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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
-
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- 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 ===
-