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COA_EDIT
--------
Usage:
COA_EDIT [FILENAME or NEW] [/A]
If you do not specify a filename or the word NEW, the program will
prompt you to do so.
If you specify NEW the system will ask you for the X and Y dimensions
for the maze, the number of levels deep, the number of players to allow
on the player roster. You will also be asked for a name for the game.
This name must follow DOS filename convention, with NO extension.
---- --
The /A command allows you to adjust the number of players allowed in
the maze. Use with caution! Any existing players will be wiped out...
The main menu presents six options:
1 - Edit the Maze
2 - Edit the Players
3 - Edit the Costs/Start Level
4 - Edit the Events
5 - Event Reports
6 - Leave a Message
7 - Exit
1 - Edit the Maze:
-----------------
Make sure your Num Lock is NOT on. If you've been playtesting a maze
it probably IS on, and this will cause problems.
The maze editor presents you with a full-screen view of the maze and
allows you to edit it. You may move the pointer using the arrow keys,
and PgUp and PgDn will change levels. There is a level 0.
A quick way to move to another level if it is not directly above or
below the one you are on is to use the L command. You will be prompted
for the level desired, then instantly moved there.
Use the X key to place a wall and the space bar to place an opening or
corridor. Keep in mind that the maze starts out as solid walls; it is up
to you to `carve out' the rooms and corridors using the space bar.
Read that again. When you start a new maze, the screen you will see when
you select option 1 will be wall-to-wall walls. You should start out by
using the space bar to create corridors and rooms.
A faster way of making walls and corridors is to change `modes.' By pres-
song the - key, you put the cursor into erase mode, creating open space
wherever you move. Conversely, the + key puts you into draw mode, and
your cursor will make walls as you move it. The = key puts you back into
normal mode. You must be in normal mode to place doors, stairs, etc...
Doors are placed using the # key, up stairs with the U, down stairs
with the D, and spiral stairs (both up and down) with the @. Note that
if you place a down stair, for example, it is up to you to place a
correspondant up stair on the next level down. The editor does not
place the stair automatically, thus allowing you to create one-way
stairs if you like. Also note that, to make things easy for you, the 3
key will be recognized as #, the 2 as @, and so forth, eliminating the
need to use the shift key. Take care, however, that your numlock is not
on. Otherwise, you may place a spiral stair, etc... without knowing it.
You can manually place objects/events using the O key, Players (not
advisable) using the P key, and Monsters using the M key. See the
COA_LOAD documentation for information on how to load the maze on a
daily basis.
You can wipe out an existing Monster, Object, or Player by entering 0
as the number. It is not advisable that you tamper with players; they
will obviously not exist when you initially create the maze, but you will
see them if you go back later after the game is in play. Messing around
with their placement/stats is rather unfair.
Hitting T followed by O, E, or M will total for you the number of Objects,
Events, or Monsters on the currently displayed level.
The icons used for the display are the same as in the play module, with
one exception; teleporters will be displayed as a single digit (teleport
31 will be 1, 32 will be 2, and so forth. Teleport 40 will be 0). This
should make it easy to match teleport pairs in your design (qv).
<Esc> returns you to the main menu.
2 - Edit the Players:
---------------------
I don't advise that you do much with the player editor. It is in place
to give you the freedom to fix problems if they arise, but on the whole
the game is much more fair if you keep clear of the Player Editor. If
you do decide or need to edit the user file, do it with care. The
screen presents you with a full view of each player, and a menu of
options which are, I hope, fairly self explanatory. To change one of
the three string values (Player Name, Character Name, Last Date On) hit
the S key. To edit the numerical data hit the N key. To step backward
and forward through the file use the + and - keys, etc...
F allows you to Find a player by the player or character name. Keep in
mind that case (upper/lower) is significant.
To delete a player, simply change the player name (string 0) to nothing.
The command would be `S0,' followed by a carriage return.
If you are using the `fake' PCBOARD.SYS (non-sysop designers), you will
find that your character's name is DESIGNER while playtesting the maze.
You will certainly want to edit this character from time to time, to
ressurect him, give him more turns, test an object in his possession,
and so forth.
Again, <Esc> returns you to the main menu.
3 - Edit the Costs/Start Level:
------------------------------
This is a very important feature. Your players will ask you to set the
daily turns high, but you must be careful or the play balance may be
harmed. A player with too many turns may have an inordinate advantage
over other players that call later in the day.
My strategy has been to give players a medium number of turns per day --
between 150 and 200 works well in a large maze -- and to set the cost of
certain options like Get, Attack, and Fire fairly high. This way
players have a lot of freedom to explore to maze, but are limited in the
number of objects and GP they may aquire in one session. This prevents a
player that calls early in the day from denuding the maze and keeps
things fair.
Another strategy might be to run COA_LOAD several times during the day
to keep the stockpile of objects and monsters high for all players. On
a standard PC-Board this is not possible since only one event may be
scheduled. There are schemes for generating multiple events in a PC-
Board system, and one of these might be used.
I have made the move point costs and daily turns sysop-definable to
allow you to experiment with your own ideas.
You may also decide that new players should be brought in on a level
other than 0. This is acceptable, and can be changed by selecting A
on this menu. Level 0 is the most logical place for a new player to
start, however, so only change this for a good reason.
4 - Edit the Events:
-------------------
Don't confuse this with a PC-BOARD event. A COA event is really a
custom-designed object, created by you, the sysop, for use in your COA
mazes. This means that, within limits, you can dream up whatever
special little touches you want for your games.
When you choose selection 4, you will be presented with a full-screen
editor. The following are the fields you will see, and their descr-
iptions:
EVENT NUMBER/HIGHEST NUMBER: Current event number and the highest that
currently exists. Events are numbered 101 and higher (NOT 100 and
higher, as with monsters...) Event numbers are assigned auto-
matically by the system as you create the event.
DESCRIPTION: This is the decription that will appear when the player
does an I)nspect command, or when he occupies the same space as the
event object.
MESSAGE: This is the message that will appear when the event is
triggered by the player.
PC-ICON: This is the icon that will appear on the player view when the
(default) PC Graphics mode is active. You can obtain the high-
order characters (special PC characters) using the Alt-Key/Keypad
method. For example, try holding down the Alt key, striking 021 on
the numeric pad (not the top row numbers!) then releasing the Alt
key. This method will work for all ASCII codes, except the control
set. Do NOT use the control set (codes lower than 16).
OTHER-ICON: This is the icon that will appear on the player view when
the (optional) alternate mode is active. You should use a standard
text character of some sort; something that any computer can
display.
Here are the `Other Icons' the system uses for standard items:
* Wall
. Open
+ Door
u Up Stair
d Down Stair
@ Spiral Stair
& Other Player
M Monster
! Current Player
$ Standard Object
X Out of Bounds
TRIGGER: The player command that will cause the event to be triggered.
The possibilities are:
O (Occupy)
G (Get)
T (Talk)
A (Attack)
_ F (Fire bolt at and hit)
/ P (Put)
Must be Possesed __/ C (Consume)
\ M (read Map, Manuscript, Markings)
\_ X (generic trigger)
Occupy (O) will cause the event to be triggered when the player
mererly `steps on' the event icon. To Consume (C), Put (P), Read
(M), or generically trigger (X) an event object, the player must
first possess it. The X trigger is used when you want the player
to be able to simply `Use' the event object.
TRIGGER PARAMETER: A parameter for the trigger:
For the Talk trigger, this field should contain the word/phrase
that the player must say to trigger the event. A Talk event with
no parameter (truly blank, not NIL) means it will be triggered if
the player says *anything*.
For the Get trigger, the field should either contain POSSESS, or
one of the parameters listed below, or NIL. POSSESS means that
the event object will be placed in the player's possession after
the Get is done and the event triggered. A Get trigger without the
POSSESS parameter *will* be triggered, but the player will *not*
pick the object up. (If you leave the Trigger Parameter blank on
a G triggered event object, the editor will keep defaulting you to
POSSESS, so put NIL if you want no trigger parameter on a G event)
For all other Triggers, it will be one of five things:
NIL (no parameter) - nothing special required.
A three digit # - the object or event numbered must be in the
player's possession.
A three digit # followed by H - the object or event numbered
must be in the players hand (either one).
Any number of digits, followed by G - An amount of Gold the
player must have.
Any number of digits, followed by S - An amount of Str the
player must have.
Additionally, the rightmost character in the trigger parameter is
used for the advanced event codes. See COA_ADEV.DOC for info-
mation on these special features.
OCCUPY?: A Y here will mean that the player can `step on' the icon.
Anything else in the field will mean that the icon will block the
players progress and view. When the G or O triggers are used, you
must make this field Y as it is impossible for a player to Get or
Occupy something if he cannot get on top of it. Note that an
OCCUPY of Y does NOT mean that the event will be triggered when it
is occupied; you must set TRIGGER to O for this. OCCUPY simply
determines whether or not the object will block progress/sight.
EFFECT: A code string that indicates precisely what the effect of the
event will be when it is triggered. See below for details.
TRANSFORM: The object or event number (000-200) that this event will
become after triggered. Can be the event's own number (permanent
event) or another number (changing event) or 000 (vanishes after
trigger). Note that a Get-triggered event with POSSESS active will
transform BEFORE the player actually takes the item into
possession. If the new object (the one they now possess) does not
have G or P as a trigger, the player will not be able to Put it
back down, nor will it randomize when he dies. This is done to
keep up-gettable objects from cluttering up your maze floors...
ALSO NOTE THAT THIS FIELD SHOULD NOT BE LEFT BLANK UNLESS YOU WANT
THE ITEM TO VANISH AFTER IT IS TRIGGERED!
EFFECT CODES:
------------
The effect code string describes the effect the event will have when
triggered. It looks like this:
MKM000001020020
\ /\ /\ /\ /\ /
| | | | |
| | | | `--- 4th Parameter
| | | `------ 3rd Parameter
| | `--------- 2nd Parameter
| `------------ 1st Parameter
`--------------- Effect
Here is a chart describing the various effects possible, and what the
parameters are used for in each case:
EFFECT DESCRIPTION PARA1 PARA2 PARA3 PARA4
------------------------------------------------------------------------
MVP Move Player Level X Y
CPS Change Player Stat Stat# Val [MIN/MAX Val]
MKO Make Object/Event Ob/Ev# Level X Y
DSO Destroy Object/Event Level X Y
GVO Give Player Object Ob/Ev#
TKO Take Object from Player Ob/Ev# or WPN or OFF
MKM Make Monster Mon# Level X Y
DSM Destroy Monster Level X Y
MKT Make (change) terrain Type Level X Y
TGL Toggle Objects Ob/Ev#1 Ob/Ev#2 X Y
DPF Display Text File Fname.Ext
------------------------------------------------------------------------
For the monster numbers, object numbers, and player stats, consult the
appendices.
The terrain types are: 0-wall, 1-open, 2-door, 3-stair up, 4-stair
down, 5-spiral stair (both up and down).
Wherever a `Level, X, Y' is indicated, you may do it one of three ways:
The form LLLXXXYYY means an absolute location. 001010020 for instance
means Level 1, X=10, Y=20. Note that the numbers MUST all be padded out
to THREE digits. So MKT002001015020 would mean to make a door (terrain
type 002) at precisely location level=001, x=015, y=020.
Another way to indicate a location is in a relative fashion, as in
+00+01-02 which would mean this level, X+1, Y-2 (one to the east, 2 to
the north). So DSO+01-04+03 would mean to destroy whatever object was
one level down, four space to the west, and three spaces to the south
from this event.
You can mix absolutes and relatives in location addressing.
A third method of location choosing is players-choice. By putting CDx,
where x is any from 1 to 9, the player will be prompted for a direction.
Once the player has Chosen a Direction, the system will activate the
event x number of spaces away from the current location, in the selected
direction. If you elect to use this method, put CDx in the place of LEVEL,
and leave X and Y blank. CDx may only be used with effects that involve
LEVEL, X, and Y as parameters, and will only effect the current level.
So, MKM103CD3 will cause the system to ask the player for a direction,
then create a goblin (103) three spaces away in the chosen direction (3
spaces because of the 3 in CD3. 1 through 9 are legal).
CPS is used to Change Player Stat. The first paramater indicates which
stat to change, by number (see appendix). The second parameter can be
an absolute number to change the stat to, or a relative (+/-) amount
to change it by. Hence CPS000200 would set the player's turns remaining
to 200, while CPS002+01 would add one to his wounds. As an option,
parameter 3 can be the word MIN or MAX, meaning that the value stored
in paramater 4 soulf be the minimun or maximun value that paramater 1
can be reduced/increased to. This is, again, optional, and only makes
sense when paramater 2 is a relative (+/-) change.
CPS005-50MIN000 means `reduce the player's GP by 50, to a minimum of 0'.
Note that you do NOT use CPS to change paramters 21, 22, or 23 (level,
x, and y location of player). Use MVP to move the player.
When TGL (toggle objects) is selected, the system looks for either object
and toggles it to the other. This can be useful for locked/unlocked doors
and so forth. X and Y are the location of the object to toggle; note that
there is no level parameter; the object must be on the current level. The
CDx parameter MAY be used in place of the X and Y.
In fact, TGL with the CDx parameter is a very useful combination. A wand,
for instance, that creates a magic wall (let's say the magic wall is event
341), could have the effect TGL000341CD1. When the player triggered the
wand (let's assume he has it and it uses the X trigger) he would be asked
for a direction. The event would toggle a 000 (no object) 1 space in the
chosen direction to 341. This is better than MKO341CD1 as it will not
overwrite existing objects. Only 000 will be toggled to 341, nothing else.
The wand would also remove a 341 by toggling it to 000.
GVO means `Give the player an object', the object specified by para 1. The
routine checks for space in the player's possession stack, and places the
indicated object only if there is room. This way (unlike CPS) you do not
risk overwriting an existing object.
TKO means `Take an object away from the player'. You can do this one of
three ways. If you specify an object/event #, said obejct will be removed
from the player's object area/hand if it is found. You may instead put
WPN in PARA1, which means `whatever object is in his weapon hand'. Simi-
larly, putting OFF in PARA1 means `whatever object is in his off hand'. If
you do use these `hand parameters', and if the object in hand is also in
the player's possession stack, it will be removed from both places. By
`removed' here I mean `zeroed out'. The object is simply destroyed -
it is not dropped to the ground.
DPF means `Display a File'. You may display any plain-ASCII text file,
regardless of length. The system will pause per screen full. If you
use ANSI codes, they will not function on the local screen, but will
work for the remote user. I suggest you not use ANSI, however, as your
non-ANSI users (PC and Non-PC) will get garbage. Also note that the
MESSAGE field should not be used with an event that uses the DPF
effect. The MESSAGE would not be on screen long enough to read as DPF
clears the screen. Put any information you want to be displayed into
the text file.
Make SURE the file is present on the disk! The system will error out
if it is not found.
--//--
Here are some sample events ideas:
# DESCRIPTION TRIG/PRM MESSAGE EFFECT TRAN OCC?
----------------------------------------------------------------------------
101 TINY PAGAN IDOL T/PRAY IT WINKS AND IS GONE NIL 102 N
102 GOLDEN KEY G/POSSESS ITS WARM IN YOUR HAND. NIL 102 Y
103 ORNATE DOOR T/OPEN IT SWINGS OPEN NIL 104 N
104 OPEN DOOR T/CLOSE IT CLOSES TIGHTLY NIL 103 Y
105 SCRAPED FLOOR O/102H YOU HEAR RUMBLING MTK001+00+01+00 106 Y
106 SCRAPED FLOOR O YOU HEAR RUMBLING MTK000+00+01+00 105 Y
107 SIGN O SIGN: BAD NEWS NIL 107 Y
108 SMALL SCROLL G IT CRUMBLES NIL 109 Y
109 PILE OF DUST G YOU FIND A KEY! NIL 110 Y
110 BRASS KEY G/POSSESS IT IS QUITE ORNATE NIL 110 Y
111 ORNATE ARCHWAY O/110H AN OPENING NORTH! MKT001+00+00-01 112 Y
112 ORNATE ARCHWAY O IT CLOSES... MKT000+00+00-01 111 Y
113 LG WOODEN BOX A OOPS, A MISTAKE! MKM108+00+00+00 057 N
114 LOCKED DOOR A It is too strong. NIL 114 N
115 OPEN DOOR O You pass through NIL 115 Y
116 SKELETON KEY G/POSSESS It's a handsome key NIL 117 Y
117 SKELETON KEY X You try the key TGL114115CD1 117 Y
118 BIG BOOK G/POSSESS I fine book NIL 119 Y
119 BIG BOOK M It reads: DPFBOOK.TXT 119 Y
120 TABLE G You get some food GVP121 120 Y
121 FOOD C You feel better CPS002000 000 Y
The TINY PAGAN IDOL will change into 102 (GOLDEN KEY) when someone talks
to it, saying the word PRAY somewhere in the sentence. The phrase `IT
WINKS AND IS GONE' will be displayed at the time the change occurs. Note
that the player need only say PRAY *somewhere* in his sentence, and that
case will NOT matter.
The GOLDEN KEY can be possessed, but does nothing in and of itself. The
player must possess it and have it in a hand for a later event to be
triggered.
The ORNATE DOOR does nothing but block progress. It is triggered when a
player talks to it, saying OPEN somewhere in the sentence, like `OPEN
SESAME' for example. It changes to the OPEN DOOR, which does allow
passage, when this happens.
The OPEN DOOR changes back into the ORNATE DOOR when you say CLOSE to
it. You can see how the two doors toggle to create a working door
within the game.
The SCRAPED FLOOR is activated simply by walking on it, if you have
object 102 (GOLDEN KEY) in a hand. It causes terrain one square to the
west to become open, then changes itself to a second version of the
SCRAPED FLOOR. Guess what IT does! Right, it changes the terrain at
that location back to a wall. Note that the second version of the
scraped floor does NOT require a key...
Note the use of the SIGN. It has no effect, and simply displays a
message to the player. It's Icon is a floor space, so the player
would have to do I to notice it before he activiated it. You can also
use this sort of event to reset some event elsewhere in the maze. I
often have signs creating event objects several levels away, as a way
or resetting an event in case it has been `used up' by another player.
This is particularly useful since events cannot be loaded with COA_LOAD,
and also adds randomness. Who knows when or how often the SIGN will
be read? The player who reads the sign will never know he reset your
event for you, and if the event already exists, his action will have
no effect.
The next three objects work together in a one-way fashion. If you Get
the small scroll, in crumbles to dust. If you Get the dust, you find a
key. If you Get the key, it helps you later (if you remember to put it
in a hand!)
The ORNATE ARCHWAY works just like the SCRAPED FLOOR did, only it
affects an object directly north and requires the BRASS KEY, which
need not be in the players Hand (though it could be...)
The LARGE WOOD BOX simply becomes a chest guarded by a monster when you
attack it. It does this by creating the monster at +00+00+00 and then
transforming itself into a chest (object 057).
Event 114 and 115 are two versions of a door; locked and unlocked (one you
may pass though and one you may not). Event 117, which comes into your
possession after you pick up 116 (it transforms to 117), can be activated
with X. When activated, the user is prompted for a direction, then the
system looks at the square 1 space in the chosen direction. TGL says;
if 114 is there, make it 115, otherwise if 115 is there, make it 114. If
neither is there, do nothing. Therefore, this key fits this door, and
only this door.
Event 118 (BOOK) becomes 119 when you pick it up. From then on, the M
(read Map, Manuscript, or Markings) will cause the text file BOOK.TXT
to be displayed. Take care! If BOOK.TXT does not exist, the system
will error out! Also note that the message `It reads:' is for your
benefit here only. DPF clears the screen before displaying the file,
so any MESSAGE in the record will only be up for a split second. Best
to leave it blank, and put all the text you want the player to see in
the file specified.
The TABLE is Get-triggered, but the lack of POSSESS in the trigger
paramater means the player will not actually `Get' it. However, in so
triggering, GVP will give him an object 121 (FOOD), assuming he has
room to carry another object.
The FOOD, when consumed, heals all wounds. It also transforms to 000
when it is consumed. When you eat something, after all, it ought to
dissapear, no?
--//--
You'll note that a lot can be done with a NIL effect object just by using
the Transform and Trigger Param fields creatively. Events can be simple
or complex; they're always fun.
I hope you can see here how various event objects are possible. I have
only scratched the surface in these examples.
5 - Event Report:
----------------
Prints a report on your printer. ICONS are not included in the printout,
as special characters are unprintable on most printers.
6 - Leave a message:
-------------------
You can leave a message for one of the players that will appear when they
log on as part of the `since you were last on message' in the form "The
SYSOP Said: Hi Fred - the torch only works while in your hand..."
When the system asks you for a name to send the message to, you may use
either the player name or the character name, but the case must be
correct...
You may type any message you like, but commas and quotes are not
allowed.
APPENDIX A: OBJECTS
-------------------
O - NIL
1 - 10 WEAPONS 11 - 20 BOLTS 21-30 POTIONS
------- ---- -------
1 - DAGGER 11 - 1 BOLT 21 - HEALING (Clear)
2 - SHORT SWORD 12 - 2 BOLTS 22 - STR (Brown)
3 - LONGSWORD 13 - 3 BOLTS 23 - SPEED (Green)
4 - AXE 14 - 4 BOLTS 24 - TELEPORT (Amber)
5 - CROSSBOW 15 - 5 BOLTS 25 - IDENTIFY (Black)
6 - ARMOUR (Val 1) 16 - 6 BOLTS 26 - CURE (Amber)
7 - STRING \ 17 - 7 BOLTS 27 - FIND (Green)
8 - TOOTHPICK \ NO 18 - 8 BOLTS 28 - BRANDY (Brown)
9 - MOSS /EFFECT 19 - 9 BOLTS 29 - WATER (Clear)
10- INSECT / 20 - 10 BOLTS 30 - POISON (Clear)
31 - 40 TELEPORTS 41 - 50 OTHER 51 - 60 CHESTS
--------- ----- ------
ALL LEAD TO 41 - BOOTS/SPEED 51 - TRAPPED
MATED PORT 42 - ORB 52 - EMPTY
43 - TRAP(UNSET) 53 - 10 GP
44 - TRAP(SET) 54 - 20 GP
45 - TORCH 55 - 50 GP
46 - LUCKSTONE 56 - 100 GP
47 - DARKSTONE 57 - 200 GP
48 - LOCKPICKS 58 - 300 GP
49 - KEY 59 - 400 GP
50 - SECRET DOOR 60 - 500 GP
61 - 70 MAPS NOTES ON MAPS
------- -------------
61 - MAP OF LEVEL 1 Note that there is no map of level 0
62 - MAP OF LEVEL 2 available. For lack of a nice-sounding
. rationale, let me just say it would have
. been a pain. If you place maps for levels
. you do not have (Map of Level 10 in a 9
70 - MAP OF LEVEL 10 level maze) you deserve what you get - BOOM.
80-100 Reserved for future expansion
100-??? Used for Event Objects
Notes:
Objects 7 through 10 have no effect at this time.
Teleports should be placed in pairs. GETing one of them teleports the
player to the other one.
The Stones (Luck and Dark) help/hinder the player in combat and when
forcing doors.
I use to only place one ORB in the game, guard it heavily (Dragon and/
or traps), and make the overall object to find the orb and return it
to level 0. This is just an idea however... your game need have no
overall goal, or your goal could be totally different. Especially with
the addition of EVENTS, you could create any sort of goal you like.
APPENDIX B: MONSTERS
--------------------
Monster Monster Str Number Min Max
Number Name Pts Attacks Damage Damage
------- --------- --- ------- ------ ------
100 Kobold 1 1 1 1
101 Wolf 2 1 1 1
102 Skeleton 2 1 1 2
103 Goblin 3 1 1 2
104 Giant Rat 3 1 1 3
105 Zombie 4 1 1 3
106 Werewolf 5 1 1 4
107 Ogre 6 1 2 4
108 Minotaur 6 2 1 3
109 Umber Hulk 7 2 2 4
110 Dragon 8 2 3 5
Notes:
To make it clear; players have numbers from 1 to 99, monsters from 100
to 110, objects from 1 to 70, events from 101 to ????. Events are
actually objects nubered greater than 100, so use O to place them in
the maze. Monsters are actually players numbered greater than 99,
though you use M to place them.
The Minotaur, Umber Hulk, and Dragon will initiate attacks on players if
the players move adjacent to them. All other monsters will fight only
if attacked by a player.
APPENDIX C: PLAYER STATS FOR CPS
--------------------------------
000 - Number of turns remaining
001 - Str (if Str = 0, death)
002 - Wounds (if Wounds = str, death)
003 - Armour (0 or 1, though events can make better armour - ie, 2+)
004 - Bolts
005 - Gold
006 - Fired? (0 means reloaded)
007 - Player # to Find. As though Find potion had been used.
008 - OB# in WPN hand.
009 - OB# in OFF hand.
010 - Opfire status (0-9)
011 - Object in Possession
012 - " "
013 - " "
014 - " "
015 - " "
016 - " "
017 - " "
018 - " "
019 - " "
020 - " "
It is not advised that you manipulate 008, 009, and 011-020 through CPS.
You should use GVO and TKO as they perform the needed checks, like room
and objects in hands. The only exception is where you might want to
remove an object from the player's HAND, but not from his possession.
In this case CPS008000 or CPS009000 would be quite appropriate. You can
also create an `illusory' object by placing it in the player's hand.
Such an object will dissapear as soon as the player puts something else
in his hand. Be careful!
APPENDIX D: TERRAIN TYPES:
-------------------------
The terrain types are:
0-wall
1-open
2-door
3-stair up
4-stair down
5-spiral stair (both up and down)
IMPORTANT NOTE:
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Some of you, especially those running under Double Dos, may find that
the maximum-sized maze cannot run due to a lack of available memory.
The only thing you can do to reduce the memory requirements of a maze
*that has already been designed* is to adjust the number of allowed
players in the maze downward.
This is done by adding /A to the end of the command line (must be a capital
A, no spaces afterward), like this: COA_EDIT OLDMAZE/A
The editor will ask what the number of players should be. Note that any
players curently in the game would be wiped out by this action, though
since you use the option when the game `won't run' it is unlikely that
you'd have any existing players anyway.
If you are running a 40x20x10 maze in a typical 277k DDos partition, you
will probably need to reduce the number of allowable players to 50 at
most.
Smaller mazes do not usually have problems, even 40x20x9 designs. The
maze arrays are not changeable once designed, for obvious reasons.
-30-
Scott L. Bain
The Scanline Remote
(619)298-2023