173 lines
6.9 KiB
Plaintext
173 lines
6.9 KiB
Plaintext
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------------------------------------
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* WIZARDRY SENARIO EDITOR SOFTDOCS *
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* WRITTEN BY THE HARDWARE HACKER *
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* HIDING SOMEWHERE IN THE BOWELS *
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* OF NEW YORK CITY! *
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* 16-NOV-83 *
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* *
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* TILTOWAIT! TAKE THAT SIR TECH! *
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------------------------------------
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The Wizardry Scenario Editor is a Pascal Program which allows you to create
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new scenarios for the famous WIZARDRY game written by Sir Tech. It does
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have limitations . It cannot program some special effects without having to
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modify the source code. However with the Scenario Editor you may, alter
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monster appearances and monster abilities. Change items into super weapons
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or items that turn on the bearer. And you may completely alter the topology
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of any level or all levels in the maze!
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To run the Wizardry editor you need a two drive 64K system. Make sure you
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have an expendable copy of the Wizardry Scenario in drive two.
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To make matters easier for you, you should have Apple Pascal disks #0,#1
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and #3. Plus 3 blank diskettes.
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If you want to use either the knight of diamonds or the legacy of llylgyman
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scenarios you're going to have to do a little extra digging to find out how
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to create some of the extra special effects. Also remember that either of
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these scenarios will yield only 6 level mazes, so any references to levels
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Deeper than six will result in the destruction of your created scenario.
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Initializing a Scenario Disk:
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-----------------------------
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Before you can create a completely blank maze you require the following
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items. APPLE PASCAL DISKS 0,1 and 3. A good COPYA program like DISK MUNCHER
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1.0 and a COPYABLE SCENARIO side of Sir Tech's Proving Grounds of the Mad
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Over Lord. As well as 2 blank diskettes.
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Initializing a scenario disk is a complicated process. First Boot Apple
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Pascal. Remove APPLE0: from drive 2 and insert APPLE3:. From the main
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command prompt type X for execute.
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Apple Pascal will ask
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Execute what file?
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You type APPLE3:FORMATTER.CODE
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Once the formatter program is running remove APPLE3: and insert a blank
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disk. At the drive prompt enter the number 5 if your blank is in drive 2 or
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enter a 4 if your blank is in drive 1.
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When the program is done just press return. Choose option F from the main
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command prompt (F=FILER).
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Now C)hange BLANK: to WIZT0:
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Boot the Wizardry Scenario Editor and choose option 1. Place the Pascal
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formatted blank in drive 2 and Format the disk.
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Label your newly formatted disk SCENARIO DESTROYER and place it to the
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side.
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When the Format is completed boot one of your COPYA programs like DISK
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MUNCHER or PENULTI-COPY and make a copy of the Scenario disk from the
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Proving Grounds of the Mad Overlord.
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Now Boot the Scenario Editor again ( This is the last step!). Choose option
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number 2. Place the COPYA scenario in drive 2 and SCENARIO DESTROYER in
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drive 1 and hit return.
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Find the Maze Data file in the list presented and note the Block size.
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Choose the Maze Data file for transfer to your COPYA SCENARIO.
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The program will say something like this
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Source Data:20
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Dest Data:20
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It will then ask for you to enter the starting block for both the source
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and Destination files. Enter a 0 in both places. It will then ask how many
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blocks to transfer, to which you type 20. When the transfer is complete you
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will have on you COPYA SCENARIO a working wizardry without any maze! The
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monsters/items/characters/images will all be the same, only the maze will
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be completely erased. Keep SCENARIO DESTROYER on the side as a disk to wipe
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out the maze.
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You now have a SCENARIO which will be completely blank until you start to
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change it. NOTE A COMPLETELY BLANK SCENARIO CANNOT BE USED UNTIL YOU HAVE
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ENTERED AT LEAST THE STAIRWAY GOING UP/DOWN ON THE FIRST LEVEL.
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Creating new Mazes:
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-------------------
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From the main menu choose option "F" , if you're using the Proving Grounds
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as your scenario then you'll see space reserved for 10 levels. KOD and LOL
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wwll have space for 6 levels.
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Choose the desired level # to edit or enter -1 to exit.
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EDITING THE MAZE
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----------------
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The cursor may be moved according to the following chart.
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Q W E
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A S D
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Z X C
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Other important cursor action keys are I,J,K,M
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The maze is constructed using a series of key combinations. For example: to
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erase a wall on your immediate left simply type JJ. To erase any other wall
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or door position the cursor and type one of the IJKM keys twice.
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To create a section of maze is a little more difficult to do. Position the
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cursor near a blank section one of the IJKM keys. The cursor will
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disappear. Next type W for a wall,D for a door and S for a secret Door.
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You also have the option of creating one way doors and disapearing
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doors/panels.
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To create a disappearing door type "/" then either IJKM and S or D.
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To create a one-way door simply create a solid wall then type "/" and IJKM
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followed by S or D.
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You may also create a wall which is invisible on one side,but rock solid on
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the other. To do this simply place the cursor on the side which you want to
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be invisible and type "/" followed by pressing one of the IJKM keys twice.
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Actually Making a Maze.
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-----------------------
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To actually create a maze,first make a hard copy on a piece of graph paper.
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Carefully map your levels and indicate where you want to place stairs and
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other special items.
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You have the ability to create special effects such as:
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1) NONE
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2) STAIRS
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3) PITS
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4) DARKNESS
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5) TURN RANDOM
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6) NO MAGIC
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7) TELEPORT
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8) CHUTE
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9) SPECIAL
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10) SPENCOUNTER -- SPECIAL ENCOUNTERS
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11) DAMAGE
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In a completely blank maze every square is set to special #0 which is none.
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I recommend that you leave this Special set to NONE. This way you have a
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way of erasing the maze specials if you need to. To create some specials
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you must first define the special by choosing option #2.( Edit Specials )
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For example lets set special #1 to a stairway leading down to level 2 .
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The computer will display something like this.
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EDIT SPECIALS. CURSOR AT: 3 X 5 Y
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# SPECIAL PTR1 PTR2 PTR3
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----------------------------------------
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#0 NONE 0 0 0
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#1 STAIRS 10 5 2
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The values of the Pointers (PTRs) are really simple. PTR1 is the X location
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of the stairway location on level 2 .PTR2 is the Y location of the stairway
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on level 2 and PTR3 is the level the stairs go to.
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So if we wanted a stairway on level 2 going to level 3 at X=10, Y=5 then
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then our pointers would look like this:
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PTR1= 10 PTR2= 5 PTR3= 3
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Like wise our stairs from level 3 would be PTR1 = 10 PTR2 = 5 PTR3 = 2
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Next Week we shall continue our series with and indepth examination of the
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Specials and how to create them.
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