900 lines
30 KiB
Plaintext
900 lines
30 KiB
Plaintext
![]() |
A MANUAL FOR EAMON ADVENTURE DESIGNERS
|
|||
|
|
|||
|
By Donald Brown
|
|||
|
|
|||
|
|
|||
|
EAMON is the computerized fantasy
|
|||
|
role-playing game developed by Donald
|
|||
|
Brown. This manual has been written for
|
|||
|
those stalwart people who are tired of
|
|||
|
having their characters killed in the
|
|||
|
many adventures written for the system,
|
|||
|
and want revenge by creating their own
|
|||
|
death traps. It is assumed that you are
|
|||
|
already familiar with the gaming system
|
|||
|
and the information included in the
|
|||
|
Player's manual.
|
|||
|
|
|||
|
Most of the adventures that are
|
|||
|
written for the Eamon system have been
|
|||
|
similar to the "Adventure" game that
|
|||
|
was created by Don Woods and Willie
|
|||
|
Crowther of MIT, such as the Beginner's
|
|||
|
Cave included on the master diskette.
|
|||
|
This manual will both help you design
|
|||
|
your own scenarios in that type of game
|
|||
|
but will also permit you to meld any
|
|||
|
other type of game with the system that
|
|||
|
you wish.
|
|||
|
|
|||
|
|
|||
|
HOOKING UP WITH EAMON
|
|||
|
or
|
|||
|
SENDING ADVENTURERS TO THEIR DEATH FOR
|
|||
|
FUN AND PROFIT
|
|||
|
|
|||
|
|
|||
|
Under the Eamon rules, it takes only a
|
|||
|
few numbers to completely describe a
|
|||
|
character. Between adventures, all of
|
|||
|
the player characters, (or adventurers)
|
|||
|
that the Master system knows about are
|
|||
|
stored in a file on the Master that is
|
|||
|
called "CHARACTERS". It is a random-
|
|||
|
access file with a length of 150.
|
|||
|
Record 0 holds the number of records
|
|||
|
used in the file, and all subsequent
|
|||
|
records may hold one character. If the
|
|||
|
first string in the record is null ("")
|
|||
|
then the character in that record has
|
|||
|
been deleted and the record may be
|
|||
|
reused to store a new character.
|
|||
|
The data held in each record is :
|
|||
|
A string that has the name. The
|
|||
|
next numbers stored are (in order)
|
|||
|
player Hardiness, Agility, Charisma,
|
|||
|
the four spell abilities (Blast, Heal,
|
|||
|
Speed, and Power), the five weapon
|
|||
|
abilities (Axe, Bow, Club, Spear, and
|
|||
|
Sword), the player's Armour Expertise,
|
|||
|
the player's sex as a string ("M" or
|
|||
|
"F"), gold pieces carried, gold pieces
|
|||
|
in the bank, the player's armour class
|
|||
|
(Leather=2, Chain=4, Plate=6, with one
|
|||
|
added for a shield), then for each of
|
|||
|
a player's four weapons the name of
|
|||
|
the weapon, the weapon type, the weapon
|
|||
|
complexity, the weapon dice, and the
|
|||
|
weapon's sides per die. If a player
|
|||
|
does not have four weapons, his weapons
|
|||
|
will be first, and all other weapon
|
|||
|
weapon names will be "NONE". Except for
|
|||
|
name, sex, and weapon names all of the
|
|||
|
information is stored as an integer
|
|||
|
number, with all probability numbers
|
|||
|
stored as percentages (perfect=100).
|
|||
|
|
|||
|
When a player leaves the Main Hall
|
|||
|
to go on an Adventure, first his char-
|
|||
|
acter is deleted from the CHARACTERS
|
|||
|
file, and then the player is prompted
|
|||
|
to change diskettes. The program then
|
|||
|
tries to read a program name from the
|
|||
|
file EAMON.NAME on the adventure disk.
|
|||
|
If this name is found, a file called
|
|||
|
FRESH MEAT is opened on the disk and
|
|||
|
the data that was in the record of the
|
|||
|
CHARACTERS file is written into that
|
|||
|
file, preceeded by the record number
|
|||
|
that the character previously resided
|
|||
|
in. Finally, the program given in the
|
|||
|
EAMON.NAME file is run.
|
|||
|
|
|||
|
Once the adventure is over, control
|
|||
|
must be returned to the main Eamon
|
|||
|
programs. If the adventure ended in
|
|||
|
the character's death, all that must
|
|||
|
be done is deleting a file called "THE
|
|||
|
ADVENTURER" from the master diskette
|
|||
|
and running MAIN HALL. (You may instead
|
|||
|
directly run THE WONDERFUL WORLD OF
|
|||
|
EAMON and then do not need to delete
|
|||
|
the file. If you do want to go the MAIN
|
|||
|
HALL route, it might be advisable to
|
|||
|
open THE ADVENTURER before deleting it,
|
|||
|
to make sure it will really be there.)
|
|||
|
If the character survives your
|
|||
|
adventurer, you will have to recreate
|
|||
|
him into the CHARACTERS file. The Main
|
|||
|
Program logic is already writing the
|
|||
|
character his own character record now,
|
|||
|
but you may want to change this if you
|
|||
|
have a special reason for it. Normally
|
|||
|
this is simply writing in the new
|
|||
|
information of the character into the
|
|||
|
old record given in FRESH MEAT. However
|
|||
|
if your program has the ability to
|
|||
|
quit for a while and come back later,
|
|||
|
it is possible for a new character to
|
|||
|
be stored in the old record. In this
|
|||
|
case you should search the CHARACTERS
|
|||
|
file for a free record to store the
|
|||
|
character, and write it in there (for
|
|||
|
an example of how this is done, list
|
|||
|
the NEW CHARACTERS program on your
|
|||
|
master diskette).
|
|||
|
|
|||
|
Once you have stored the character
|
|||
|
into the CHARACTERS file, you must
|
|||
|
re-create a file called THE ADVENTURER
|
|||
|
which has two pieces of data in it--
|
|||
|
the name of the character, and the
|
|||
|
record he resides in of the CHARACTERS
|
|||
|
file. This too, is already done by the
|
|||
|
logic of the Main program, but it may
|
|||
|
be necessary for you to know what is
|
|||
|
being done, in case you want to change
|
|||
|
it. Once this is done, run MAIN
|
|||
|
HALL to finish. (Also currently done.)
|
|||
|
|
|||
|
USE OF THE DUNGEON DESIGN DISKETTE
|
|||
|
|
|||
|
The Dungeon Design Diskette is
|
|||
|
designed to make the job of entering
|
|||
|
new Adventure-like scenarios much
|
|||
|
easier. It includes a base to work
|
|||
|
from for your program, as well as a
|
|||
|
simple means of entering the data into
|
|||
|
the text files needed by that base
|
|||
|
program.
|
|||
|
|
|||
|
Version 5.0 of the Dungeon Designer
|
|||
|
Diskette will contain two versions of
|
|||
|
the Main Adventure program. One is
|
|||
|
called MAIN PGM (or BASE PROGRAM 2.0)
|
|||
|
and the other is MAIN PGM 10 (or BASE
|
|||
|
PROGRAM 10).
|
|||
|
|
|||
|
Version 6.0 will only contain MAIN PGM,
|
|||
|
but will contain an extra file called
|
|||
|
CONVERT MAIN>MAIN 10. This is a text
|
|||
|
file that can be executed (using the
|
|||
|
DOS EXEC command) to convert MAIN PGM
|
|||
|
to a ten direction version. To do this
|
|||
|
simply load in MAIN PGM and type EXEC
|
|||
|
CONVERT MAIN>MAIN 10. You will see some
|
|||
|
Applesoft prompts. When it stops, you
|
|||
|
will have a ten direction version of
|
|||
|
the MAIN PGM. You may then save this on
|
|||
|
your adventure diskette.
|
|||
|
|
|||
|
The first step in creating your
|
|||
|
adventure is initializing the diskette.
|
|||
|
The program on the DDD (Dungeon Design
|
|||
|
Diskette) will do several things for
|
|||
|
you---it will INIT the diskette, put
|
|||
|
your program's name into EAMON.NAME,
|
|||
|
and put in the starting data needed
|
|||
|
for the dungeon editing program to
|
|||
|
work. It also creates a boot program
|
|||
|
that identifies this diskette as an
|
|||
|
Eamon adventure by you! You will be
|
|||
|
asked for an adventure number, this
|
|||
|
must be an integer from 1 to 254, since
|
|||
|
it is used as the disk volume. It is
|
|||
|
not important what number you assign,
|
|||
|
it will be be assigned to the next
|
|||
|
valid number - once you have submitted
|
|||
|
it to the library.
|
|||
|
|
|||
|
When you have initialized your
|
|||
|
diskette, you should delete the text
|
|||
|
file SAVE LEADIN PROGRAM HERE. Then
|
|||
|
re-insert the DDD and load LEADIN
|
|||
|
PROGRAM. The diskettes should be
|
|||
|
switched again and you will type in
|
|||
|
SAVE (your adventure name). You must
|
|||
|
spell the name to be saved -in () above
|
|||
|
exactly as you did when you typed in
|
|||
|
the name of the adventure during the
|
|||
|
initializing process. Then re-insert
|
|||
|
the DDD and type LOAD MAIN PGM or LOAD
|
|||
|
MAIN PGM 10 (depending on whether you
|
|||
|
answered 6 or 10 directions during the
|
|||
|
initialize process. The MAIN PGM 10
|
|||
|
should be used if you answered 10 to
|
|||
|
the number of directions. Otherwise,
|
|||
|
use MAIN PGM. Now re-insert your new
|
|||
|
adventure diskette and type SAVE MAIN
|
|||
|
PGM. Note --- here you use 'MAIN PGM'
|
|||
|
regardless of which program you loaded.
|
|||
|
You are now ready to begin entering
|
|||
|
data for the adventure. Insert the DDD
|
|||
|
and run the program 'DUNGEON EDIT'.
|
|||
|
This program is the one that puts your
|
|||
|
basic dungeon design into the files.
|
|||
|
|
|||
|
A few general remarks are in order
|
|||
|
now--First of all, you should always
|
|||
|
have your dungeon designed before
|
|||
|
entering it. Decide what rooms you
|
|||
|
have, how they connect, what monsters
|
|||
|
inhabit those rooms (and what their
|
|||
|
attributes are), and what treasures
|
|||
|
are sprinkled about.
|
|||
|
|
|||
|
For each of the four things you can
|
|||
|
enter (ROOM, ARTIFACT, EFFECT, and
|
|||
|
MONSTER), you can either add a new one
|
|||
|
onto the end of the list, or edit one
|
|||
|
already there. You cannot delete a
|
|||
|
thing already there (though you can
|
|||
|
replace it through editing). You also
|
|||
|
must not go beyond 100 of any of the
|
|||
|
things (though the total can go over
|
|||
|
100). Actually you will run out of disk
|
|||
|
space long before you hit the limit of
|
|||
|
100 on these items. The more practical
|
|||
|
limts of the system are: (-in general-)
|
|||
|
Rooms: 50-85 Artifacts: 35-50;
|
|||
|
Effects: 0-25; Monsters: 12-35.
|
|||
|
If you do go over the 100 limit on
|
|||
|
anything you will not be warned of your
|
|||
|
error, but you will not get the results
|
|||
|
you wanted.
|
|||
|
|
|||
|
Adding and Editing will be almost
|
|||
|
identical for all four data types,
|
|||
|
except that in 'editing' your old entry
|
|||
|
will be placed after the cursor at the
|
|||
|
start of entries. Every time you are
|
|||
|
to do more entry than just hitting one
|
|||
|
key, the entry will be done with a
|
|||
|
special input routine. It appears to
|
|||
|
be the standard Apple input on first
|
|||
|
glance, but it has many significant
|
|||
|
differences. First of all, the old
|
|||
|
Escape-key editing features do not
|
|||
|
work. Instead, the following control
|
|||
|
keys do things--
|
|||
|
|
|||
|
ESC--this returns, accepting both
|
|||
|
what is before and after the
|
|||
|
flashing cursor. It is very
|
|||
|
useful while editing since if
|
|||
|
you simply hit ESC no change
|
|||
|
will be made.
|
|||
|
|
|||
|
RETURN--this also does a return,
|
|||
|
except only accepting what
|
|||
|
is before the cursor.
|
|||
|
|
|||
|
CTRL-B--this moves the cursor to
|
|||
|
the first character of your
|
|||
|
input.
|
|||
|
|
|||
|
CTRL-E--this moves the cursor to
|
|||
|
the last character of your
|
|||
|
input.
|
|||
|
|
|||
|
CTRL-D--this deletes the character
|
|||
|
that the cursor is sitting on,
|
|||
|
bringing the characters after
|
|||
|
the cursor forward one space.
|
|||
|
|
|||
|
CTRL-I--this inserts a space where
|
|||
|
the cursor is, moving all
|
|||
|
characters after the cursor
|
|||
|
back one space. This is good
|
|||
|
if you are entering a line
|
|||
|
that you want to look good as
|
|||
|
it wraps around your 40-column
|
|||
|
screen.
|
|||
|
|
|||
|
<-,-> (FORWARD & BACKWARD ARROWS)--
|
|||
|
these move the cursor back or
|
|||
|
forward by one character.
|
|||
|
|
|||
|
Your entries cannot go over 250
|
|||
|
characters, and you should not use
|
|||
|
quotation marks ("). You may use commas
|
|||
|
and colons in descriptions only. Do not
|
|||
|
have any trailing spaces on the names
|
|||
|
of items. (Applesoft regards "LION" as
|
|||
|
being different from "LION ", though
|
|||
|
your player may not recognize the
|
|||
|
difference. Additionally, if you are
|
|||
|
entering a number, enter only a number,
|
|||
|
do not include any leading or trailing
|
|||
|
spaces or other extraneous characters.
|
|||
|
The program won't like them and will
|
|||
|
simply spit them back at you.
|
|||
|
|
|||
|
Another thing to watch out for is names
|
|||
|
on artifacts that begin with a number.
|
|||
|
The program will accept them and you
|
|||
|
can use them, but when you try to give
|
|||
|
the item to a monster the program will
|
|||
|
not understand. For example assume you
|
|||
|
want to put an 8 inch knife in your
|
|||
|
adventure. When adventurer picks it up
|
|||
|
and tries to give it to his friend the
|
|||
|
Doctor, the Doctor will think he is
|
|||
|
being given 8 gold pieces. That is
|
|||
|
because the program looks at the
|
|||
|
artifact name and because it begins
|
|||
|
with a number, it mis-understands.
|
|||
|
|
|||
|
For every room, you will need to
|
|||
|
give eight pieces of data. First is
|
|||
|
the room name, which cannot go over
|
|||
|
39 characters. In the program it will
|
|||
|
be printed as: "YOU ARE (room name)",
|
|||
|
so you should use names like, "AT THE
|
|||
|
CAVE ENTRANCE". Secondly you will
|
|||
|
need to give a room description. It is
|
|||
|
not preceeded by anything, so it must
|
|||
|
be a full and complete description. If
|
|||
|
your description is longer than 40
|
|||
|
characters, you must pad it with spaces
|
|||
|
so that when the description wraps
|
|||
|
around the Apple's 40-column screen,
|
|||
|
the breaks are between words. Finally,
|
|||
|
you will have to give the room numbers
|
|||
|
that you can get to from that room in
|
|||
|
each direction. A special code has
|
|||
|
been developed--if you give a room of
|
|||
|
0, you can never move that direction.
|
|||
|
If you give positive direction, there's
|
|||
|
an open connection. Negative numbers
|
|||
|
are special and usually indicate a
|
|||
|
secret passage. Another special code is
|
|||
|
-99 which indicates the exit to home.
|
|||
|
Negative numbers can be easily made to
|
|||
|
have special results by altering the
|
|||
|
base program (see below).
|
|||
|
|
|||
|
Artifacts are somewhat similar. An
|
|||
|
artifact is any non-living thing that
|
|||
|
is in the dungeon. In addition to what
|
|||
|
you might normally think of as the
|
|||
|
artifacts you want to include: (gold,
|
|||
|
silver, statues), you must also have
|
|||
|
as an artifact all weapons used by your
|
|||
|
monsters, as well as a dead body for
|
|||
|
every monster.
|
|||
|
|
|||
|
For each artifact, you will again
|
|||
|
need a name (this time just the normal
|
|||
|
name, such as "GOLD COINS") and a full
|
|||
|
description. You will also need to give
|
|||
|
the item's room that it starts in, its
|
|||
|
value in gold pieces, its type and its
|
|||
|
weight. The room is usually a positive
|
|||
|
number, however if the item isn't in
|
|||
|
the dungeon yet (such as a dead body)
|
|||
|
you should assign a room of zero, and
|
|||
|
if the item starts by being carried by
|
|||
|
the player, its room is -1.
|
|||
|
|
|||
|
There are four types of artifacts.
|
|||
|
Type 0 is a treasure with a value that
|
|||
|
will not change with the player's
|
|||
|
charisma, such as a pile of gold coins.
|
|||
|
Type 1 is a treasure whose value will
|
|||
|
vary with the player's charisma, such
|
|||
|
as a Persian rug. Types 2 and 3 are
|
|||
|
weapons, with 2 being a weapon that can
|
|||
|
be bought at the Main Hall, and 3 a
|
|||
|
special weapon.
|
|||
|
|
|||
|
If your artifact is a weapon (type
|
|||
|
2 or 3), you will also have to enter
|
|||
|
some more information on it. First is
|
|||
|
the weapon complexity, then is the
|
|||
|
weapon type (1=axe, 2=bow, 3=mace,
|
|||
|
4=spear, 5=sword), then the weapon's
|
|||
|
damage with first the number of 'dice'
|
|||
|
thrown for that damage, then the sides
|
|||
|
per die.
|
|||
|
|
|||
|
The other major type of data to be
|
|||
|
put in your files is monsters, which
|
|||
|
are any living (or animate) things in
|
|||
|
the dungeon. Monsters are similar to
|
|||
|
characters, however they are assumed to
|
|||
|
have their full armour expertise and
|
|||
|
know all weapons equally well. For each
|
|||
|
monster you will need the name, the
|
|||
|
description, then hardiness (as with a
|
|||
|
player), agility, friendliness (the
|
|||
|
percentage chance of making friends
|
|||
|
with a character of a charisma of 10),
|
|||
|
courage (will flee from a fight after
|
|||
|
he has received that percentage of his
|
|||
|
hardiness in hits, on the average),
|
|||
|
room starts in (may be zero if in a
|
|||
|
chest or other special thing activates
|
|||
|
him), his body weight, his special
|
|||
|
defensive odds (normally 0, but magic
|
|||
|
or size/speed may make some monsters
|
|||
|
harder to hit), defensive odds are a %.
|
|||
|
Armour (hits absorbed or stopped -
|
|||
|
per blow. This may be things such as
|
|||
|
a furry skin or magical effects), and
|
|||
|
the weapon number (a pointer to some
|
|||
|
artifact. If the weapon number is 0
|
|||
|
it is assumed natural weapons; claws or
|
|||
|
teeth. If the weapon number is -1 then
|
|||
|
the monster isn't carrying a weapon).
|
|||
|
You will then have to give for that
|
|||
|
weapon the monster's complete chance
|
|||
|
to strike a blow with it, and its sides
|
|||
|
and dice of damage. These numbers do
|
|||
|
not have to be consistant with the
|
|||
|
numbers given in the artifact list; a
|
|||
|
monster may know how to use his weapon
|
|||
|
better than someoneHwho doesn't know
|
|||
|
some secret, and the chance of hitting
|
|||
|
is of course affected by the monster's
|
|||
|
weapon expertise and other information
|
|||
|
not stored.
|
|||
|
|
|||
|
There is a fourth thing that can be
|
|||
|
entered called an "EFFECT". It is there
|
|||
|
for your own special use--it permits
|
|||
|
you to store some strings on disk so
|
|||
|
that it can be called in quickly. The
|
|||
|
code to read effects is not in place in
|
|||
|
the base program (Main Pgm). To read an
|
|||
|
effect (number E, for example) use
|
|||
|
a routine such as:
|
|||
|
PRINT DK$;"READ EAMON.DESC,R";E+200
|
|||
|
: INPUT A$ : PRINT A$ : PRINT DK$.
|
|||
|
NOTE: This routine also prints the
|
|||
|
effect (A$) that it reads. For further
|
|||
|
examples of its use you might want to
|
|||
|
check out The Beginners Cave. It is
|
|||
|
also included as room for expansion of
|
|||
|
the DDD.
|
|||
|
|
|||
|
Once you have put all of your data
|
|||
|
into your files, you will probably want
|
|||
|
to see what you entered, to catch
|
|||
|
errors and get a good overview. There
|
|||
|
is a program included on the DDD that
|
|||
|
will list all of your data in a simple,
|
|||
|
organized fashion. It will list all
|
|||
|
of your rooms, artifacts, and monsters
|
|||
|
in order, also pointing out what sort
|
|||
|
of "links" have been set up (what is
|
|||
|
the room name you are moving into, what
|
|||
|
is the name of the artifact that the
|
|||
|
monster uses as a weapon, etc.) If
|
|||
|
one of these links goes to the wrong
|
|||
|
thing, there's an error! If you want
|
|||
|
to put this output to a printer, you
|
|||
|
must modify lines 9000-9999 of the
|
|||
|
program DUNGEON LIST to start your
|
|||
|
printer and set the value of PL to
|
|||
|
the line length of your printer, less
|
|||
|
one (39 for the Apple's screen).
|
|||
|
|
|||
|
There is also a program included
|
|||
|
called DUNGEON LIST (OLD) which was
|
|||
|
written to work with the older system
|
|||
|
of files where EAMON.MONSTERS and
|
|||
|
EAMON.ARTIFACTS were sequential files.
|
|||
|
Although it might be very useful to
|
|||
|
examine other people's dungeons after
|
|||
|
you have played in them to learn how
|
|||
|
to design your own, it goes without
|
|||
|
saying that only a cur and a scoundrel
|
|||
|
would list someone's dungeon before
|
|||
|
playing to avoid dangers!
|
|||
|
|
|||
|
|
|||
|
|
|||
|
ADAPTING THE BASE DUNGEON PROGRAM
|
|||
|
|
|||
|
All of the work above was to put
|
|||
|
your dungeon into a format that the
|
|||
|
computer can use. It couples with
|
|||
|
a program called the BASE DUNGEON
|
|||
|
PROGRAM (or on later versions called
|
|||
|
MAIN PGM or MAIN PGM 10). If no sliding
|
|||
|
doors, things hidden inside of other
|
|||
|
things, etc. are needed, and you are
|
|||
|
using the original DDD, you can simply
|
|||
|
save the base program on your diskette
|
|||
|
and have a program that prints the
|
|||
|
explanation or mission run this program
|
|||
|
If you have a newer version of the DDD
|
|||
|
and have already saved the MAIN PGM and
|
|||
|
your (name of adventure) program, you
|
|||
|
are all ready to go.
|
|||
|
|
|||
|
However,if you want special effects
|
|||
|
such as a sword that teleports the user
|
|||
|
to another room at random times (gee, I
|
|||
|
may use that) these explanations should
|
|||
|
help you.
|
|||
|
|
|||
|
Lines 100-999 are the main loop.
|
|||
|
Every time a command is gotten, those
|
|||
|
lines are run through. If you want to
|
|||
|
have something done (or checked for)
|
|||
|
every turn, it should be put in lines
|
|||
|
500-900.
|
|||
|
|
|||
|
Lines 1000-1999 reads in monsters
|
|||
|
and artifacts from disk, as well as
|
|||
|
doing other initializing. If you want
|
|||
|
to add a new command, you will have
|
|||
|
to change line 1910(increase the number
|
|||
|
in the DATA statement), 1920 (add the
|
|||
|
new verbs--no spaces are permitted),
|
|||
|
and line 290 (add the line numbers to
|
|||
|
go to). If you want special things
|
|||
|
to happen at the start, such as a fee
|
|||
|
from the player's gold for some item,
|
|||
|
do it in lines 1150-1890
|
|||
|
|
|||
|
Lines 2000-2999 are the closing
|
|||
|
routines. When this is entered, if
|
|||
|
the variable DIE has a non-zero value
|
|||
|
the player didn't survive. Lines 2100
|
|||
|
thru 2290 are for your additions.
|
|||
|
|
|||
|
Lines 3000-3999 are the movement
|
|||
|
commands. If you want to magically
|
|||
|
move the player, set R2 to the number
|
|||
|
of the room to enter and go to 3500.
|
|||
|
If something happens so as to make
|
|||
|
the monsters reconsider their reactions
|
|||
|
to the player, a GOSUB 3600 will check
|
|||
|
the reactions of all monsters who are
|
|||
|
unaligned (see below). If you have
|
|||
|
special results and/or conditions for
|
|||
|
movement and have thus given negative
|
|||
|
room numbers in the editor, the place
|
|||
|
to check is in lines 3050-3490
|
|||
|
|
|||
|
Lines 4000-4999 are to get things.
|
|||
|
Lines 4200-4899 are the place to add
|
|||
|
special results when getting some
|
|||
|
artifact. You may place synonyms in
|
|||
|
lines 4030-4110 (such as, 4030 IF S$=
|
|||
|
"BAT" THEN S$="VAMPIRE BAT"). Finally,
|
|||
|
if a command MUST have a subject,
|
|||
|
GOSUB 4900 will ensure one is gotten.
|
|||
|
Lines 7000-7999 are the attack
|
|||
|
commands and subroutines. Lines 7700-
|
|||
|
7999 are to kill monster M. If things
|
|||
|
happen when a monster dies (such as
|
|||
|
dropping something from the body),
|
|||
|
it should be put in this section.
|
|||
|
|
|||
|
Lines 13000-13999 are the Power
|
|||
|
Spell. As told in the Players manual,
|
|||
|
this spell can do anything at all--
|
|||
|
feel free to through out this section
|
|||
|
and add your own.
|
|||
|
|
|||
|
Lines 16000-16999 are the say
|
|||
|
command, which is very useful for
|
|||
|
'words of power' or some other strange
|
|||
|
effects.
|
|||
|
|
|||
|
Most of the variables are self-
|
|||
|
explanatory and also can be changed
|
|||
|
locally if desired, but a description
|
|||
|
of some of the others are--
|
|||
|
|
|||
|
AC - Armour class of player
|
|||
|
AD%(*,*) - Artifact data
|
|||
|
The first subscript is the number of
|
|||
|
the artifact, and the key for the second is:
|
|||
|
1=Value
|
|||
|
2=Type
|
|||
|
3=Weight
|
|||
|
4=Room
|
|||
|
5=Complexity
|
|||
|
6=Weapon Type
|
|||
|
7=Dice
|
|||
|
8=Sides
|
|||
|
9=Flag if seen
|
|||
|
AE - Armour expertise
|
|||
|
AN$(*) - Name of artifacts
|
|||
|
BANK - Gold player has in bank
|
|||
|
C - Holds number of command given
|
|||
|
C$(*) - Verbs program responds to
|
|||
|
CH - Player charisma
|
|||
|
CZ$ - last command given
|
|||
|
DF - defender
|
|||
|
DIE - Logical flag, 1=player died
|
|||
|
DK$ - holds CTRL-D for disk commands
|
|||
|
DR%(*) - room moved in each direction
|
|||
|
EA - effect of armour on odds-to-hit
|
|||
|
FD%(*) - full damage of side in combat
|
|||
|
FR - fumbler roll/friend rating
|
|||
|
GOLD - gold player has on person
|
|||
|
HIT - logical flag if hit in combat
|
|||
|
INC - logical flag if ability increased
|
|||
|
LK - logical flag if 'looked' already
|
|||
|
MD%(*,*) - monster data
|
|||
|
First subscript is monster number,
|
|||
|
second key is:
|
|||
|
1=Hardiness
|
|||
|
2=Agility
|
|||
|
3=Friendliness
|
|||
|
4=Courage
|
|||
|
5=Room
|
|||
|
6=Weight
|
|||
|
7=Defensive odds (%)
|
|||
|
8=Armour
|
|||
|
9=Weapon #
|
|||
|
10=Odds to hit (%)
|
|||
|
11=W Dice
|
|||
|
12=W Sides
|
|||
|
13=Damage
|
|||
|
14=Reaction
|
|||
|
0-not met
|
|||
|
1-unfriendly
|
|||
|
2-neutral
|
|||
|
3-friendly
|
|||
|
MN$(*) - Name of monster
|
|||
|
MR - Monster morale
|
|||
|
NA - Number of artifacts
|
|||
|
NBTL - logical flag if in battle
|
|||
|
NC - Number of commands
|
|||
|
NM - Number of monsters
|
|||
|
NW - Total count of weapons in game
|
|||
|
NZ - Number artifacts not player weapon
|
|||
|
OF - Number of offensive monster
|
|||
|
RAISE - logical flag if power raised
|
|||
|
REC - Player record in char file
|
|||
|
RL - Random number 1-100
|
|||
|
ROOM - Room player currently in
|
|||
|
RR - Random number 1-100 for power
|
|||
|
S$ - Subject of command given
|
|||
|
S2%(*) - Current spell ability
|
|||
|
SA%(*) - Total spell ability
|
|||
|
SEX$ - Holds 'M' or 'F' for player
|
|||
|
SPD - Number of turns speed spell to go
|
|||
|
SUC - logical flag if spell succeeded
|
|||
|
TD%(*) - Damage taken for side
|
|||
|
TP - Total price of treasure
|
|||
|
V$ - Verb of command
|
|||
|
V%(*) - Flags if player been in room
|
|||
|
WA%(*) - Player's weapon ability
|
|||
|
WD%(*) - For weapon, dice of damage
|
|||
|
WN$(*) - Name of player's weapon
|
|||
|
WO%(*) - Weapon complexity
|
|||
|
WP%(*) - Weapon pointer (in close)
|
|||
|
WS%(*) - Sides/die of damage for weapon
|
|||
|
WT - Weight player carrying
|
|||
|
WT%(*) - Weapon type
|
|||
|
WZ - Number of weapons player brought
|
|||
|
|
|||
|
|
|||
|
Once you have "played-out" other
|
|||
|
people's adventures,it would definitely
|
|||
|
be a good idea to tear it apart to see
|
|||
|
how other people have adapted this
|
|||
|
program to their own use. Also, if I
|
|||
|
might give a few suggestions to new
|
|||
|
Eamon dungeon designers-
|
|||
|
|
|||
|
1. Be fair to the adventurer. Don't
|
|||
|
try to stack the odds totally against
|
|||
|
him. A good rule of thumb is that an
|
|||
|
adventurer can lick about five times
|
|||
|
his own Hardiness in opponents, with
|
|||
|
allies Subtracting their Hardiness from
|
|||
|
the opposition. If you continually
|
|||
|
design pure death traps (and don't
|
|||
|
reward the successful outrageously),
|
|||
|
people aren't going to want to send
|
|||
|
their carefully-built up characters
|
|||
|
through your dungeons. On the other
|
|||
|
hand, if your dungeons are just big
|
|||
|
give-aways, they will quickly become
|
|||
|
boring.
|
|||
|
|
|||
|
2. You can place one or two traps
|
|||
|
of the zap-you're dead type (such as
|
|||
|
the book in the Beginner's Cave) so
|
|||
|
long as they are not overdone and are
|
|||
|
not required to survive them to get
|
|||
|
out. Thus, if your only way out of the
|
|||
|
tunnels is drinking a potion that half
|
|||
|
of the time teleports you away, the
|
|||
|
other half poisons you, it isn't fair.
|
|||
|
|
|||
|
3. Particularly to those who have
|
|||
|
designed dungeons for non-computerized
|
|||
|
role-playing games, remember that there
|
|||
|
is only one adventurer going in, not an
|
|||
|
army! No matter how great a character
|
|||
|
is, he cannot by himself handle a dozen
|
|||
|
thugs.
|
|||
|
|
|||
|
4. Last but not least, don't be
|
|||
|
afraid to break any of these rules. If
|
|||
|
you truly believe that your dungeon
|
|||
|
will be better, do anything you please.
|
|||
|
The worst that will happen is that
|
|||
|
people will not play in it and you'll
|
|||
|
have to change a few things.
|
|||
|
|
|||
|
.FF
|
|||
|
The process of creating your own
|
|||
|
adventure in Eamon will require that
|
|||
|
you have a basic knowledge of program-
|
|||
|
ming in Applesoft and in operating your
|
|||
|
system as far as being able to load and
|
|||
|
save programs as well as copying files
|
|||
|
and diskettes. If you are unfamiliar
|
|||
|
with these operations, you should
|
|||
|
review them until you are comfortable
|
|||
|
doing these functions.
|
|||
|
|
|||
|
The following is a summary of the steps
|
|||
|
to follow to create an adventure of
|
|||
|
your own. This summary is provided to
|
|||
|
allow you an easier step-by-step method
|
|||
|
of creating your scenario.
|
|||
|
|
|||
|
1. Be sure you have everything you need
|
|||
|
The things you will need are:
|
|||
|
|
|||
|
a. A theme for the adventure.
|
|||
|
This is usually the hardest part.
|
|||
|
|
|||
|
b. A map of the setting for the
|
|||
|
adventure
|
|||
|
|
|||
|
c. A list of all the monsters
|
|||
|
that will appear.
|
|||
|
|
|||
|
d. A list of all the artifacts
|
|||
|
you will need.
|
|||
|
|
|||
|
e. The DDD (Dungeon Designer's
|
|||
|
Diskette)
|
|||
|
|
|||
|
2. The next step is to initialize your
|
|||
|
adventure diskette. This is done by
|
|||
|
booting on the DDD and selecting the
|
|||
|
initialize function. You will be
|
|||
|
requested to replace the DDD with a
|
|||
|
blank diskette. Then you will be asked
|
|||
|
for the name of the adventure, the
|
|||
|
adventure number and the author's name.
|
|||
|
|
|||
|
THE DISKETTE THAT IS SITTING IN THE
|
|||
|
DISK DRIVE AFTER THESE QUESTIONS ARE
|
|||
|
ANSWERED WILL BE INITIALIZED. FOR THIS
|
|||
|
REASON, YOU SHOULD ALWAYS KEEP YOUR DDD
|
|||
|
WRITE PROTECTED.
|
|||
|
|
|||
|
3. When the diskette has been initial-
|
|||
|
ized, you'll need to copy two programs
|
|||
|
from the DDD to your adventure diskette
|
|||
|
The first one that should be copied is
|
|||
|
LEADIN PROGRAM. Copy this one by:
|
|||
|
|
|||
|
a. Insert the DDD and type in:
|
|||
|
LOAD LEADIN PROGRAM
|
|||
|
|
|||
|
b. Insert the adventure & type
|
|||
|
DELETE SAVE LEADIN PROGRAM HERE
|
|||
|
|
|||
|
c. Now type: SAVE (whatever you
|
|||
|
called your adventure)
|
|||
|
|
|||
|
The name that you use in the save
|
|||
|
command must be the exact name that you
|
|||
|
used when you initialized the diskette.
|
|||
|
|
|||
|
The second program that you have to
|
|||
|
copy from the DDD to the adventure
|
|||
|
diskette is the main adventure program.
|
|||
|
The name that this program goes by on
|
|||
|
the DDD may be one of the following:
|
|||
|
|
|||
|
BASE DUNGEON PROGRAM
|
|||
|
BASE PROGRAM 2.0
|
|||
|
MAIN PGM
|
|||
|
|
|||
|
This will depend on which version of
|
|||
|
the DDD that you have. If you answered
|
|||
|
the question "six or ten directions" as
|
|||
|
10, then you will have to use the ten
|
|||
|
direction version of the main program.
|
|||
|
|
|||
|
Some versions of the DDD do not have
|
|||
|
this capability. However, if you did
|
|||
|
get a question on how many directions
|
|||
|
you wanted, your designer does have
|
|||
|
this capability. If you are using
|
|||
|
version 6.0, and you want to use ten
|
|||
|
directions, you have to create a ten
|
|||
|
direction version of the main program.
|
|||
|
This is a very simple process. Simply
|
|||
|
load the MAIN PGM program into memory,
|
|||
|
and type : EXEC CONVERT MAIN>MAIN 10.
|
|||
|
|
|||
|
When the process is complete, you will
|
|||
|
have a ten direction version in memory.
|
|||
|
You may then save this on the adventure
|
|||
|
diskette. When you have the appropriate
|
|||
|
program in memory, insert the adventure
|
|||
|
diskette and save it under the name
|
|||
|
MAIN PGM.
|
|||
|
|
|||
|
4. The next step is to add the data or
|
|||
|
information about your adventure. All
|
|||
|
items are added using the DUNGEON EDIT
|
|||
|
program. Boot on the DDD and select
|
|||
|
modify an adventure. The edit program
|
|||
|
is run and then requests you to insert
|
|||
|
your adventure diskette. You will then
|
|||
|
add all of your rooms, artifacts,
|
|||
|
effects and monsters. This may take
|
|||
|
several days, so whenever you get tired
|
|||
|
of entering, select quit option. All
|
|||
|
of your items will be saved and you can
|
|||
|
pick up where you left off.
|
|||
|
|
|||
|
5. After all your rooms, artifacts, etc
|
|||
|
have been entered, you may make your
|
|||
|
program changes to MAIN PGM. These will
|
|||
|
be all of the things that you want to
|
|||
|
be special about your adventure.
|
|||
|
|
|||
|
6. The next phase will be to test your
|
|||
|
adventure. The best way to do this is
|
|||
|
to be sure the PRINT DK$"DELETE FRESH
|
|||
|
MEAT" statement has been deleted from
|
|||
|
the MAIN PGM, (..try line 1055 or 1050)
|
|||
|
and that your main program has been
|
|||
|
saved to the adventure diskette after
|
|||
|
making your changes. Then boot the
|
|||
|
Eamon Master diskette. Select the
|
|||
|
character to be used to test with and
|
|||
|
take him into the Main Hall and select
|
|||
|
adventure. Insert adventure diskette
|
|||
|
and you should now begin your test.
|
|||
|
From that time on, to repeat a test you
|
|||
|
should be able to simply run MAIN PGM.
|
|||
|
(Or if MAIN PGM is already in memory,
|
|||
|
simply type RUN)
|
|||
|
|
|||
|
Another helpful hint: to restart an
|
|||
|
adventure if it bombs off you should be
|
|||
|
able to type GOTO 210.
|
|||
|
|
|||
|
7. When you are sure your adventure is
|
|||
|
ready you could have a friend test it.
|
|||
|
When the adventure is completely ready,
|
|||
|
send a copy of it to:
|
|||
|
|
|||
|
John Nelson
|
|||
|
1226 E. University
|
|||
|
Des Moines, Ia 50316
|
|||
|
|
|||
|
It will then be an "official" Eamon
|
|||
|
Adventure and may be distributed.
|
|||
|
|
|||
|
If you have any questions or problems
|
|||
|
designing an adventure, write to the
|
|||
|
above address. We will do our best to
|
|||
|
help you get back on the right track.
|
|||
|
|
|||
|
|
|||
|
|
|||
|
THE END
|
|||
|
|