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1989-01-30
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FANTASY ROLE PLAYING UTILITY
GAME MASTERS VERSION
Version 2.12
By W. Jeff Meier
And Bill S. Hitchcock
A SOFTWARE MINES PRODUCT
BEFORE BEGINNING
USE THE DOS DISKCOPY COMMAND TO
BACKUP FRP AND ITS ASSOCIATED FILES TO ANOTHER FLOPPY
Copyright 1987, 1988, 1989 W. Jeff Meier &
Bill S. Hitchcock
IBM PC is the registered trademark of
INTERNATIONAL BUSINESS MACHINES
ADVANCED DUNGEONS & DRAGONS
is the registered trademark of
TSR Games
Software Mines
2401 Copperfield Ave.
Ponca City, OK 74604
DISCLAIMER
Software Mines, and/or the author(s) of this product specifically
disclaim all warranties, expressed, or implied. In no event shall
Software Mines, and/or the author(s) of this product be held
liable for any loss or damage including but not limited to any
loss or damage caused by the direct use of this product or any
incidental, or consequential damages.
LICENSE AGREEMENT
This product is copyrighted and all rights are reserved just like
a book. Copying this product for others is allowed as long as it
is complete and unmodified. You may not sell this product. A
distribution fee other than for materials and handling (not to
exceed $10) is also prohibited.
CREDITS
Most of the notepad code is from Nelson Ford's MYED text editor and is
used with his permission. If you are interested, his editor is
available from the Public (Software) Library PO Box 35705-F, Houston
TX 77235-5705 or by phone (713)-721-6104.
We also need to credit our wives who have endured the 1000+ man hours
invested in this crazy set of programs, and our play testers Robert
Stott and Michael DeKrey deserve much of the credit for many of the
features present in our programs. You too can appear here also if you
write in with grand and glorious ideas that we use to improve our
programs.
REGISTRATION
If you wish to register as a user of this product mail $20 to:
SOFTWARE MINES
2401 Copperfield Ave.
Ponca City, OK 74604
The registration fee entitles you to:
1. Be on our mailing list for future updates to FRP and other
related products (Currently we are developing programs to
handle spells and stores).
2. Receive a free copy of our character generation program CGU.
3. Be able to purchase our other products and updates at $10 each
(1987 dollars).
Page i
FRP VERSION 2.0 ADDITIONS
Version 2.0 adds the following features to Version 1.0:
1. Expanded capabilities for monsters:
o Up to 10 different types in memory at a time with a
limit of 15 per type.
o Monster attacks with critical hits, double damage,
9 attacks per round, damage modifiers, to hit modifiers,
regeneration, and armor class hit or raw dice rolls
available.
o Temporary in memory modification of every ability.
o Experience point calculation.
2. Expanded capabilities for characters when used with the
Character Utility program:
o Marks up to 25 characters for use in play.
o Five page notepad for party and each character.
o Will automatically add new experience to character files.
o Displays character armor class in monster combat window for
quick reference.
o Ability to display any character stored on disk.
3. Miscellaneous features and bug fixes:
o Page back and go to page number on user entered tables.
o Eliminated error on MDA when accessing F1 or user
added tables.
***WARNING MONSTER FILES FROM VERSION 1.0 ARE NOT COMPATIBLE***
*******REGISTERED USERS CAN REQUEST CONVERSION PROGRAM*********
Page ii
INTRODUCTION
Congratulations! You have just acquired the game masters utility,
FRP, for the IBM PC. Before beginning to use FRP you should read this
manual completely to fully understand FRP's capabilities.
FRP is setup to be generally compatible with ADVANCED DUNGEONS AND
DRAGONS(tm) and its many variants. We strongly recommend the purchase
of these rules from TSR. However, FRP is very flexible in its
structure, and sacrifices some compatibility to maintain
flexibility. The program provides the following features to
augment play:
o Dice Rolling Utility - Critical Hits, Fumbles, Double
Damage, D100, D20, D12, D10, D8, D6, D4, Any Number Of Dice
With Modifiers.
o Random Encounters Utility - Allows Random Encounters To Be
Generated For 10 Different Areas Each With Different
Probabilities, Select Or Edit Monsters For Encounter,
Generation Of Weather, Determines Random Encounters, Tracks
The Passage Of Time, Calculates Movement Rate Based On
Weather Conditions, And Tracks Moon Phases.
o Random Treasure Utility - Treasure Types A-Z, Gem Value,
Jewel Value, Edit Treasure Data, And View Treasure Data.
o Game Parameter Utility - Allows You To Alter Critical Hit,
Fumble, Double Damage, And Encounter Probabilities. The
Sound Can Also Be Disabled From This Utility. The Default
Timer Time Can Be Set And Combat Die Can Be Selected For
Special Damage Tables And Monster Attacks.
o Special Function Keys - Allows You To Time The Player's
Actions, Call Up User Modifiable Tables, Display Monster
Information, Roll Monster Hit Points, Edit Monster Data,
Roll Attacks, Regenerate Hit Points, Character Experience Points,
Notepad, And More.
o Screen Utility - Allows You To Alter The Screen Colors If A
Color Display Adapter Is In Use.
o Installation/Alternate File - Allows You To Easily Install
FRP On A Hard Disk And Use Or Create Alternate Data Sets For
Up to Ten Different Areas Without Leaving FRP.
Page iii
FRP Requires The Following Files:
Program Disk:
FRP.EXE - Main Program
INSTALL.EXE - Installation Program
Data Disk:
CHRCTRS.CGU - Character File
CRITICAL.FRP - 100 Entries For Critical Hit Table
DATA.CGU - Character Class Data
FUMBLE.FRP - 100 Entries For Fumble Table
INDEX0.FRP - 100 Entries Of Pointers To "MONSTERS.FRP"
INDEX1.FRP - 100 Entries Of Pointers To "MONSTERS.FRP"
INDEX2.FRP - 100 Entries Of Pointers To "MONSTERS.FRP"
INDEX3.FRP - 100 Entries Of Pointers To "MONSTERS.FRP"
INDEX4.FRP - 100 Entries Of Pointers To "MONSTERS.FRP"
INDEX5.FRP - 100 Entries Of Pointers To "MONSTERS.FRP"
INDEX6.FRP - 100 Entries Of Pointers To "MONSTERS.FRP"
INDEX7.FRP - 100 Entries Of Pointers To "MONSTERS.FRP"
INDEX8.FRP - 100 Entries Of Pointers To "MONSTERS.FRP"
INDEX9.FRP - 100 Entries Of Pointers To "MONSTERS.FRP"
PARM.FRP - User Modifiable Game Parameters
MONSTERS.FRP - Monster File Of Up To 2978 Entries Total
TABLE.FRP - Game Master Modifiable Tables
TREAS.FRP - Treasure Tables A-Z
FRP.DOC - This Documentation
CGU.DOC - Documentation For The Character Generation Utility
FRP Requires The Following Hardware:
IBM PC or Compatible /w 384K, One 360K Floppy Disk Drive,
MDA, CGA, or Hercules Display Adapters, DOS 2.1 or Greater.
Page iv
TABLE OF CONTENTS
How To Start............................................. 1
How To Use FRP........................................... 2
Monster Hot Key [F5]..................................... 3
Character Hot Key [F6]................................... 5
Dice Rolling Utility..................................... 6
Encounter Utility........................................ 7
Treasure Utility.........................................10
Game Parameters Utility..................................13
Screen Utility...........................................14
Installation Utility.....................................16
File Structures..........................................17
HOW TO START
First Time:
Backup FRP program and data disks to other floppies using the DOS
DISKCOPY command. After the backup procedure is finished insert the
program disk into drive A.
To install FRP on a hard disk, type [A:] to select drive A. Type
[FRP] to enter the program. Then select the install/alternate data
option. Next select the hard disk installation and then select the
first time installation option.
FRP comes with parameters set to:
o A Large Assortment Of Monsters.
o Approximate AD&D(tm) Treasure Types.
o Sound On.
o Hit Dice D20.
o Jewel & Gem Value Generation Approximates AD&D(tm) Methods.
o Default Timer Set To 60 seconds.
o Default Screen Colors.
o Weather probabilities Are Set To Normal Type Temperatures
And A 20% Chance Of Precipitation Year Round.
Entering FRP:
Insert floppy disk into drive A. Type [A:] to select drive A.
Type [FRP].
You should now see the main menu for FRP.
Hard Disk Users:
FRP can be used on a hard disk by copying it and its files to the hard
disk. When starting FRP be sure that the default drive and directory
that contain FRP are selected. For example if FRP is in drive C and
in directory FRP, to select that drive and directory type [C:] and
[CD\FRP].
Ram Disk Users:
You may find it useful to place the files for FRP in a RAM disk for
quick access. Simply copy the files into a RAM disk and set that
drive to be the default before entering FRP. If you use a hard disk a
RAM disk will not significantly speed up the program. Be sure to
restore files to disk after exiting FRP to save changes.
Page 1
HOW TO USE FRP
To move through the program's options the following system is
used.
ENTER - Selects Highlighted Choice On Menu
UP ARROW - Moves Highlight Up
DOWN ARROW - Moves Highlight Down
PRESSING HIGHLIGHTED CHARACTER - Selects Choice
F1 - Calls Help Screen - For Key Help
F2 - Starts Variable Timer - For Timing Events
F3 - Starts Default Timer - For Timing Combat Rounds
F4 - Pause/Restart For Either Timer
F5 - Monster Utility - For Combat And Access To Other
Monster Information.
F6 - Character Utility - To Add Experience, Take Notes,
Mark Character For Use, And Display Data.
Alt F1 To F10 - User Modifiable Tables
If F2 or F3 is selected while a timer is active the timer will be
restarted with the new value.
An entry of [LIST or blanks] will result in the complete listing of
monsters being made available for selection any time a monster name is
requested for input other than when adding a new monster to the main
index. When the list is displayed a single monster is displayed at a
time in alphabetical order. To move through the listing simply use
the up and down arrow keys or hit a letter key to go to the first
monster whose name begins with that letter, other letters in the name
can also be found by continuing to type.
Page 2
MONSTER HOT KEY [F5]
Selecting the monster hot key [F5] allows you to access encounter
related information for monsters. Displayed on this page are monster
attack damage, hit dice, armor class, size, number of attacks per
melee round, alignment, intelligence, movement rate, individual hit
points, individual attack damage and "to hit" rolls, character names
and armor class, monster/party surprise rolls, monster attack
modifiers, current combat round, regeneration parameters, and the
time. The first selection allows you to chose between:
ATTACK - Going to attack selections.
GET - Getting a new monster from disk.
RESET - Resetting the number of monsters available along with
their hit points for the current group selected.
MODIFY - Modify the information associated with a monster in
memory for the current group selected. This allows you
to temporarily modify standard monsters to match the
current scenario if necessary.
EXIT - Return to the previous menu before pressing [F5].
Up and Down arrows allow you to move between the ten different
groups of monsters in memory.
The attack selections are related to combat. The following are
available:
HITS - Rolls the attacks for the current group of monsters.
This excludes monsters whose hit points are zero or
less. Abnormal results (critical, double damage,
fumble) are indicated by highlighting the attack
result. For more information on abnormal results
see the DICE ROLLING UTILITY.
DAMAGE - Allows you to inflict damage on the monster of your
choice by using the arrow and [Enter] keys to select.
The [Esc] key is used to exit from this choice.
Pressing [K] after selecting a monster will kill a
monster and prevent it from regenerating. Pressing
[R] will restore a monster to full hit points and
allow it to regenerate again. If the sound is on and
a monster's hit points falls below 1 the computer
will beep.
FUM/CRIT - Allows you to view the fumble and critical hit results
that have been determined. These results are
Page 3
indicated by the highlighted attack roll.
MODIFIERS- Attack and damage modifiers can be changed.
REGEN - The number of rounds before regeneration begins and
the number of points regenerated per round can be
added/edited with this selection.
AC/ROLL - Alternates the attack roll display between the armor
class hit and the actual modified roll if a D20 is
used for attacks.
EXIT - Returns to previous menu selections for monsters.
Up and down arrows are active for monsters with more than
three attacks per round, for viewing other attacks.
These selections can be made by pressing the arrow keys to highlight
the proper selection and [Enter] or the first letter of the proper
selection will also select that option. [Esc] will exit you from the
selection menu the same as EXIT.
Page 4
CHARACTER HOT KEY [F6]
Pressing the character hot key [F6] allows you to access utilities
associated with characters from the Character Generation Utility which
is free to registered users. The following features are available:
ADD EXPERIENCE - This selection will calculate the experience
points based on the current monster. The
default number and hit points are calculated
using those whose hit points are less than one.
PARTY experience is split evenly between those
characters loaded into memory. CHARACTER
experience will assign all points to the
selected character. Experience points
awarded can also be edited to include treasure.
DISPLAY - You can view any character on disk with this
utility.
NOTES - Five pages of notes for the PARTY and each
individual CHARACTER are available for your
use. Pressing [F1] in the notepad will provide
the necessary information required to use this
feature.
LOAD - Will load a character into memory for use in
automatically updating experience, and for
display of armor class information during
combat. Once a character is loaded it will
be loaded automatically with FRP unless
specifically UNLOADED.
UNLOAD - Allows you to unload a character from memory
during play.
EXIT - Return to the previous menu before pressing
[F5].
Page 5
DICE ROLLING UTILITY
The dice rolling utility provides the following features:
ROLL ANY DICE - With this selection a large number of equal sided dice
can be rolled with a modifier applied to each. This modifier can be
positive or negative. If the value for a dice roll with a negative
modifier is less than one the result is set to one.
PERCENTILE - With this selection a percentile (1-100) dice is
rolled.
D20-D12-D10-D8-D6-D4 - With these selections a dice of the indicated
number of sides is rolled and the result displayed. For example D20 is
a twenty sided die.
CRITICAL RESULT - Provides a random result from the critical hit table
or a double damage result if the probabilities are met.
FUMBLE RESULT - Provides a random result from the fumble hit table if
the probabilities are met.
Combat Die:
For whichever die (D100-D4) combat use is selected the following
capabilities are provided:
If a maximum result (ex. a roll of 20 on a D20) is rolled another
probability check is made for "Double Damage" or "Critical Hit". One
roll between 1 and 1000 is made and compared to the probability for a
"Critical Hit" or "Double Damage". If both probabilities are met only
the "Critical Hit" is displayed.
If a roll of 1 is indicated another probability check is made for a
"Fumble". One roll between 1000 and 1 is made and compared to the
probability for a "Fumble". If the probability is met a "Fumble" is
displayed.
"Critical Hit's" result in another roll of 1-100 being made and the
program referencing CRITICAL.FRP for the result. "Fumbles" also
result in another roll of 1-100 being made and the program referencing
FUMBLE.FRP for the result.
All three special results will play a tone if the sound is on.
Page 6
RANDOM ENCOUNTERS
The Encounter Utility provides you with the ability to roll random
encounters and determine the weather, moon phase, and movement rate.
There are ten random encounter tables available each with a maximum of
100 creatures per table. The file MONSTERS.FRP holds a maximum of
2978 monsters. The utility also allows you to edit the encounter and
monster files, or select a monster.
The utility provides the following information for a random
encounter:
o Monster Name
o Armor Class
o Hit Dice
o Attack Damage
o Number Of Attacks Per Melee Round
o Creature Size
o Movement Rate
o Treasure Type
o "In Lair" Or "Out Of Lair" (Rolled At
Selection Time)
o Alignment/Intelligence
All of the above information except lair status and treasure type are
available in the Monster Utility (F5) for information during combat
situations.
USER ENTERED PROMPTS 1-10 - Rolls a random encounter based on a file
pointer to a record in MONSTERS.FRP. For a more detailed description
see File Structures. The initial values for these are WILDERNESS
ENCOUNTER, PLAINS ENCOUNTER, TOWN ENCOUNTER, MOUNTAINS, ENCOUNTER,
DESERT ENCOUNTER, FOREST ENCOUNTER, AND DUNGEON LEVEL #1 TO #4
ENCOUNTER.
SELECT MONSTER - Allows you to access the above information for any
monster stored on file. When typing in a monster name the program
will select the monsters with the best fit to the name entered, so an
exact match is not required. An entry of [LIST or blanks] will result
in the complete monster file being made available for selection. To
move through the selections use the up or down arrow keys or the
letter keys A-Z.
EDIT ENCOUNTER INDEX - Allows you to modify each random encounter
index file. A random encounter is determined by rolling a number
between 1-100 and going to that record in the appropriate index. The
value in that index then points to the appropriate record in the
master monster file. To modify the probabilities and possibilities of
encounters requires editing each index using this feature. The labels
displayed on the menu can also be modified by altering the information
in PARM.FRP (see File Structures).
Page 7
MODIFY MONSTERS - A built in utility for editing MONSTERS.FRP that
will sort the monsters alphabetically and preserve the proper
indexing. If a monster is deleted with the utility and an index
points to that monster the pointer is changed to the first record. It
is advisable to modify pointers to a monster prior to deletion. Codes
used in adding monster files follow:
Optional Hit Dice Codes:
Number Of Pips - "D" (Default Of Eight)
Hit Point Range - "HP" (- Is Only Available Code)
Minuses Or Range - "-" (From Total)
Pluses - "+" (To Total)
Variable Number - "TO" (Results In Prompt)
Examples:
5 = Five Eight Sided Hit Dice
2D3 = Two Three Sided Hit Dice
10-50 HP = Ten To Fifty Hit Points
1 To 4D9 = One To Four Nine Sided Hit Dice
3D10+1 = Three Ten Sided Dice Plus One Hit Point
Monster Attack Damage Codes:
Number Of Pips - "D" (Default Of Eight)
Hit Point Range - "HP" (-* Are Only Available Codes)
Minuses Or Range - "-" (From Total)
Pluses - "+" (To Total)
Number Of Rounds - "*"
Attack Separator - "/"
Examples:
5 = Five Eight Sided Hit Dice
2D3 = Two Three Sided Hit Dice
10-50 HP = Ten To Fifty Hit Points
3D10+1 = Three Ten Sided Dice Plus One Hit Point
2D4*2/D5 = Two Four Sided Hit Dice For Two Attacks
And One Five Sided Dice For One Attack.
Probability In Lair Should Be Between 0 And 100.
Treasure Types Should Be Coded As Shown On Page 11.
Experience Point Codes:
Experience Point Code = "MMMM+CC"
MMMMM = Base Experience Per Monster
CC = Experience Points Per Hit Point
Page 8
Example:
20+2 = Twenty experience points per monster plus
two points per hit point.
357 = 357 experience points per monster plus no
points per hit point.
ADVANCE DAY - Performs the following functions:
o Advances date.
o Determines number of encounters.
o Determines daily weather conditions.
o Displays moon phases.
o Calculates movement rates based on weather conditions.
o Three different movement rates are displayed for
foot, mounted, and water travel.
The calendar used is simple, each month has 30 days and each year has
12 months. This date is tracked in PARM.FRP and can be modified in
Game Parameters Utility. If the sound is on at 1/1/XXXX (New Years
Day) the program will play a little tune to remind you of possible
character aging effects. Once the number of encounters has been
determined by advancing the date you roll or select the encounter
using the utilities provided.
The maximum number and probability of each encounter can be modified
using the Game Parameters Utility.
Weather conditions such as temperature, wind, and precipitation are
all determined based on the month and random rolls. To modify these
probabilities edit PARM.FRP (see File Structures). Weather also
modifies the base movement rate. To adjust these parameters edit
PARM.FRP (see File Structures).
Moon phases are based on periods set in the Game Parameters Utility.
EXIT - Returns you to the main menu.
Page 9
TREASURE UTILITY
The Treasure Utility provides the following features:
ROLL ANY TREASURE - This selection allows treasure to be rolled based
on types A-Z. If the treasure is for a selected monster the default
treasure types can be used by pressing enter. If you wish to manually
input the treasure type for an encounter you must type in your
selection.
Manually input treasure types can roll multiple types at a time,
for example:
Input: ABCQ*7
Result: The above input will roll treasure types A,B,C,Q for
the input number of creatures. In this case, the result of
treasure type Q will be multiplied by a factor of 7.
The results of these rolls will be displayed on the left hand side of
the screen. The results categories are based on prompts stored in
PARM.FRP. For more detailed instructions on how to modify this file
see File Structures.
The number of creatures input is only used to multiply those treasure
types that are an individuals treasure.
To multiply the treasure type by a factor place an asterisk (*)
between the number and the treasure type (ex. A*3,L*80). The maximum
value of a multiplier is 99.
No delimiter (commas or spaces) is necessary between multiple treasure
types.
GEMS - This selection rolls a gems of random value in GP (Third
Monetary Type). The probabilities are based on values in PARM.FRP.
The method is divided into 20 ranges each with its own range of
values. A roll of 1 to 20 is used to select between them. A roll of
19 and 20, however, requires another probability check to be met or
else the range procedure is repeated. The 19th range has an
additional probability of 1 in 5 that must be met, while the 20th
range is 1 in 20.
The number of ranges available and probabilities for each range
should allow you to match most systems fairly close. If you
choose to modify this file be sure not to exceed 32767 for any
entry and make all values integers (no decimal points).
Page 10
JEWELS - This selection rolls a jewel of random value in GP (Third
Monetary Type). The probabilities are based on values in PARM.FRP.
The method is divided into 20 ranges each with its own range of
values. A roll of 1 to 20 is used to select between them. A roll of
19 and 20, however, requires another probability check to be met or
else the range procedure is repeated. The 19th range has an
additional probability of 1 in 5 that must be met, while the 20th
range is 1 in 20.
The number of ranges available and probabilities for each range should
allow you to match most systems fairly close. If you choose to modify
this file be sure not to exceed 32767 for any entry and make all
values integers (no decimal points).
VIEW TREASURE DATA - This selection allows you to view the
probabilities for each treasure type in order from A-Z.
EDIT TREASURE DATA - This selection allows you to modify the
probabilities for each treasure type. When this selection is made a
second menu appears with the following options based on the prompts in
PARM.FRP.
NEXT TREASURE TYPE - Allows you to change the treasure type being
edited to any between A-Z.
LOCATION FOR TREASURE - Allows you to change the treasure types
location ("In Lair"/"Individual").
Treasure, "In Lair", is a large amount of treasure with a probability
for each item. Treasure, "Individual", is a small amount of treasure
found on each monster and no probabilities are rolled to determine if
the treasure item is found.
FIRST 7 FIELDS - Allows you to change the probability for a each field
between 0-100 percent, and the appropriate dice roll. The
probabilities are ignored for "Individual" treasure. The dice roll is
coded as follows:
NN "D" SS * MMMM + P
NN - Number Of Dice
SS - Number Of Sides
MMMM - Multiplier
P - Plus Or Minus Applied At End
Examples: 4D3 - Four three sided dice.
D10 - One ten sided dice.
4D10*1000 - Four ten sided dice times one thousand.
D8*10-4 - One eight sided dice times ten minus four.
3 - Will always result in three.
Page 11
The minimum result when a minus is present is one.
LAST 6 FIELDS - Allows the Game Master to modify the probability for
the major category and number of items for the other fields. The
probability is ignored for "Individual" treasure. The same coding for
dice rolling is used as above.
EXIT - Exits the Edit mode.
Page 12
GAME PARAMETERS UTILITY
The Game Parameters Utility allows you to modify some of the basic
system parameters. The selections perform the following functions:
DATE - Changes the game date, while preserving the moon phases and
accumulating snow.
CRITICAL HIT PROBABILITY - Changes the probability for a critical hit
between 0-1000 chances in 1000.
PROBABILITY OF DOUBLE DAMAGE - Changes the probability for double
damage between 0-1000 chances in 1000.
FUMBLE PROBABILITY - Changes the probability for a fumble between
0-1000 chances in 1000.
ENCOUNTER PROBABILITY - Changes the probability of an encounter
between 0-1000 chances in 1000 for a specified number of times in a
day.
SOUND ON/OFF - Turns the sound on or off.
TIMER (F3) TIME - Changes the default timer between 0-9999
seconds (no fractions).
ATTACK DICE DEFINITION - Alters the attack dice used for special
results in the Dice Utility.
MOON DATA - Changes the number of moons (0-2), starting phase
(0-7), and period (8-3700 days).
EXIT - Returns to the main menu.
***WARNING NOT SAVING RESULTS MODIFIED WITH THIS UTILITY WILL LOOSE***
***THE CURRENT DATE AND SNOW ACCUMULATION IF NOT PREVIOUSLY SAVED***
Page 13
SCREEN UTILITY
The Screen Utility allows you to modify the screen colors on a
color monitor.
Color Codes:
Number Color
0 Black
1 Blue
2 Green
3 Cyan
4 Red
5 Magenta
6 Brown
7 White
8 Gray
9 Light Blue
10 Light Green
11 Light Cyan
12 Light Red
13 Light Magenta
14 Yellow
15 High Intensity
White
MAIN FOREGROUND COLOR - Changes the main foreground color from 8,
gray.
MAIN BACKGROUND COLOR - Changes the main background color from 0,
black.
HIGHLIGHTED FOREGROUND COLOR - Changes the highlighted foreground
color from 11, light cyan.
HIGHLIGHTED BACKGROUND COLOR - Changes the highlighted foreground
color from 0, black.
BORDER - Changes the border color from 0, black. This feature
may cause EGA cards problems if a color other than 0 is selected.
DEFAULT COLORS - Changes the screen colors back to the default
values.
EXIT - Saves the new settings and returns to the main menu.
***WARNING NOT SAVING RESULTS MODIFIED WITH THIS UTILITY WILL LOOSE***
***THE CURRENT DATE AND SNOW ACCUMULATION IF NOT PREVIOUSLY SAVED***
Page 14
IF YOUR SCREEN COMES UP BLACK ON THE MAIN MENU
Follow the procedure below to restore your screen to a readable
set of colors after rebooting ([ALT-CTRL-DEL]) and setting the
system to the proper directory.
Step 1:
Type [FRP]
Step 2:
Hit The SPACEBAR
Step 3:
Type [S]
Step 4:
Type [D]
Your screen should now be restored to a readable menu.
Page 15
INSTALLATION UTILITY
The Installation Utility allows you to install FRP on a hard disk
and modify the current files to use alternate data sets.
INSTALL ON HARD DISK - This selection allows you to install all
or a subset of the files on a directory you specify. If only a
partial installation is being made the directory must exist and
be the default directory on that drive.
BACKUP FILES - This selection backs up the files either to the
main files [M] or to alternate data sets [0] to [9]. The backup
can either be a total one which includes all data files or the
backup can be selective. The program will not allow you to back up
the main files to the source (current) drive.
RESTORE ALTERNATE DATA SET - This selection reloads either the
main [M] or alternate data sets [0] to [9]. The load can either
be total which includes all data files or selective.
GO BACK TO FRP - Will return to the FRP main menu.
QUIT - Will exit back to DOS.
Page 16
FILE STRUCTURES
FRP was written in such a manner that you can modify the program
to closely match your system. To accomplish this goal files are
used liberally to represent most parameters.
The following is a description of how each file is structured.
Before modifying these files it is advisable to backup the
original files in case of problems. FRP will not function properly
if files are incomplete or improperly structured so BE CAREFUL!!
In each file description the following nomenclature will be used
to identify variable types:
INTEGER VALUES - ALL CAPITALS (And Are Limited To Between -32,768
And 32,767)
real numbers - lower case (And Are Limited To Between -1.7E+38
And -2.9E-39 For Negative Values And
2.9E-39 And 1.7E+38 For Positive
Values)
"Character Strings" - "In quotes"
***We recommend verifying any new database by using FRP before a
normal game session to avoid crashing the program during a game
session and losing valuable game time***
File - PARM.FRP:
This file is setup for easy modification with comments included
in the file itself. These comments or substitutes must be left
in the file or FRP will not run. Understanding the structure
of this file is best done while viewing it.
Line 1 - "Comment"
Line 2 - DAY,MONTH,YEAR,CRITICAL HIT PROBABILITY,DOUBLE DAMAGE
PROBABILITY,FUMBLE PROBABILITY,PROBABILITY OF AN ENCOUNTER,NUMBER
OF ENCOUNTERS PER DAY MAX.,FOREGROUND COLOR,HIGHLIGHTED
FOREGROUND COLOR,BACKGROUND COLOR,HIGHLIGHTED BACKGROUND
COLOR,BORDER COLOR,NOISE ON/OFF,ATTACK DIE CODE,MOON DATA,SNOW
The above line can be more easily modified using utilities
provided in FRP.
Line 3 - "Comment"
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Lines 4 through 13 contain the prompts used on the Encounter
Utility Menu for the ten different encounter areas. The first
string is the complete prompt and the second string is the key
letter used for selecting that choice. The key letter should be
unique and part of the prompt phrase.
Line 4 - "INDEX1.FRP Encounter Prompt","Key Letter"
Line 5 - "INDEX2.FRP Encounter Prompt On","Key Letter"
Line 6 - "INDEX3.FRP Encounter Prompt On","Key Letter"
Line 7 - "INDEX4.FRP Encounter Prompt On","Key Letter"
Line 8 - "INDEX5.FRP Encounter Prompt On","Key Letter"
Line 9 - "INDEX6.FRP Encounter Prompt On","Key Letter"
Line 10 - "INDEX7.FRP Encounter Prompt On","Key Letter"
Line 11 - "INDEX8.FRP Encounter Prompt On","Key Letter"
Line 12 - "INDEX9.FRP Encounter Prompt On","Key Letter"
Line 13 - "INDEX0.FRP Encounter Prompt On","Key Letter"
Line 14 - "Comment"
Lines 15 through 27 represent the prompts used for treasure along
with the letter used for menu selection. Prompts #1 through #7
represent individual categories. However, prompt #8 represents a
category and an item. Prompts #9 through #13 are represented by
category #8.
Line 15 - "Treasure Prompt #1","Key Letter"
Line 16 - "Treasure Prompt #2","Key Letter"
Line 17 - "Treasure Prompt #3","Key Letter"
Line 18 - "Treasure Prompt #4","Key Letter"
Line 19 - "Treasure Prompt #5","Key Letter"
Line 20 - "Treasure Prompt #6","Key Letter"
Line 21 - "Treasure Prompt #7","Key Letter"
Line 22 - "Treasure Prompt #8","Key Letter"
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Line 23 - "Treasure Prompt #9","Key Letter"
Line 24 - "Treasure Prompt #10","Key Letter"
Line 25 - "Treasure Prompt #11","Key Letter"
Line 26 - "Treasure Prompt #12","Key Letter"
Line 27 - "Treasure Prompt #13","Key Letter"
Line 28 - "Comment"
Lines 29 through 40 each represent a month's temperature
probabilities starting with month number 1 and ending with month
number 12. There are 10 probability entries for each month (line).
For each day a number between one and ten is rolled and compared to
the entries for the current month. These entries are coded as
follows:
0 - Cold
1 - Chilly
2 - Fine
3 - Warm
4 - Hot
Each line is coded with ten integers between 0 and 4 separated by
commas as in the following example:
0,0,1,1,1,1,2,3,0,1
For the above example a roll of eight would result in a WARM day.
Line 41 - "Comment"
Lines 42 through 53 each represent a month's wind probabilities
starting with month number 1 and ending with month number 12.
There are 10 probability entries for each month (line). For each day
a number between one and ten is rolled and compared to the entries for
the current month. These entries are coded as follows:
0 - Dead
1 - None
2 - Light
3 - Brisk
4 - Strong
5 - Gale
Each line is coded with ten integers between 0 and 5 separated by
commas as in the following example:
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0,1,2,2,2,3,4,4,5,5
For the above example a roll of eight would result in a STRONG
WIND.
Line 54 - "Comment"
Line 55 - Consists of 12 integers between 0 and 10 separated by
commas. These numbers represent the probability for rain in a
given month beginning with month one and ending with month
twelve. The coded values represent the following probabilities:
0 - 0% Chance Of Rain
1 - 10% Chance Of Rain
2 - 20% Chance Of Rain
.
.
.
10 - 100% Chance Of Rain
An example of this line follows:
2,2,3,3,3,2,2,2,2,2,2,2
For the above example month 4 would have a 30% chance of rain on
any given day.
Line 56 - "Comment"
Line 57 -FOOT MOVEMENT #1,FOOT MOVEMENT #2,FOOT MOVEMENT #3
These movement rates are base foot movement rates.
Line 58 - "Comment"
Line 59 - MOUNTED MOVEMENT #1,MOUNTED MOVEMENT #2,MOUNTED
MOVEMENT #3
These movement rates are base mounted movement rates.
Line 60 - "Comment"
Line 61 - BOAT MOVEMENT #1,BOAT MOVEMENT #2,BOAT MOVEMENT #3
These movement rates are base boat movement rates.
Line 62 - "Comment"
Line 63 - rain movement modifier,snow mov. mod#1,snow mov. mod#2
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Rain and snow movement modifiers are real numbers that are
multiplied to the base foot and mounted movement rates during
those conditions. When precipitation is indicated in COLD
weather it is displayed as SNOW. Snow accumulates at a random
rate based on (random number 1 to 10)*(Prob Rain)/20. Snow
movement rates are based on a variable modifier limited to
no less than snow movement modifier #1. The variable modifier
is (1-(inches of snow)/(snow mov. mod#2)). The variable modifier
allows you to compensate movement rates based on snow depth.
Snow melts at .5, 2, 5, and 15 inches per day in chilly, fine,
warm, and hot weather respectively.
Line 64 - "Comment"
Line 65 - dead wind modifier,none wind modifier,light wind
modifier,brisk wind modifier,strong wind modifier,gale wind
modifier
Wind movement modifiers are real numbers that are multiplied to
the base boat movement rates during those wind conditions.
Line 66 - "Comment"
Line 67 - GEM MAX. 1,GEM MAX. 2,......,GEM MAX. 20
These twenty inputs represent the twenty upper bounds for gem
values.
Line 68 - "Comment"
Line 69 - GEM MIN. 1,GEM MIN. 2,......,GEM MIN. 20
These twenty inputs represent the twenty lower bounds for gem
values.
Line 70 - "Comment"
Line 71 - JEWEL MAX. 1,JEWEL MAX. 2,......,JEWEL MAX. 20
These twenty inputs represent the twenty upper bounds for jewel
values.
Line 72 - "Comment"
Line 73 - JEWEL MIN. 1,JEWEL MIN. 2,......,JEWEL MIN. 20
These twenty inputs represent the twenty lower bounds for jewel
values.
Files - INDEX1.FRP,INDEX2.FRP,...,INDEX9.FRP,INDEX0.FRP:
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These files are setup as pointer files to MONSTERS.FRP for random
encounters for the 10 user definable areas. Each of these files
contains 100 entries of integers between 1 and 2978 pointing to a
specific record in MONSTERS.FRP. When an encounter is rolled for
(1-100) an area its index is used to find the appropriate
monster. A utility is provided for editing this file in the
Encounter Utility of FRP. If you wish to modify these files
without that utility you should insert the number of the entry in
MONSTERS.FRP you wish a given roll to indicate into the file.
These entries are entered with a single integer per record.
File - MONSTERS.FRP
This file is the master monster file for FRP, use of the file
utilities for this file is highly recommended. The position of
each record is critical to the indexing system. If a new monster
is added it should be appended to the end of the file or some of
the pointers in INDEX0.FRP to INDEX9.FRP could be pointing to the
wrong monsters. The useful limit of this file is 2978 records.
Each entry is coded in a random file with the number indicating
the field length as follows:
"20-Name","5-AC","10-Hit Dice","24-Damage", "1-#Attks/Rnd",
"10-Treasure Type","1-Size","3-% Chance In Lair","8-Movement
Rate","9-Alignment/Int","8-Experience Point Value"
File - TREAS.FRP
This file is the source for random treasure probabilities and
amounts. A utility for editing this file is available in the
Treasure Utility in FRP. It is highly recommended to use this
utility instead of editing the file directly.
Line 1 to 26 - Correspond to treasure types A-Z respectively.
Each line is coded as follows:
INT1,1NT2,...,INT8,"String 1",...,"String 13","I or L"
This description should only be used to reconstruct a lost file
by starting with all zeros for integers and "I" or "L" for
individual or lair treasure locations.
Files - CRITICAL.FRP and FUMBLE.FRP
Each of these files must contain 100 entries of character strings
that correspond to a critical hit or fumble result. When a
fumble or critical hit is rolled for (1-100) the file is used to
find the appropriate result. These entries are entered with a
single string per record.
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An example of a typical entry follows:
"Weapon Dropped/Two Rounds Lost To Recover"
***HINT***
If these files do not offer you enough flexibility consider using
multiple sets. For example one set for each continent or major
area.
File - TABLE.FRP
Is a file used for display purposes only. You can use this file to
display any information desired. To allocate text for a display
simply place an "F" followed by a number between 1-10 starting in the
first column of a text file. A maximum of up to 21 lines following
that line are displayed on the screen. A line can be a maximum of 78
character long.
Multiple pages can also be displayed. A "P" in the first column will
cause the next text to be displayed when any key is pushed. The
maximum number of pages per function key is 100.
These displays are accessed by simultaneously pressing the [ALT] key
and the appropriate function key F1-F10.
Example:
F5 --- The first line is used to indicate the function key.
(Appropriate Information Of Up To 21 Lines)
P --- Indicates an additional page
(Appropriate Information Of Up To 21 Lines)
F3 --- The first line is used to indicate the function key.
(Appropriate Information Of Up To 21 Lines)
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