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- ==============================================================================
- One Must Fall 2097 Tournament Compiler
- ==============================================================================
-
- The tournament compiler is a development utility that Rob used to add pilots
- to OMF tournaments and generate full tournaments.
-
- We're releasing this utility freely for your enjoyment, so enjoy it but
- please don't call or email us with questions because we're already really
- busy developing new games and helping customers with existing ones.
- We hope you understand.
-
- This program requires DOS4GW.EXE. If you do not have it in the directory
- or the path, then copy the file DOS4GW.EXE from your OMF directory.
-
- ***************************************************************************
- Please make a backup copy of OMF before using the tournament compiler;
- Some files may be altered!
- ***************************************************************************
-
- OMF is set up to recognize additional tournaments automatically. Unlike
- other editors that REPLACE the existing game files, the OMF tournament
- compiler can be used to add new tournaments or modify existing ones.
- So, you can keep adding as many tournaments to OMF as you like.
-
- SHAREWARE USERS: The shareware version of OMF is able to run only
- tournaments which DO NOT use "registered" robots (Jaguar, Shadow, Thorn, and
- Pyros are usable in the shareware version). Furthermore, the shareware
- version of OMF will only recognize the tournament with the lowest entry fee.
-
- To edit the tournaments, all you need to do is use a text editor to open
- the file *.LST and edit it. To edit the enemy photo file, just change
- some values in the *.PHT file. When you're finished editing these files,
- run the corresponding .BAT file to compile your new tournament. (So if
- you're editing the WORLD.LST and WORLD.PHT files, run the WORLD.BAT file
- to compile the modified tournament.) Doing so will create two new files:
- a .PIC file and a .TRN file (in the above example, WORLD.PIC and WORLD.TRN).
-
- The easiest way to create your own (new) tournament is to edit one of the
- existing tournaments (the corresponding .LST and .PHT files). When you're
- done editing and have run the corresponding .BAT file, simply rename the
- .TRN and .PIC files to whatever you like (being the same name, with a
- different extention). Note: If you're going to make tournaments this way,
- it's best to keep the "editing" files in a separate directory from the full
- OMF game. Just copy the resultant .TRN and .PIC files to the OMF directory
- to play the new tournament.
-
- To distribute your new tournaments, all you need to include are the .TRN and
- .PIC files.
-
-
- Editing the .LST file
- ----------------------
-
- The .LST file contains all of the information about the tournament except
- the actual pilot pictures and robot colors. The text and picture for the
- various tournaments can be edited, as well as almost every aspect of the
- pilots within the tournaments. The original WORLD.LST has been provided
- as an example.
-
- All lines beginning with a // are comments only, and serve no real purpose
- other than for explanation or description.
-
-
- Editing the Tournaments
- -----------------------
-
- Below is a description of what many of the values do in the *.LST files.
- The actual file also has comments throughout to help explain the purpose of
- each section.
-
- Enemies:
-
- After entering all of the intial tournament information and text, you must
- define the tournament opponents.
-
- ENEMY=0 ; Enemy number, starting at zero (initial position/rank)
- NO MOVEMENT ; Keeps rank constant throughout tournament (optional)
- NAME=Ian ; The enemy pilot's name (of course)
- QUOTE=Hi. ; What the pilot says when challenged
- ROBOT=Nova ; Which robot the pilot fights with. Valid entries: any
- specific robot name, RANDOM
- ENHANCEMENT 11=2 ; Robot # "=" Enhancement level (0, 1, 2). Separate lines
- are needed for each 'bot if ROBOT=RANDOM
-
- WINS=32 ; Number of wins
- LOSSES=1 ; Number of losses
- Note: These values change as the tournament progresses, based on
- simulated fights.
-
- ARM SPEED=6 ; 'Bot's arm speed, 0-9
- ARM POWER=6 ; 'Bot's arm power, 0-9
- LEG SPEED=6 ; 'Bot's leg speed, 0-9
- LEG POWER=6 ; 'Bot's leg power, 0-9
- ARMOR=6 ; 'Bot's armor value, 0-9
- STUN RESISTANCE=5 ; 'Bot's stun resistance value, 0-9
-
- PHOTO=0 ; This number corresponds to a value in the .PHT file
-
- SPEED=35 ; Pilot's speed, 1-25(63)
- POWER=31 ; Pilot's power, 1-25(63)
- ENDURANCE=35 ; Pilot's endurance, 1-25(63)
-
- OFFENSE=92 ; Offensive preference, 100 is high
- DEFENSE=120 ; Defensive preference, 100 is high
- Note: Keep 'em under 200
-
- ATTITUDE NORMAL=20 ; Standard fighting method
- ATTITUDE HYPER=40 ; Aggressive
- ATTITUDE JUMP=45 ; Jumps 2-3 times more often
- ATTITUDE DEF=70 ; Defensive
- ATTITUDE SNYPER=40 ; Tries to sneak in quick hits whenever possible
- Note: Attitudes determine the general ways in which the enemy
- fights. The number tells how likely the player is to switch
- from one attitude to another everytime he's hit. Enemies
- start out in a "Normal" attitude. Higher attitudes indicate
- that the pilot will be in that attitude more often. Keep 'em
- under 150.
-
- AP THROW=250 ;
- AP SPECIAL=230 ; These are all preferences for certain actions.
- AP JUMP=120 ;
- AP LOW=-250 ; Values may range from -400 to 400,
- AP MIDDLE=150 ;
- AP HIGH=190 ; zero being neutral.
- JUMP PREF=-20 ;
- MOVE FORWARD PREF=190 ;
- MOVE BACK PREF=-20 ;
-
- LEARNING=9.0 ; How fast the computer learns your moves/tactics (max 15)
- FORGET=.12 ; How fast the computer "forgets" what it's learned (max 3)
-
- MONEY=9012 ; Base money this pilot starts with (in addition to the amount
- given in MONEY UPGRADE minus the MONEY DOWNGRADE x RANK).
- The other pilots go through "simulated" fights as you fight
- through the tournament, and may gain money along the way.
-
- COLOR 1=16 ; } Colors 0-15 are the standard colors that you'd find
- COLOR 2=16 ; } when changing colors in OMF. Color 16 is taken from
- COLOR 3=16 ; } the pilot file and is therefore changeable. Most
- pilots will use color 16 because of this advantage.
-
- WINNINGS=8000 ; The Base winnings for defeating this pilot (modified by
- the tournament multiplier and how much the pilot and 'bot
- had improved over the course of the tournament).
-
-
- Unranked Challengers:
-
- Unranked challengers are included at the end of the list, with higher enemy
- numbers. To make a character an "Unranked Challenger," just type the word
- SECRET on a separate line in the enemy attributes.
-
- The requirements to fight an "Unranked Challenger" are set by adding any of
- the following lines to the enemy profile:
-
- REQUIRED DIFFICULTY=1 ; Required difficulty setting (1-4)
- REQUIRED ENEMY=4 ; Reached after this enemy is defeated
- REQUIRED SCRAP ; Scrap required
- REQUIRED DESTROY ; Destruction required
- REQUIRED RANK=10 ; Set the rank you must be to be challenged
- REQUIRED MAX RANK=10 ; Challenger appears once you've reached this rank
- (and fulfilled all other requirements)
- REQUIRED VITALITY=50 ; Minimum required vitality remaining
- REQUIRED ACCURACY=10 ; Minimum hit accuracy required
- REQUIRED AVERAGE DAMAGE=14 ; Minimum average hit damage required
- REQUIRED FIGHTER=1 ; You must be using this robot (excluding Jaguar,
- Shadow=1, Thorn=2, and so on).
- ONLY FIGHT ONCE ; Enemy only appears once. If you don't beat him,
- he won't reappear.
-
- Editing other cool stuff:
-
- * You can change the tournament picture by specifying another .PCX screen
- after "TOURNAMENT PIC=" in the beginning of the *.LST file. Note that
- the pallete for this picture is limited to colors 145 to 168 on the
- pallete.
-
- * You can also specify which ending animation sequence to display after
- completing a tournament. You can choose from the 4 endings already in
- OMF, which are the following: NORTH_AM.BK, KATUSHAI.BK, WAR.BK, and
- WORLD.BK. Note that for the WORLD.BK ending, you need to set the
- TOURNAMENT NUMBER to 4 so that the palette is displayed correctly.
-
-
- Enemy Photo Compiler
- --------------------
-
- The photo compiler is fairly limited because it was only meant for
- development use. It will operate correctly only with 320x200 8-bit PCX
- files. I used Deluxe Paint IIE to create these images, but other 320x200,
- 256-color graphics editors might work. Use this program at your own risk
- and discretion. Feel free to distribute player photo libs any way you wish.
-
- The batch file for each tournament that will compile the normal OMF pilots.
- Just type the file name to run it.
-
- Most things in the *.PHT script file should be fairly obvious, but
- here are a few things that may not be:
-
- * If your graphics editor changes the palette of pictures when you load
- them, it won't work with the photo compiler. NeoPaint seems to do
- this. Your best bet is to obtain a copy of DPaint IIE from Electronic
- Arts.
-
- * The bottom 48 colors of the PCX file are used for the customizable robot
- colors. Refer to the example PCXs.
-
- * You must stick to the palette specified in the example files for the photo.
- Do not use colors below number 160 or over 243.
-
- * Each pilot has a unique set of colors for his robot. You can change these
- colors by modifying the picture's palette. Look at the sample robots in
- the picture to see what your palette will look like.
-
- * The robots in the picture are useful for seeing your palette. They're
- not actually used by the game.
-
-
- Player Photo Editor
- -------------------
-
- The character photo editor has also been included in this archive. You
- can edit existing player photos or add new photos for players to use with
- this utility. The same rules apply to the character photo editor that apply
- to editing the enemy pics. To compile a new set of player photos, just edit
- the PLAYERS.PHT file and run PLAYERS.BAT. The file PLAYERS.PIC will be
- created from this process. Just copy PLAYERS.PIC into your OMF directory,
- and all of the new character pictures will be available for pilot creation.
-
-
- To talk with other OMF enthusiasts and exchange pilot photos, tournaments,
- and other info, we recommend the following places:
-
- Internet news: comp.sys.ibm.pc.games.action
- Internet FTP: ftp.uml.edu
- CompuServe: GO EPIC and GO ACTIONGAMES
- America Online: keyword: PCGAMES, Action/Arcade message boards
- Exec-PC BBS: 414-789-4360
-
-
- Enjoy!
-
- -Rob
-