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pmed.doc
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1990-08-31
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PlayMap - Editor
Version 1.0
(C) 1990 by Florian Marquardt
Jagdschloss Hirschbrunn
Germany 8861 Dornstadt-Auhausen
This software is freeware.
You may copy it freely but this file must remain with the program
A >>> PlayMap <<< is a field (200x100) on which
>>> pics <<< are placed. >>> Pics <<< are small "pictures", which are 10
pixels wide and 10 pixels high. There are 256 different pics. PMED is used
for putting them on the PlayMap and a variety of other jobs, such as
creating and placing items, objects (robots, bombs, persons etc.) and
texts (messages or commands).
The gadgets
===========
Load - Specify the filename of a level to load. E.g. MF (=Start-Level),
**** BA, MYLEVEL etc.
(Actually, a level consists of several files: name.it,name.objs,name.texts,
name.texts.l,name.pm)
Save - Save the PlayMap under a filename which you are asked to enter.
****
NOTE: To be able to play the level you must
1) place a teleport of the form &Ayourlevelname& in MF or one
of the levels which can be reached from MF. (see
NewTEXT-&A& for an explanation of this command)
2) Start the batch-file NEW_GAME (which is placed in the
GAME-directory) to copy all the files from EDITOR to GAME.
Arrow-gadgets - Move visible part of PlayMap
*************
(NOTE: Since I use two screens for double-buffering, you must be careful
with clicking on the "move up"-arrow-gadget. If you click too high,
intuition will bring the second screen to front.)
Placing pics
------------
Click in the large field where the pics are located to select a pic.
Its number is displayed in the textwindow. Click in the scrollwindow to
set the current pic at the indicated location.
The displayed coordinates are those of the upper left corner of the scroll
window which is from now on called the 'current location'.
The menu
========
Clicking on the right mouse button once will cause a menu to appear
directly under the mouse cursor:
Menu:
Fill
Pics
About
Items >
NewTEXT
ShowTEXT
DeleteTXT
Objects >
QuitPMED
InitPM
Cancel
Fill
====
Fills a specified area of the PlayMap with the selected Pic. You must
enter the coordinates. x1<x2,y1<y2. The x-coordinates range from 0 to 199,
the y-coordinates from 0 to 99. Be careful: Given wrong values, this
function may damage memory!
Pics
====
Loads a new picture (a 160x160 - IFF - Brush) for the pics. Enter a name
for it. Be careful: Size of brush MUST be 160x160!
About
=====
Gives some information about the program.
NewTEXT
=======
You may enter a message, which will be placed in the upper left corner of
the scrollwindow. NOTE: This message will appear only if you place
either one of the arrow-fields (the brown arrows) or the field with the
brown dot at the indicated location. When the player steps on a
brown-dot-field, a message is displayed. When he steps on an arrow-field,
the message is displayed only if he faces in the direction indicated by
the arrow.
In the text, a '&' marks the beginning of a command, which will be
executed when the message is displayed. There are the following commands
available: (Always use another '&' to mark the end of a command!)
COMMAND - DESCRIPTION - EXAMPLE(S)
&Tx/y& - teleports to location x,y. &T167/14&, &T13/89&
&Pname& - loads picture (a 96x90 - IFF - Brush) and displays it.
&Phouse.iff&, &Pplanet.br&
Use &p& to redisplay original scrollwindow.
&p& - Redraws scrollwindow. Useful if any modifications have been made
which should be displayed. &p&
&W& - Wait on left-mouse-button-click. &W&
&Qanswer&...positive...&q&....negative...
- Lets the user enter a string. String is then compared with
"answer" and, if they are not the same, the program continues at &q&,
otherwise it continues after the &Q...& - command.
"Please enter password! &Q1598&Correct!&E&&q&Wrong!"
"What's this cave called? &QMarala&Yes, correct!&E&&q&No,no!"
&E& - Ends a message. See above (&Q..&) for examples.
&Dticks&- Delays ticks*50 seconds. Ticks is in 1/50 seconds.
&D50& --> 1 second, &D10&
&Sx/y=p&- Sets a pic (indicated by p=nr. of pic) at position x,y.
&S23/45=0& --> 0=free ground
&S17/89=255& --> a brown table
&Aname& - Loads another level. After this procedure, the text at position
1,1 in the new-loaded level will be executed. There you must teleport the
player to a new position with &t...&.
&ABA&, &Amylevel&, &AMF& (MF=Start-Level)
&tx/y& - Teleports without rewriting stored background to old position.
Use it in the 1,1 text to place the player on a start-position.
&t24/8&, &t177/56&
&Xx/y& - Execute the message at position x,y. Use this command if you
want to display a text having more than 10 lines.
&X23/17&, &X9/88&
&wx/y/t&- Starts a timer. In about t-1 seconds, the message at position
x,y will be executed.
&w23/45/7&
--> At position 23,45 there should be a text like:
"STOP! 6 seconds have passed!..."
&axo/yo/xd/yd&
- Duplicates an object at position xo,yo and copies it to
position xd,yd. Thus you can cause groups of monsters to appear
without setting them with the object-editor. Only one object
must be placed at xo,yo. (the source-object)
&a17/29/45/33&, &a89/76/35/11&
&cnr& - gives the player a specified amount of credits. (nr)
&c450&, &c1000&, &c-40& (-40 --> takes 40 credits from player)
&Iname& - Checks whether the player carries an item called "name". If yes,
it continues directly after this command, if no, it continues
at label &i&. (similar to 'Q' and 'q')
&IID Card 59B&"OK, you may enter."&E&&i&"You haven't got a
proper ID-Card!!!"
&IML Laser&"You are carrying an ML-Laser!!!"&i&....
&Gx/y& - Gives the player an item which must be at location x,y.
&G24/89&, &G12/67& (--> an item must be at 12/67!)
&Lx/y=p&- If, at position x,y, there is a pic whose number equals to p,
continue after this command, else continue at label &l&.
(Compare I,i , Q,q)
&L23/45=79&&S23/45=0&The door opens.&E&&l&&S23/45=0&The door
opens.
&L45/67=13&You were already here!&E&&l&&S45/67=13&You are here
for the first time, aren't you?
&s& - Shop
&bprize&- Bill
----> These two commands are used for building shops.
At the entrance (use arrow!), a message should state &s&, such
that the program can backup the player's items.
At the exit (use arrow!), a message should contain a command
of the form &bprize&, where prize/10 is the factor with which
the normal prizes are multiplicated.
Entrance-msg: &s&
Exit-msg : &b10& --> Normal prizes, factor 1.0
&b15& --> 150% of normal prizes.
&b5& --> 50% of normal prize
The shopkeeper always pays 50% of normal prize for items the
player leaves behind in the shop.
&Ox/y/walknr./pic-Nr./pic-Nr.2/mode/time/shoot-str./hit-str./ac/energy&
- sets an object at position x,y.
walknr.: usually 7
pic-Nr.: Number of pic for object. if there are 4 (directions)
for the pic, use the number of the first pic.
pic-Nr.2: 0, if object is not multidirectional object, otherwise
the same as pic-Nr.
mode: 8=run to player+shoot
9=follow path, don't shoot
time: How fast is object? 15=average-slow, 1=very fast (laser),
40=quite slow, 6=quite quick.
sst,hst,ac: see 'OBJECTS'
energy: energy of object, 100=low, 500=average, 20000=very high
0=dead. (don't use that!)
&o17/22/7/228/228/8/13/30/40/170/350& - set alien at 17,22.
Advantage of 'O' compared to 'a': No source-object necessary.
Consequently the program mustn't process the source-object
and is faster at first. (before objects are created; because
it hasn't to process so many different objects in that case)
ShowText
========
Show text at current position. (upper left corner of scrollwindow).
(If there is any)
DeleteText
==========
Deletes text at current position, if there is any.
QuitPMED
========
You are asked if you really want to quit. Never forget to save before
exiting.
InitPM
======
Initialize items, objects, texts. (PlayMap is not cleared)
The ITEMS submenu
=================
Items:
NewItem
DeleteItem
Itemlist
SetItem
ClrItem
Iposn
Identify
PrintIt
Cancel
NewItem
-------
You may enter the name, the prize, the level and the type of a new item.
(Use menu-option 'Type of item:Other' if you want to create an ID-Card=C).
DeleteItem
----------
Deletes an item at current position. (If there is any)
Itemlist
--------
Shows a list of all items, use arrow-keys to scroll, space bar to exit
list-mode.
SetItem
-------
You may enter the number of an item you want to set at the current
position. Use PrintIt or Itemlist to learn the numbers of the items you
want to set. You may set several items at the same position. Make sure
that the user can reach this position and that he knows somehow that he
should try 'TAKE' there. (containers, blue boxes, destroyed robots should be
used for item-storage, but you can set an item anywhere).
ClrItem
-------
Deletes an item at the current position. This is not the same as
DeleteItem, because this command only clears one item, not a whole class
of items. (e.g. only the ML Laser at 3,4, not the ML Laser in general)
Iposn
-----
Displays a list of all items placed somewhere on the PlayMap, together
with their coordinates.
Identify
--------
Displays the name of an item at the current position, if there is any.
PrintIt
-------
You can specify a filename or "PRT:" or "PAR:" or any other device
which you want to send the Itemlist to. (Format: Nr. NAME TYPE PRIZE LEVEL)
The OBJECTS submenu
===================
Objects are robots, aliens, the player himself, laser bolts, explosions,
bombs etc. For short, everything that moves or is alive somehow (bombs
will explode after a while) is an object.
Objects:
BasicObj
SetObj
IdObject
DeleteObj
Cancel
BasicObj
--------
As you may want to set, say, 10 aliens of the same kind, you can define
one basic object and then set it at ten different locations.
You must click on a picture for the object. (If there are 4 for every
direction, click on the first and say 'Yes' when asked 'Multi-directional
object?' otherwise choose 'No')
Time: explained above (see NewText-&o&)
WlkNr.: Normally use 7, 0 would mean the object can't move at all, 250 would
mean it can go even over walls)
Energy: explained above
sst: Shooting-strength (e.g. for laser-bolts fired by an alien)
hst: Hit-Strength (corresponds to level of player's srwp. Used if
hitting at short distance (no field between player and object).
ac : Armor-Class. 200=totally unprotected, 1=very strong shields,
0=can't be hit at all.
SetObj
------
Sets an object (which represents an exact duplicate of the basic object)
at the current location.
IdObject
--------
Identify object at current location, if there is any.
DeleteObj
---------
Deletes object at current location. ("if there is any")
==== END OF PMED.DOC ===