900 lines
30 KiB
Plaintext
900 lines
30 KiB
Plaintext
A MANUAL FOR EAMON ADVENTURE DESIGNERS
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By Donald Brown
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EAMON is the computerized fantasy
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role-playing game developed by Donald
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Brown. This manual has been written for
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those stalwart people who are tired of
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having their characters killed in the
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many adventures written for the system,
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and want revenge by creating their own
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death traps. It is assumed that you are
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already familiar with the gaming system
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and the information included in the
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Player's manual.
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Most of the adventures that are
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written for the Eamon system have been
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similar to the "Adventure" game that
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was created by Don Woods and Willie
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Crowther of MIT, such as the Beginner's
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Cave included on the master diskette.
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This manual will both help you design
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your own scenarios in that type of game
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but will also permit you to meld any
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other type of game with the system that
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you wish.
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HOOKING UP WITH EAMON
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or
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SENDING ADVENTURERS TO THEIR DEATH FOR
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FUN AND PROFIT
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Under the Eamon rules, it takes only a
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few numbers to completely describe a
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character. Between adventures, all of
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the player characters, (or adventurers)
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that the Master system knows about are
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stored in a file on the Master that is
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called "CHARACTERS". It is a random-
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access file with a length of 150.
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Record 0 holds the number of records
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used in the file, and all subsequent
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records may hold one character. If the
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first string in the record is null ("")
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then the character in that record has
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been deleted and the record may be
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reused to store a new character.
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The data held in each record is :
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A string that has the name. The
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next numbers stored are (in order)
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player Hardiness, Agility, Charisma,
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the four spell abilities (Blast, Heal,
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Speed, and Power), the five weapon
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abilities (Axe, Bow, Club, Spear, and
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Sword), the player's Armour Expertise,
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the player's sex as a string ("M" or
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"F"), gold pieces carried, gold pieces
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in the bank, the player's armour class
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(Leather=2, Chain=4, Plate=6, with one
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added for a shield), then for each of
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a player's four weapons the name of
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the weapon, the weapon type, the weapon
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complexity, the weapon dice, and the
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weapon's sides per die. If a player
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does not have four weapons, his weapons
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will be first, and all other weapon
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weapon names will be "NONE". Except for
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name, sex, and weapon names all of the
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information is stored as an integer
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number, with all probability numbers
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stored as percentages (perfect=100).
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When a player leaves the Main Hall
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to go on an Adventure, first his char-
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acter is deleted from the CHARACTERS
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file, and then the player is prompted
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to change diskettes. The program then
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tries to read a program name from the
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file EAMON.NAME on the adventure disk.
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If this name is found, a file called
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FRESH MEAT is opened on the disk and
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the data that was in the record of the
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CHARACTERS file is written into that
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file, preceeded by the record number
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that the character previously resided
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in. Finally, the program given in the
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EAMON.NAME file is run.
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Once the adventure is over, control
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must be returned to the main Eamon
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programs. If the adventure ended in
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the character's death, all that must
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be done is deleting a file called "THE
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ADVENTURER" from the master diskette
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and running MAIN HALL. (You may instead
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directly run THE WONDERFUL WORLD OF
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EAMON and then do not need to delete
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the file. If you do want to go the MAIN
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HALL route, it might be advisable to
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open THE ADVENTURER before deleting it,
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to make sure it will really be there.)
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If the character survives your
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adventurer, you will have to recreate
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him into the CHARACTERS file. The Main
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Program logic is already writing the
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character his own character record now,
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but you may want to change this if you
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have a special reason for it. Normally
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this is simply writing in the new
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information of the character into the
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old record given in FRESH MEAT. However
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if your program has the ability to
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quit for a while and come back later,
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it is possible for a new character to
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be stored in the old record. In this
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case you should search the CHARACTERS
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file for a free record to store the
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character, and write it in there (for
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an example of how this is done, list
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the NEW CHARACTERS program on your
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master diskette).
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Once you have stored the character
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into the CHARACTERS file, you must
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re-create a file called THE ADVENTURER
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which has two pieces of data in it--
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the name of the character, and the
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record he resides in of the CHARACTERS
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file. This too, is already done by the
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logic of the Main program, but it may
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be necessary for you to know what is
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being done, in case you want to change
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it. Once this is done, run MAIN
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HALL to finish. (Also currently done.)
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USE OF THE DUNGEON DESIGN DISKETTE
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The Dungeon Design Diskette is
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designed to make the job of entering
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new Adventure-like scenarios much
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easier. It includes a base to work
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from for your program, as well as a
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simple means of entering the data into
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the text files needed by that base
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program.
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Version 5.0 of the Dungeon Designer
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Diskette will contain two versions of
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the Main Adventure program. One is
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called MAIN PGM (or BASE PROGRAM 2.0)
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and the other is MAIN PGM 10 (or BASE
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PROGRAM 10).
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Version 6.0 will only contain MAIN PGM,
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but will contain an extra file called
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CONVERT MAIN>MAIN 10. This is a text
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file that can be executed (using the
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DOS EXEC command) to convert MAIN PGM
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to a ten direction version. To do this
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simply load in MAIN PGM and type EXEC
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CONVERT MAIN>MAIN 10. You will see some
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Applesoft prompts. When it stops, you
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will have a ten direction version of
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the MAIN PGM. You may then save this on
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your adventure diskette.
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The first step in creating your
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adventure is initializing the diskette.
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The program on the DDD (Dungeon Design
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Diskette) will do several things for
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you---it will INIT the diskette, put
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your program's name into EAMON.NAME,
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and put in the starting data needed
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for the dungeon editing program to
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work. It also creates a boot program
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that identifies this diskette as an
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Eamon adventure by you! You will be
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asked for an adventure number, this
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must be an integer from 1 to 254, since
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it is used as the disk volume. It is
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not important what number you assign,
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it will be be assigned to the next
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valid number - once you have submitted
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it to the library.
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When you have initialized your
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diskette, you should delete the text
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file SAVE LEADIN PROGRAM HERE. Then
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re-insert the DDD and load LEADIN
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PROGRAM. The diskettes should be
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switched again and you will type in
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SAVE (your adventure name). You must
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spell the name to be saved -in () above
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exactly as you did when you typed in
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the name of the adventure during the
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initializing process. Then re-insert
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the DDD and type LOAD MAIN PGM or LOAD
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MAIN PGM 10 (depending on whether you
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answered 6 or 10 directions during the
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initialize process. The MAIN PGM 10
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should be used if you answered 10 to
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the number of directions. Otherwise,
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use MAIN PGM. Now re-insert your new
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adventure diskette and type SAVE MAIN
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PGM. Note --- here you use 'MAIN PGM'
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regardless of which program you loaded.
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You are now ready to begin entering
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data for the adventure. Insert the DDD
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and run the program 'DUNGEON EDIT'.
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This program is the one that puts your
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basic dungeon design into the files.
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A few general remarks are in order
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now--First of all, you should always
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have your dungeon designed before
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entering it. Decide what rooms you
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have, how they connect, what monsters
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inhabit those rooms (and what their
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attributes are), and what treasures
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are sprinkled about.
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For each of the four things you can
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enter (ROOM, ARTIFACT, EFFECT, and
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MONSTER), you can either add a new one
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onto the end of the list, or edit one
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already there. You cannot delete a
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thing already there (though you can
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replace it through editing). You also
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must not go beyond 100 of any of the
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things (though the total can go over
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100). Actually you will run out of disk
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space long before you hit the limit of
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100 on these items. The more practical
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limts of the system are: (-in general-)
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Rooms: 50-85 Artifacts: 35-50;
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Effects: 0-25; Monsters: 12-35.
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If you do go over the 100 limit on
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anything you will not be warned of your
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error, but you will not get the results
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you wanted.
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Adding and Editing will be almost
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identical for all four data types,
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except that in 'editing' your old entry
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will be placed after the cursor at the
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start of entries. Every time you are
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to do more entry than just hitting one
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key, the entry will be done with a
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special input routine. It appears to
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be the standard Apple input on first
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glance, but it has many significant
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differences. First of all, the old
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Escape-key editing features do not
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work. Instead, the following control
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keys do things--
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ESC--this returns, accepting both
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what is before and after the
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flashing cursor. It is very
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useful while editing since if
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you simply hit ESC no change
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will be made.
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RETURN--this also does a return,
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except only accepting what
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is before the cursor.
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CTRL-B--this moves the cursor to
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the first character of your
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input.
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CTRL-E--this moves the cursor to
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the last character of your
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input.
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CTRL-D--this deletes the character
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that the cursor is sitting on,
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bringing the characters after
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the cursor forward one space.
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CTRL-I--this inserts a space where
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the cursor is, moving all
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characters after the cursor
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back one space. This is good
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if you are entering a line
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that you want to look good as
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it wraps around your 40-column
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screen.
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<-,-> (FORWARD & BACKWARD ARROWS)--
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these move the cursor back or
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forward by one character.
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Your entries cannot go over 250
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characters, and you should not use
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quotation marks ("). You may use commas
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and colons in descriptions only. Do not
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have any trailing spaces on the names
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of items. (Applesoft regards "LION" as
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being different from "LION ", though
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your player may not recognize the
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difference. Additionally, if you are
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entering a number, enter only a number,
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do not include any leading or trailing
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spaces or other extraneous characters.
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The program won't like them and will
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simply spit them back at you.
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Another thing to watch out for is names
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on artifacts that begin with a number.
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The program will accept them and you
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can use them, but when you try to give
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the item to a monster the program will
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not understand. For example assume you
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want to put an 8 inch knife in your
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adventure. When adventurer picks it up
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and tries to give it to his friend the
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Doctor, the Doctor will think he is
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being given 8 gold pieces. That is
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because the program looks at the
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artifact name and because it begins
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with a number, it mis-understands.
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For every room, you will need to
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give eight pieces of data. First is
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the room name, which cannot go over
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39 characters. In the program it will
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be printed as: "YOU ARE (room name)",
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so you should use names like, "AT THE
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CAVE ENTRANCE". Secondly you will
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need to give a room description. It is
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not preceeded by anything, so it must
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be a full and complete description. If
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your description is longer than 40
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characters, you must pad it with spaces
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so that when the description wraps
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around the Apple's 40-column screen,
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the breaks are between words. Finally,
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you will have to give the room numbers
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that you can get to from that room in
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each direction. A special code has
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been developed--if you give a room of
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0, you can never move that direction.
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If you give positive direction, there's
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an open connection. Negative numbers
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are special and usually indicate a
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secret passage. Another special code is
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-99 which indicates the exit to home.
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Negative numbers can be easily made to
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have special results by altering the
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base program (see below).
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Artifacts are somewhat similar. An
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artifact is any non-living thing that
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is in the dungeon. In addition to what
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you might normally think of as the
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artifacts you want to include: (gold,
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silver, statues), you must also have
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as an artifact all weapons used by your
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monsters, as well as a dead body for
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every monster.
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For each artifact, you will again
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need a name (this time just the normal
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name, such as "GOLD COINS") and a full
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description. You will also need to give
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the item's room that it starts in, its
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value in gold pieces, its type and its
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weight. The room is usually a positive
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number, however if the item isn't in
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the dungeon yet (such as a dead body)
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you should assign a room of zero, and
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if the item starts by being carried by
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the player, its room is -1.
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There are four types of artifacts.
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Type 0 is a treasure with a value that
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will not change with the player's
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charisma, such as a pile of gold coins.
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Type 1 is a treasure whose value will
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vary with the player's charisma, such
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as a Persian rug. Types 2 and 3 are
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weapons, with 2 being a weapon that can
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be bought at the Main Hall, and 3 a
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special weapon.
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If your artifact is a weapon (type
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2 or 3), you will also have to enter
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some more information on it. First is
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the weapon complexity, then is the
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weapon type (1=axe, 2=bow, 3=mace,
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4=spear, 5=sword), then the weapon's
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damage with first the number of 'dice'
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thrown for that damage, then the sides
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per die.
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The other major type of data to be
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put in your files is monsters, which
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are any living (or animate) things in
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the dungeon. Monsters are similar to
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characters, however they are assumed to
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have their full armour expertise and
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know all weapons equally well. For each
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monster you will need the name, the
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description, then hardiness (as with a
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player), agility, friendliness (the
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percentage chance of making friends
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with a character of a charisma of 10),
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courage (will flee from a fight after
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he has received that percentage of his
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hardiness in hits, on the average),
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room starts in (may be zero if in a
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chest or other special thing activates
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him), his body weight, his special
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defensive odds (normally 0, but magic
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or size/speed may make some monsters
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harder to hit), defensive odds are a %.
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Armour (hits absorbed or stopped -
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per blow. This may be things such as
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a furry skin or magical effects), and
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the weapon number (a pointer to some
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artifact. If the weapon number is 0
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it is assumed natural weapons; claws or
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teeth. If the weapon number is -1 then
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the monster isn't carrying a weapon).
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You will then have to give for that
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weapon the monster's complete chance
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to strike a blow with it, and its sides
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and dice of damage. These numbers do
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not have to be consistant with the
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numbers given in the artifact list; a
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monster may know how to use his weapon
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better than someoneHwho doesn't know
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some secret, and the chance of hitting
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is of course affected by the monster's
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weapon expertise and other information
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not stored.
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There is a fourth thing that can be
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entered called an "EFFECT". It is there
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for your own special use--it permits
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you to store some strings on disk so
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that it can be called in quickly. The
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code to read effects is not in place in
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the base program (Main Pgm). To read an
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effect (number E, for example) use
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a routine such as:
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PRINT DK$;"READ EAMON.DESC,R";E+200
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: INPUT A$ : PRINT A$ : PRINT DK$.
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NOTE: This routine also prints the
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effect (A$) that it reads. For further
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examples of its use you might want to
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check out The Beginners Cave. It is
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also included as room for expansion of
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the DDD.
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Once you have put all of your data
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into your files, you will probably want
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to see what you entered, to catch
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errors and get a good overview. There
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is a program included on the DDD that
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will list all of your data in a simple,
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organized fashion. It will list all
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of your rooms, artifacts, and monsters
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in order, also pointing out what sort
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of "links" have been set up (what is
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the room name you are moving into, what
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is the name of the artifact that the
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monster uses as a weapon, etc.) If
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one of these links goes to the wrong
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thing, there's an error! If you want
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to put this output to a printer, you
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must modify lines 9000-9999 of the
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program DUNGEON LIST to start your
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printer and set the value of PL to
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the line length of your printer, less
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one (39 for the Apple's screen).
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There is also a program included
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called DUNGEON LIST (OLD) which was
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written to work with the older system
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of files where EAMON.MONSTERS and
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EAMON.ARTIFACTS were sequential files.
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Although it might be very useful to
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examine other people's dungeons after
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you have played in them to learn how
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to design your own, it goes without
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saying that only a cur and a scoundrel
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would list someone's dungeon before
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playing to avoid dangers!
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ADAPTING THE BASE DUNGEON PROGRAM
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All of the work above was to put
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your dungeon into a format that the
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computer can use. It couples with
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a program called the BASE DUNGEON
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PROGRAM (or on later versions called
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MAIN PGM or MAIN PGM 10). If no sliding
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doors, things hidden inside of other
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things, etc. are needed, and you are
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using the original DDD, you can simply
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save the base program on your diskette
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and have a program that prints the
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explanation or mission run this program
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If you have a newer version of the DDD
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and have already saved the MAIN PGM and
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your (name of adventure) program, you
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are all ready to go.
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However,if you want special effects
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such as a sword that teleports the user
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to another room at random times (gee, I
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may use that) these explanations should
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help you.
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Lines 100-999 are the main loop.
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Every time a command is gotten, those
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lines are run through. If you want to
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have something done (or checked for)
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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
|
||
|