldWithLabel" id="nextPhraseIDDisplay">
<label for="nextPhraseID" class="label">Next phrase ID:</label>
<div class="field">
<input type="text" size="30" id="nextPhraseID" class="fieldInput"/>
<img src="imgarrowright.png" alt="Follow" id="followReply" class="imageButton" title="Open editor for the indicated phrase. Leave empty to automatically generate a new phrase id based on the prefix for this phrase, or supply a new phrase id that should be used." />
</div>
</div>
<div class="fieldWithLabel">
<div class="label"><input type="checkbox" id="requiresItems" />Player must have item(s) to select this reply</div>
</div>
<div id="requiresItemsDisplay">
<div class="fieldWithLabel">
<label for="requires_itemID" class="label">Required item ID (will be removed from inventory)</label>
<input type="text" size="30" id="requires_itemID" class="field fieldInput"/>
</div>
<div class="fieldWithLabel">
<label for="requires_Quantity" class="label">Required item quantity</label>
<input type="text" size="5" id="requires_Quantity" class="field fieldInput integer"/>
</div>
</div>
<div class="fieldWithLabel">
<div class="label"><input type="checkbox" id="requiresQuest" />Player must have progressed quest to select this reply</div>
</div>
<div class="fieldWithLabel" id="requiresQuestDisplay">
<label for="requires_Progress" class="label">Quest stage required: (questname:stage)</label>
<input type="text" size="30" id="requires_Progress" class="field fieldInput" title="For example, 'mikhail:20' would require that the quest mikhail is at at least stage 20."/>
</div>
</fieldset>
<div class="endSets"> </div>
</div>
<!-- ========================================================= -->
<!-- Actor condition editor -->
<div id="editActorCondition">
<h3>Actor condition</h3>
<fieldset class="fieldSet">
<legend>General</legend>
<div class="fieldWithLabel">
<div id="actorconditionimage" class="field"><input type="hidden" id="iconID" /></div>
</div>
<div class="fieldWithLabel">
<label for="id" class="label">Internal ID:</label>
<input type="text" size="30" id="id" class="field fieldInput"/>
</div>
<div class="fieldWithLabel">
<label for="name" class="label">Display name:</label>
<input type="text" size="30" id="name" class="field fieldInput"/>
</div>
<div class="fieldWithLabel">
<label for="category" class="label">Category:</label>
<select class="field fieldInput" id="category">
<option value="0">Spiritual</option>
<option value="1">Mental</option>
<option value="2">Physical Capacity</option>
<option value="3">Blood Disorder</option>
</select>
</div>
<div class="fieldWithLabel">
<div class="label"><input type="checkbox" id="isStacking" />Allow stacked effects</div>
</div>
<div class="fieldWithLabel">
<div class="label"><input type="checkbox" id="hasRoundEffect" />Has effect every round (every 6s)</div>
</div>
<div class="fieldWithLabel">
<div class="label"><input type="checkbox" id="hasFullRoundEffect" />Has effect every full round (every 25:th s)</div>
</div>
<div class="fieldWithLabel">
<div class="label"><input type="checkbox" id="hasAbilityEffect" />Has constant ability effect</div>
</div>
</fieldset>
<fieldset class="fieldSet" id="hasRoundEffectDisplay">
<legend>Every round (6s)</legend>
<div class="fieldWithLabel">
<label for="round_visualEffectID" class="label">Visual effect:</label>
<select class="field fieldInput" id="round_visualEffectID">
<option value="-1">None</option>
<option value="0">Red splatter</option>
<option value="1">Blue swirl</option>
<option value="2">Green splatter</option>
</select>
</div>
<div class="fieldWithLabel">
<label for="round_boostHP" class="label">Boost current HP (range):</label>
<div class="field"><input type="text" size="3" id="round_boostHP_Min" class="fieldInput" /> - <input type="text" size="3" id="round_boostHP_Max" class="fieldInput integer" /></div>
</div>
<div class="fieldWithLabel">
<label for="round_boostAP" class="label">Boost current AP (range):</label>
<div class="field"><input type="text" size="3" id="round_boostAP_Min" class="fieldInput" /> - <input type="text" size="3" id="round_boostAP_Max" class="fieldInput integer" /></div>
</div>
</fieldset>
<fieldset class="fieldSet" id="hasFullRoundEffectDisplay">
<legend>Every full round (25s)</legend>
<div class="fieldWithLabel">
<label for="fullround_visualEffectID" class="label">Visual effect:</label>
<select class="field fieldInput" id="fullround_visualEffectID">
<option value="-1">None</option>
<option value="0">Red splatter</option>
<option value="1">Blue swirl</option>
<option value="2">Green splatter</option>
</select>
</div>
<div class="fieldWithLabel">
<label for="fullround_boostHP" class="label">Boost current HP (range):</label>
<div class="field"><input type="text" size="3" id="fullround_boostHP_Min" class="fieldInput" /> - <input type="text" size="3" id="fullround_boostHP_Max" class="fieldInput integer" /></div>
</div>
<div class="fieldWithLabel">
<label for="fullround_boostAP" class="label">Boost current AP (range):</label>
<div class="field"><input type="text" size="3" id="fullround_boostAP_Min" class="fieldInput" /> - <input type="text" size="3" id="fullround_boostAP_Max" class="fieldInput integer" /></div>
</div>
</fieldset>
<fieldset class="fieldSet" id="hasAbilityEffectDisplay">
<legend>Constant ability effect</legend>
<div class="fieldWithLabel">
<label for="boostMaxHP" class="label">Boost max HP:</label>
<input type="text" size="5" id="boostMaxHP" class="field fieldInput integer" />
</div>
<div class="fieldWithLabel">
<label for="boostMaxAP" class="label">Boost max AP:</label>
<input type="text" size="5" id="boostMaxAP" class="field fieldInput integer" />
</div>
<div class="fieldWithLabel">
<label for="moveCostPenalty" class="label">Move cost penalty (AP):</label>
<input type="text" size="5" id="moveCostPenalty" class="field fieldInput integer" />
</div>
<div class="fieldWithLabel">
<label for="attackCost" class="label">Attack cost (AP):</label>
<input class="field" type="text" size="5" id="attackCost" class="fieldInput integer" />
</div>
<div class="fieldWithLabel">
<label for="attackChance" class="label">Attack chance:</label>
<div class="field"><input type="text" size="5" id="attackChance" class="fieldInput integer" />%</div>
</div>
<div class="fieldWithLabel">
<label for="attackDamage" class="label">Attack damage (range):</label>
<div class="field"><input type="text" size="3" id="attackDamage_Min" class="fieldInput integer" /> - <input type="text" size="3" id="attackDamage_Max" class="fieldInput integer" /></div>
</div>
<div class="fieldWithLabel">
<div class="label"><input type="checkbox" id="hasCritical" />Has critical chance</div>
</div>
<div id="hasCriticalDisplay">
<div class="fieldWithLabel">
<label for="criticalChance" class="label">Critical chance:</label>
<div class="field"><input type="text" size="5" id="criticalChance" class="fieldInput integer" />%</div>
</div>
<div class="fieldWithLabel">
<label for="criticalMultiplier" class="label">Critical multiplier:</label>
<input class="field" type="text" size="5" id="criticalMultiplier" class="fieldInput integer" />
</div>
</div>
<div class="fieldWithLabel">
<label for="blockChance" class="label">Block chance:</label>
<div class="field"><input type="text" size="5" id="blockChance" class="fieldInput integer" />%</div>
</div>
<div class="fieldWithLabel">
<label for="damageResistance" class="label">Damage resistance:</label>
<input class="field" type="text" size="5" id="damageResistance" class="fieldInput integer" />
</div>
</fieldset>
<div class="endSets"> </div>
</div>
<!-- ========================================================= -->
<!-- Import / Export dialog form -->
<div id="dialog-importexport">
<div id="actorconditions">
<div class="importexport-header">Actor conditions</div>
<div id="description">This data corresponds to res/values/actorconditions.xml in the source code.</div>
<textarea id="value" rows="6" cols="80"></textarea>
<div id="import">Import</div>
</div>
<div id="quests">
<div class="importexport-header">Quests</div>
<div id="description">This data corresponds to res/values/questlist.xml in the source code.</div>
<textarea id="value" rows="6" cols="80"></textarea>
<div id="import">Import</div>
</div>
<div id="items">
<div class="importexport-header">Items</div>
<div id="description">This data corresponds to res/values/itemlist.xml in the source code.</div>
<textarea id="value" rows="6" cols="80"></textarea>
<div id="import">Import</div>
</div>
<div id="droplists">
<div class="importexport-header">Droplists</div>
<div id="description">This data corresponds to res/values/droplist.xml in the source code.</div>
<textarea id="value" rows="6" cols="80"></textarea>
<div id="import">Import</div>
</div>
<div id="dialogue">
<div class="importexport-header">Dialogue</div>
<div id="description">This data corresponds to res/values/conversationlist.xml in the source code.</div>
<textarea id="value" rows="6" cols="80"></textarea>
<div id="import">Import</div>
</div>
<div id="monsters">
<div class="importexport-header">Monsters</div>
<div id="description">This data corresponds to res/values/monsters.xml in the source code.</div>
<textarea id="value" rows="6" cols="80"></textarea>
<div id="import">Import</div>
</div>
</div>
<!-- ========================================================= -->
<!-- Select images dialog -->
<div id="dialog-images"> </div>
</div>
<script type="text/javascript">
$(document).ready(startEditor);
</script>
</body>
</html>