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Hack&Slash.doc
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1992-12-12
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12KB
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242 lines
Hack & Slash
by Rob Hurst
Mark Montminy
& Lonnie Watson
Installation:
Hack & Slash should be placed in it's own directory. I'd suggest locating
it in your main doors directory, but it's fully up to you. No assigns
are necessary (more doors should be so kind), it will find it's files
according to the path it was launched from.
(door programmers, read argv[0] and put an end to this assign nonsense!)
Extract the archive with it's full path, and all files will be placed where
they belong for proper execution of the game.
Launching Hack & Slash:
Depending on your BBS system, this will be different. Most BBS' will be
running in standard i/o mode. Do whatever magic is required of your BBS
system to start the game as a standard CLI program. H&S expects a CTRL-C
break signal upon carrier loss or timeout, and will exit cleanly.
The command line should be:
drive:doorpath/hack&slashpath/hack&slash <options> user_id
Note the user_id. This IS needed. It may be the user's name, handle,
phone number, user number, or anything else UNIQUE to each user. The game
uses it's own "handles" and simply uses this as a means to identify the
user playing. It will read everything after the options as the user_id,
so the name need not be enclosed in "", or any other such nonsense.
Options:
-c Disables "back to back" plays. A user must wait till another user
plays (or midnight is crossed) before playing again. It helps keep
the game fair. Without it, users can play as many turns as they have,
in a row.
Default is off, back to back plays are allowed.
-e No character echo. Probably a useless option. It simply disables
echoing back what the user types. It was added while trying to make
H&S run as a STDIO door under Xenolink, since Xenolink does the
echoing itself. Seeing double just didn't cut it. Nor did running
H&S as a CLIdoor under Xenolink, but the option was left in anyway.
-x Run in Xenolink mode. This forces H&S to run as a XenolinkDoor under
Xenolink since CLIdoor just had too many problems. Standard Xenolink
syntax applies. Note that this MUST be followed immediately with a
~20 in order to work, ie -x~20.
The entry I use is:
XenolinkDoor "^30000^1Hack&Slash/Hack&Slash -x~20 ~100"
Hack & Slash should only be played by one node at a time. A locking
mechanism has been used ensure that only one copy is in use at a time.
When Hack&Slash starts up, it will take the base directory name, and create
an ENV variable with that name. It will check for the existance of this
ENV before running. If found, it means another copy is in use. A message
will be displayed and the door will exit. It it's not found, it is
created and the game starts.
Note that you CAN have more than one H&S game going at once as long as
they each have thier own complete set of data files and executable in
seperate directories.
Monsters and Such:
Picture file handling has changed since version 1.2. Due to there being
100 monsters, I decided to break up the pictures into seperate dirs.
Currently in use is:
Pics/Dungeon/
<MonsterName>.(ANS|TXT) - Monsters found in the dungeon
Cleric.(ANS|TXT) - Cleric found in the dungeon
Dungeon(N|W|E).(ANS|TXT) - Dungeon room pics
Pics/Arena/
<MonsterName>.(ANS|TXT) - Monsters found in the arena
Summoned Demon.(ANS|TXT) - Demon found in the arena
Pics/Player/
<Class Name>.(ANS|TXT) - pictures for players based on class
Pics/User/
<PlayerHandle>.(ANS|TXT) - picture for an individual user
(overrides PlayerPic)
The <>should be replace with the name of the monster as seen in config.
ArenaMonsters are found in the arena (amazing eh?) and DungeonMonsters
(you guessed it) are found in the dungeon. The PlayerPic is shown whenever
you do battle with another user in the arena.
To be added still are the SeaMonsters and User Ships in the Naval section.
About Hack & Slash:
Hack & Slash started life (in door form) as XenoRPG for Xenolink BBS.
XenoRPG was ported from Rob Hurst's RPGBBS program, which was a re-write
by Rob, of an AppleII BBS called TProBBS. Rob was nice enough to port
this game to a Xenolink Door, and has turned the source over to me to
maintain. Any changes I make, will be minor at best. I don't want to
make major mods to the game, as it will make future merges of new
features Rob adds much harder.
When I decided to switch from Xenolink, naturally XenoRPG had to come
with me (my users would have revolted). The name didn't fit a "generic"
door, so it was renamed to Hack & Slash, after Rob's BBS. Since Rob had
made so many changes to RPGBBS, we felt it was time for a re-port. Several
hours, a few gurus, and a few Cokes later, Hack & Slash loaded. Rob then
graciously handed the code back to me to continue massaging it for door
usage.
Docs?:
You're reading them! Docs are sparse, mainly because I hate writing them.
The game has online documentation for rules of play. It's suggested
that you read them. Any other documentation is sparse at best. Docs
should be available for the config utility by the time you read this, and
the original RPGBBS docs are included for further reading enjoyment.
Registration:
H&S is being released as Shareware. As such, you are required to send in
a registration fee of $20.
Registration gets you a key which allows you to procede beyind level 15
up to level 99 (bet you were thinking it was real easy to become Immortal).
It is after level 15 that magic starts to kick in, and things get harder.
The game is gaining immense popularity, and is well worth the $20 fee.
Registration also unlocks the config utility that allows you to edit the
various data files used by the game. Just about EVERY attribute of the
game can be edited with config.
To register, fill out the included form and return it to the address on
the form. Payment methods, as well as methods for obtaining the kay are
listed on the form.
**NOTE**
Do NOT spend the extra money for FedEx/Overnight mail!!! This requires
that I go to the post office to pick it up. Since my PO hours are from
8-4 and I leave for work at 7 and get home at 6, I can't get there 'till
the weekend! Meaning, you wasted your money!
Note to XenoRPG owners:
If you're a registered owner of XenoRPG, there is a utility included called
X2H. Read the included docs for usage. This will convert your XenoRPG.reg
file to a Hack&Slash.License file for you.
Changes:
v1.3 12-12-92
- Finally fixed my argument parsing bug. VERY VERY stupid mistake on my part :(
Pointed out by a co-worker. I felt like quite the dunce.
- Since I had it on hold, I spiffed up the dungeon! Now sporting 3D maps!
- Added the cleric pic to the dungeon.
- Made the options prompt in the dungeon "smart". It only prompts for valid
directions now.
- Change the "lock" method AGAIN. I think this is final. Should work well
for everyone. It uses the base directory name as the ENV name.
- Dungeon graphics are not shown in expert mode (at request of a few 1200 baud
callers).
- New graphics, new graphics naming system. Went to using the names instead
of numbers. It was too difficult to edit the graphics by number :)
v1.3 12-03-92 (internal, never released)
-Fixed yet another option parsing bug(?) -c didn't always work.
-Moved the pics added in 1.2 to thier own directory.
-Went back to ENV:H&S for locking scheme.
-Fixed ArenaMonster pics to allow ArenaMonsterD.??? for the Demon pic.
-Added UserPic??.??? When fighting another player, it will look for a
UserPic for that player's ID and display it if found, else it will fall
back to displaying PlayerPic.??? (requested by Wim Rumping)
-Added the "Froboz Magic Mailbox" at the request of Steve Cole. Players
will be rewarded 1-5 gold pieces for every line of a message over 5 chars.
This was done to spur message activity in the game.
-Updated Config to recognise the new Pic directory.
-Updated X2H to work :) (I was compiling it with NoUnsignedChars :(
v1.2 11-21-92
-Fixed a bug in the -x option parsing. No idea why it wouldn't work for
anyone but me? I changed the option parsing, hopefully it's fixed.
-Added monster and player pics. See docs for info.
-Changed locking mechanism. With the ENV method, it was not possible for
more than one game to be run at a time. Now more than one game can be run
but still only one copy of each game at a time.
v1.1 11-13-92
-Whew, I think it's finally ready for a release. A few very bizarre bugs held
it up MUCH longer than anticipated!
v1.0 10-26-92
-Really fixed the bug where the door wouldn't exit under Xenolink.
Changes too numerous to list. This is just a good place to start tracking
H&S changes.
Hack & Slash re-port 10-03-92
v1.4 9-30-92
-Fixed the "XenoRPG's still running" bug!! And there was MUCH rejoicing!
Had to crack open a Killian's Red to celebrate this one. Note to any
aspiring door programmers, do your CheckCarrier() AFTER your user input!
-Changed alot of the internal functions to Xenolink functions. Menus are
now displayed with Xeno's more propmts, and are able to use ~ codes within
(only MENU files, not the Announcement or Auto-Message). All menu pages
should have the @ as the 1st character to prevent the MORE prompt at the
end.
-Changed the "cripple" method. The Dungeon and Naval section are now fully
functional. Instead, you are limited to 15 levels of play, and are then
forced to re-roll.
-The Announcement should only be displayed if there IS one. If the file is
missing, it should be skipped over, along with the banner.
-Maybe a few others, but none that stand out in my (admittedly terrible)
memory.
v1.3b 8-22-92
-Change the number display back to scientific notation. Once people saw
the numbers in long form, they seemed to like the scientific notation
better.
-Fixed a typo in the Naval battle section.
v1.3a 8-20-92
-Made the back-to-back call restriction optional. if the ENV variable
RPGCALLBACK is set, users will be unable to play until another person
plays. If it is not set, the game will play as it did before. This
also allows you to easily toggle this feature via a cron event so that
during slow times of the day, you can turn it off, and turn it back on
when you have alot of callers.
-Fixed the Experience display.
-Changed the display of large numbers so that it doesn't use scientific
notation anymore. (I think)
v1.3 8-19-92
-Added more external menus
-Fixed the menu fallback to .txt if no .gr* is available
-Added full .gr* menu support, previously only recognised .gr1
-Removed "getuser_inside" debug string
-Made it into 1 exe for easier distribution
-Added the time remaining to all menu prompts
-Changed it so that users must wait for someone else to play before they
can play again, to give others a better chance to catch up.
v1.2 8-9-92
-Fixed the 68K Software error when Jousting or attacking a player.
-Added ANSI support (more will be added later).
-XenoRPG recognises a user's expert mode setting. Menu will act accordingly.
-Fixed a bug where all callers were considered the 0th caller and given money.
-Added registration key.