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PAGE 1
┌──────────────────────────────────────────────────────────────────────────┐
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│ MICHAEL STEVEN HOENIE │
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│ p r o u d l y p r e s e n t s │
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│ THE MORABIS DUNGEON MODULE SYSTEM │
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│ RELEASED SHAREWARE │
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│ ENTIRE WORK COPYRIGHTED (C)1991 BY MICHAEL S. HOENIE │
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│ ALL RIGHTS RESERVED │
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│ Written, Designed & Programmed by Michael S. Hoenie │
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└──────────────────────────────────────────────────────────────────────────┘
PAGE 2
Man has the intelligence to change his life,
Sometimes, he just fails to use it...
PAGE 3
0.1 PREFACE.
The DUNGEONS OF MORABIS represents a total of 30 months worth of
effort since FEBRUARY of 1989. Many ideas brewed up from map making
techniques to monster movement routines. The program was officially
finished in JUNE of 1990, but I went on further to program the MC
compiler. MC compiler used external object programming to give MORABIS
v2.0a a far more adventuresome feel.
I have released MORABIS v2.0a and all the other versions into the
PUBLIC DOMAIN but have labeled them SHAREWARE. Please read the
SOFTWARE DISCLAIMER found in this documentation. I do not charge for
any version of MORABIS, the only thing I ask is that you play it
without cheating, and enjoy it.
If you have comments, I would love to hear from you. MORABIS has been
out in the public domain now for over eight months, and I have not
heard a single reply yet. So if you enjoy MORABIS and would like to
drop give the author a line, then send a message on the INTELEC GAMES
CONFERENCE, or ILINK GAMES conference, or PCRELAY GAMES CONFERENCE, or
simply write a letter to me (you'll find my address at the end of this
documentation).
PAGE 4
1.0 DOCUMENTATION CONTENTS.
0.1 PREFACE
1.0 DOCUMENTATION CONTENTS.
2.0 SOFTWARE DISCLAIMER.
shareware description, copyright notices.
3.0 ARCHIVE FILE FORMATS.
zipfile contents, formats, pkzip version.
4.0 MORABIS MODULE HARDWARE SPECIFICATIONS.
effectivly playing MORABIS, dos and memory configurations,
graphics config, monitor functions, 8mhz-4mhz differences.
5.0 INITALIZING MORABIS THROUGH MORSETUP.
MORABIS path, MORABIS directory, MODULE directories, using
MORSETUP effectivly, setting up a new MODULE, playing a new
MODULE or old MODULE, MORSETUP warnings.
6.0 COMMAND LINE PARAMETERS.
listing of all command line variables available to you.
7.0 MORABIS COMMAND SUMMARY.
commands a-z and A-Z, movement, inventory, ranged weapons.
8.0 AUTHOR FEEDBACK.
us-mail drop, bbs contact, bbs-network, how to get in touch
with the author, list of boards where MORABIS code files and
MODULE files are distributed, general thanks.
PAGE 5
2.0 SOFTWARE DISCLAIMER.
You may not reproduce this code for profit or direct sales. You may
not modify the code and redistribute it to other users. This code is
provided "AS IS" without warranty of any kind, either expressed or
implied, included but not limited to the implied warranty of
merchantability and fitness for a specific purpose. The entire risk as
to the quality and performance of the coding is with you. Should the
code prove defective, you assume the entire cost of all necessary
servicing, repair or correction. In no event will the author be liable
to you for any damages, including any lost profits, lost savings or
other incidental or consequential damages arising out of the use or
inability to use this code.
This version is termed "SHAREWARE".
You may not engage in nor permit third parties to engage in any of the
following:
1. Making any kind of alteration to the software or the files
that are contained within the MRBS2-0A.ZIP zip file.
2. Attempt to disassemble, decompile, or reverse engineer the
software or the files it generates in any way.
3. Granting sub-licenses, lease or other rights in the software
to others.
MORABIS is distributed as "SHAREWARE." This means that MORABIS is
distributed freely to whomever wants to use it, without charge for an
indefinate trial period.
"MORABIS" is pronounced "More-A-Biss". Hoenie is pronounced "Hay-Knee".
MORABIS was ZIPPED using PKZIP/PKUNZIP Create/Update Utility Version
1.1 03-15-90 Copr. 1989-1990 PKWARE Inc. All Rights Reserved. Reg.
U.S. Pat. and Tm. Off.
MORABIS was compiled using Borlands Turbo Pascal version 4.0,
copyright Borland International.
MORABIS was programmed using QEDIT v2.1, February 1990 - copyrighted
(c) 1985-1990 by SemWare - all rights reserved.
MORABIS is copyrighted under the copyright laws of the United States
of America. MORABIS and it's contents, including the file(s) "*.LCK",
"MORSETUP.EXE", "MODULE.DOC", "MORABIS.EXE" and "MORABIS.DOC" are
copyrighted (c) 1990-1991 by MICHAEL S. HOENIE.
NOTICE: The MORABIS documentation and program files are subject to
change without notice from MICHAEL S. HOENIE.
PAGE 6
3.0 ARCHIVE FILE FORMATS.
The MODULE "MRBS2-0A.ZIP" was ZIPPED using using PKZIP.EXE.
I would recommend PKZIP from PKWARE as your file compression utility.
You can probably find the latest version floating around on your
favorite bulletin board system. Please notice the excellent
compression above.
PAGE 7
4.0 MORABIS MODULE HARDWARE SPECIFICATIONS.
In order to effectively play MORABIS, your system must either match or
better the following system configuration.
(a) 360k bytes of free memory.
(b) 870,000 bytes of free hard disk space (1 megabyte recommended).
(c) A CGA+ graphics monitor and adapter (not required).
(d) MicroSoft DOS version 3.2 or higher.
MORABIS will require at least 360k of memory to run. It may however
use more or less as needed.
MORABIS will fit nicely on a 1.2 megabyte floppy disk. There will be a
total of 82 files totalling 846,342 bytes when completely compiled.
Warning: As new objects are spawned and new monster records added,
MORABIS will increasingly use more disk space. 1 megabyte of
disk space is recommended on a hard disk, or 1.2 megabyte
floppy. In the seven months of play testing MORABIS, I
personally have never seen it exceed 1 megabyte.
Some EGA and VGA monitors will not display color $8. This color may be
displayed as $0 instead. Consult your EGA/VGA hardware manual in order
to preset this color.
Playing on a Monochrome monitor will cause 80 column mode and of
course, no color to be present. Game play shouldn't be hampered.
Though MORABIS will probably run on 2.11, it is recommended that you
use a version of DOS greater than or equal to 3.2. MORABIS has been
play tested on DOS 4.1 without any problems.
It is also noted that MORABIS will run normally on an 8mhz machine.
MORABIS functions best on a 80286 12mhz or greater. I have never
played, nor tested MORABIS on a 4.77mhz machine, and my best guess is
that the speed would be way too slow.
PAGE 8
5.0 INITALIZING MORABIS THROUGH MORSETUP.
MORABIS should be stored in a seperate directory and PATHED as to keep
MODULE files seperate.
Example: "C:\USR\MORABIS" is where MORABIS could be located and your
path should have "\USR\MORABIS;" in it.
Example: "C:\USR\MODULE\MRBS1" is where MORABIS v2.0a should be
stored. You may create other directories for different
MODULES that you obtain.
NOTE: Do *NOT* mix MODULES together for the storage files go by the
same name.
The "MRBS2-0A.ZIP" file is a ZIP archive. Simply execute the archive
by typing "PKUNZIP MRBS2-0A.ZIP" and press the ENTER key. MORABIS will
then be extract.
Before playing MORABIS, you must first select which MODULE you are
going to play. Change to that MODULE directory (make sure that MORABIS
is PATHED correctly) and run MORSETUP.
MORSETUP is a function of MORABIS to dig and stock the MODULE that you
wish to play. If you are playing the "MRBS1" MODULE, then MORSETUP
will dig and stock a 25 level dungeon. From your MODULE directory
prompt, type in the following to set up a new dungeon:
C:\USR\MORABIS>MORSETUP
MORSETUP will complete the following tasks:
(a) Dig a the dungeon and stock it with monsters/objects.
(b) Initialize the player field and all fire/ranged routines.
(c) Initialize pre-level information.
Note: Execution of "MORSETUP" must be run before you play MORABIS.
Warning: By running MORSETUP, you will delete any previous dungeon
MODULE you were playing. MORSETUP will re-write and re-stock
the entire dungeon.
After MORSETUP is complete, type "MORABIS" and you will begin playing.
PAGE 9
6.0 COMMAND LINE PARAMETERS.
Here is a list of command line variables. (LOWER CASE ONLY)
/v = Show version of MORABIS and compilation date without running
the game.
/t = Avoid the MORABIS welcome screen and begin playing.
Note: You may also use "MORABIS /t" and "MORABIS /t /t".
PAGE 10
0.0 MORABIS COMMAND SUMMARY.
MORABIS contains one key commands, usually categorized (a-z) and
(A-Z). This section describes all key commands.
Note that (D) Dig is different than (d) Drop,
(E) Eat is different than (e) Enter.
Movement. Your keypad will move your player in a North, South, East,
and West direction.
number keyname direction
------ ------- ----------
7....(home)....North-West
8....(up)...........North
9....(PgUp)....North-East
4....(left)..........West
5...............No-Action
6....(right).........East
1....(end).....South-West
2....(down).........South
3....(PgDn)....South-East
(a) ATTACK. You may attack in one of four directions. North, South,
East, and West. You cannot however attack diagonal and neither can
monsters. If you are not carrying a weapon, you will attack with
your bare hands.
Normal Weapons: Select the direction you wish to attack. Your
player will attack in the direction selected.
Ranged Weapons: You must first have selected the ranged weapon and
the arrows that will be used (note: slings do not
require arrows). When you press (a) for attack, a
cross-hair will appear over your player. Move this
to the desired position with your arrow keys. Once
moved to the desired location, press ENTER or
SPACE BAR to fire. You will fire one round
(arrow/stone) at the cross-hair location.
Note: If your player has not moved during a ranged weapon attack,
the cross hair will appear at the last designated attack
position. Move once and the cross-hair will start at your
player position. Ranged weapons (including wands) may only
be fired once every two rounds.
Also note that a higher dexterity is needed to insure accuracy
when using ranged weapons. Strength is a must for distance. Also
remember that only specific arrows will work with specific ranged
weapons.
(c) CALL OBJECT. You may rename any object you find or leave
PAGE 11
particular messages on objects lying around.
(d) DROP. You may drop your objects almost anywhere. You may only drop
one object per square. Move your player to several "empty" squares
to drop several objects. Remember that any object you are wearing
that is cursed cannot be dropped.
(D) DIG. You may dig anywhere you like, but wether you find something
or not is purely coincendental.
(e) ENTER. Use this command to enter stairwells. To enter a staircase
you must be directly on top of it. If you are on an "UP"
staircase, you will proceed to the next level UP in the dungeon.
If you are on a "DOWN" staircase, you will descend to the next
level below you.
(E) EAT. When your player gets hungry, use this command to eat any
edible food you are carrying. Beware of poisoned food. (e)
Enter.
(g) GET. You must be directly on top of the object in order to take
it. You may only carry a maximum of 12 times your weight, and you
may only carry 26 objects.
To drink from a fountain you must be directly on top of it.
(i) INVENTORY. Inventory will display to you all objects that you
carry. Use your cursor keys to move up and down through your list
of objects. Once you have highlighted a desired item (such as a
weapon or armor) press your SPACE BAR to toggle that item. Press
HOME for top of inventory, END for bottom. Press ESC to exit, or
select desired item by pressing the letter that corresponds to it
(ie, A-Z).
Toggle Armor. To "wear" and "un-ware" armor, highlight desired
armor to be worn and press the SPACE BAR. Note that
cursed armor cannot be taken off.
Armor classes are from [+0] on up. The [+?] is the
amount of protection armor can give. If a monster
hits you for +45 hit points of damage, and you are
wearing [+40] armor, then you will only be hit for
+5 hit points worth of damage.
Toggle Weapon. To "use" and "un-use" weapons, highlight desired
weapon to be used and press the SPACE BAR.
Weapon classes are from [+0 +0] on up. The [+? +?]
is the amount of damage any given weapon can do. If
you have a [+15 +15] weapon, you will do +30 hit
points of damage if you strike a monster.
Toggle Ring. To "put on" and "take off" rings, highlight desired
ring to be worn and press 1 for right hand, 2 for
PAGE 12
left hand. Note that cursed rings cannot be taken
off.
(l) LOOK. By giving a direction, you may look at any object or monster
in MORABIS.
(r) READ SCROLL. By reading scrolls, you can aid or hinder your quest
in Morabis. Be warned that dangerous scrolls may destroy your
armor, or teleport you somewhere - else.
(q) QUAFF. You may pick up and quaff anything drinkable you find in
MORABIS. Be warned that noxious brews can be either beneficial or
detrimental.
* To drink from a fountain, see (G)et.
(Q) QUIT. This will save your game in it's present state and return
you to your operating system. When you play again, you will start
exactly where you left off.
(s) SEARCH. Search allows you to look for hidden doors and objects.
The ability to search will become greater the higher your
dexterity becomes. Beware of monsters hiding behind hidden walls
and doors.
(S) SAVE GAME. This will save your game in its present state. It is
wise to save your game every so often to avoid having to start
over.
(t) TRANSACT. You may transact with any monster in the dungeons using
this command. Some may talk with you, others may simply ignore
you.
(v) VOLUME (ON/OFF). Press this once to turn volume off, press it
again to turn volume on. MORABIS will boot up with volume
defaulted to ON.
(z) ZAP WITH WAND. This will allow you to zap in one of four
directions.
PAGE 13
7.0 AUTHOR FEEDBACK.
I can be found on the following conference networks and bulletin board
systems. Please do not attempt to contact me voice, however, I will
respond to electronic mail across pascal networks.
US-MAIL: 4241 S. MARQUIS WAY, SLC, UT, 84124.
BBS: The Rat Trap, MORABIS conference. (801) 561-5025. 9600 HST.
BBS-NETS: INTELEC NETWORK "NET_ADMIN" Administrative Conference;
PCRELAY "TP" Pascal Conference;
ILINK "PASCAL" Pascal Conference;
Here is a list of bulletin boards that GETMAIL gets uploaded to upon
version releases.
The Rat Trap, GAMES CONFERENCE, (801) 561-5025. USR 9600bps.
I would like to thank the following BETA TESTORS for their hours of
play testing MORABIS v2.0a.
MICHAEL BURKHART, and DON TYRO.
I would also PERSONALLY like to thank the ORIGIONAL BETA TESTORS for
their hours of play testing MORABIS.
LYNN WILLIS, SEAN BURBIDGE, JON CASON, AARON BARNES, RICKY BAKER.
NOTICE: During BETA TESTING, the MORABIS conference on The Rat Trap
BBS will be closed to NON-MEMBERS.