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__
/__\
// \\
//....\\
// \\ ________ _____ ________ _______ ________ ____ ______ __ __
<<........>> I....../ I.__/ I....../ I.._..I \__..__/ [..] I....I I.\ II
\\ // I ____/ II__ I _ _/ I [_] I II II I I II\\ II
\\....// II I.__> II \.\ I.___.I II II I.[].I II \\II
\\__// II_ II___ II_ \ \_ II_ _II _II_ _II_ I I _II \ I_
\__/ \_/ I___/ \_/ \_/ \_/ \_/ \__/ \__/ I____I \_/ \_/
..... O . V . E . R . K . I . L . L .....
I I
[ ALL PURPOSE EDITOR UTILITY ]
[ FOR OOII VERSION .998 ]
[[ TERMS AND CONDITIONS ]]
~~~~~~~~~~~~~~~~~~~~
This product is completely copyrighted by Dustin Nulf and Tom Hazel. Ideas
and actual mechanics based on the concept of Operation: Overkill II (which
include the main scenario, the Complex layout, the Infrared Scanner, Action
Combat, combat descriptions, all text files, and self-evident ideas) are
fully copyrighted and registered with the Library of Congress.
In no way should the object code be modified and redistributed. This could
result in an abnormal function with the program, in which the authors bear
no responsibility from the Sysops.
No exterior programs should interfere with the normal registration process.
This program is presented on an "as is" basis with no guarantee to the system
operator or liability against the authors.
Features of EDITOOII:
~~~~~~~~~~~~~~~~~~~~~
Player Editor (Registered Sysops of OOII ONLY)
Monster Editor (Registered Sysops of OOII ONLY)
Terrain Editor
Bases Editor (Registered Sysops of EDITOOII )
Thumpers/Nukem Editor (Registered Sysops of EDITOOII )
Cyclone Editor (Registered Sysops of EDITOOII )
(Future Additions to Editor) (Registered Sysops of EDITOOII )
===================================================================
EDITOR FUNCTIONS MAIN MENU
~~~~~~~~~~~~~~~~~~~~~~~~~~
The Main Command Menu will look like this. If you have NOT registered OOII,
the options [M] and [P] will not be highlighted and thus not available
for use.
╔═════════════════════════════════════════════════════════╗ Compass
║ OPERATION: OVERKILL - EDITOR UTILITY v .998 ║ ~~~~~~~
╚═════════════════════════════════════════════════════════╝ [ 0, 0 ]
╔═════════════════════════╗ ╔═════════════════════════════════════════════╗
║ COMMANDS AVAILABLE : ║ ║ ║
║ ║ ║ ║
║ [B]ase Editor ║ ║ ║
║ ║ ║ ║
║ [C]yclone Editor ║ ║ ║
║ ║ ║ ║
║ [M]onster Editor ║ ║ ║
║ ║ ║ ║
║ [N]ukem Editor ║ ║ ║
║ ║ ║ ║
║ [P]layer Editor ║ ║ ║
║ ║ ║ ║
║ [T]errain Editor ║ ║ ║
║ ║ ║ ║
║ ║ ║ ║
║ [Q]uit ║ ║ ║
╚═════════════════════════╝ ╚═════════════════════════════════════════════╝
If you have registered EDITOOII, three other options will become available
as well: the B)ase Editor, C)yclone Editor, and the N)ukem Editor, all of
which will work whether or not you have registered OOII and have registered
EDITOOII.
MONSTER EDITOR
~~~~~~~~~~~~~~
The Monster Editor should allow you to modify monsters for just about
everything.
╔═════════════════════════════════════════════════════════════════════════╗
║ [[ MONSTER EDITOR ]] [M]onster ]: NO MONSTER LOADED [xxx]║
║ [L]oad Another Monster [B]rave ]: xx [T]ype ]: xxxxxxxx ║
║ [Q]uit Editing [S]tr ]: xx Experience ]: xxxxxxxx ║
║ [G]et Roster [D]ex ]: xx [C]rystals ]: xxxxxxxx ║
║ [I]nsert Monster [R]ads ]: xx [V]irus ]: xxxxxxxx ║
║ [F]ind Monster Found ]: xx [H]its ]: xx (xx) ║
║ ║
║ Weapon[1] ]: xx(xxx) xxxxxxxx ║
║ Weapon[2] ]: xx(xxx) xxxxxxxx ║
║ [A]rmor ]: (xxx) xxxxxxxxx ║
╠═════════════════════════════════════════════════════════════════════════╣
║ ║
║ ║
║ ║
║ ║
╚═════════════════════════════════════════════════════════════════════════╝
Above, you will see the main screen for the Monster Editor. Each option is
surrounded by brackets and is highlighted in white to make it more visable.
[L]oad Another Monster
This will prompt you to enter the monsters record number to load. Enter
a valid number and then you can use the other options. Note that the
options in white on the right will not be available to you until you load
a monster for editing.
While a monster is not loaded, all monster information will apprear in
"xxxxx" and only L)oad, G)et, and I)nsert will be available. After a
monster is loaded, the other editor options will be be activated (and
discussed later on).
[G]et Roster
This will prompt you for the Map levels of monsters you wish to view.
Enter 1 through 5 for valid map levels.
For example, if you enter "1", you get the following in the right
window:
[ ROSTER OF LEVEL 1 MONSTERS ]
[ 11] { 660 } Rabid Dog
[ 12] { 650 } Giant Ant
[ 13] { 700 } Giant Wasp
[ 14] { 720 } Bandit
[ 15] { 700 } Giant Hawk
[ 16] { 755 } Skinless Man
[ 17] { 800 } Scavenger
[ 18] { 900 } Insane Dwarf
[ 19] { 820 } Wanderer
At this point it will either say "Press [ENTER] to continue" or give
you the option for "[N]o more monsters" in case you see a monster you
want to view/edit.
The Roster is set up in the following format (as seen in the above
example):
[MONSTER NUMBER] {Experience Points} Name
[I]nsert Monster
This option will allow you to add a monster to the monster file. You
will be prompted as to what level you wish to insert the monster (or
enter "0" to exit).
There is a maximum of 50 monsters per level (which is more than any
person will ever need in the game). To save your monster to disk, you
MUST enter a name with a character length greater than 3 and the
monster's attributes must be valid. Use the W)rite Monster option to
save your changes.
[F]ind Monster
To Find a Monster, just type in it's Name or any part of it.
EDITING THE MONSTER
~~~~~~~~~~~~~~~~~~~
If you L)oad a monster, the screen will change to:
╔═════════════════════════════════════════════════════════════════════════╗
║ [[ MONSTER EDITOR ]] [M]onster ]: Bandit [ 14]║
║ [Q]uit This Monster [B]rave ]: 60 [T]ype ]: Humanoid ║
║ [K]ill This Monster [S]tr ]: 16 Experience ]: 720 ║
║ [W]rite This Monster [D]ex ]: 16 [C]rystals ]: 129 ║
║ [E]quipment Change [R]ads ]: 5 [V]irus ]: Nil ║
║ Found ]: 1 [H]its ]: 25 (25) ║
║ ║
║ Weapon[1] ]: Steel Chain ║
║ Weapon[2] ]: Nil ║
║ [A]rmor ]: ( 0) Nil ║
╠═════════════════════════════════════════════════════════════════════════╣
║ Description : [G]et Talk ║
║ 3]"DIE!" shouts a Bandit as he drops cat-like to the ground behind ║
║ 4]you from out of nowhere. He whirls his Steel Chain and starts to ║
║ 5]circle you, scoping out your inventory. ║
║ 6] ║
║ ║
╚═════════════════════════════════════════════════════════════════════════╝
This screen has Monster #14 loaded (a Bandit).
To modify a monster, just enter the highlighted option and make the necessary
changes. If the option is not highlighted, that option is not available for
changes. "Experience" and "Level Found" are two options you can not change.
Experience is calculated by the editor and will be calculated as you change
the monster. In the upper right corner, you will notice the monsters ecord
number as well for future reference.
[B]rave = Monster's Bravery. 100 = never runs away, 1 = coward
[T]ype = Humanoid or Beast (ONLY Humanoids use weapons and talk..Beasts
only claw attack!)
[S]tr = Strength
[D]ex = Dexterity
[R]ads = Radiation percentage
[V]irus = What Virus/Disease the monster has
[H]its = Average hit points the monster will have
[1]Weapon1 = Hand-to-Hand Weapon
[2]Weapon2 = Long-Range Weapon
[A]rmor = Armor
[E]quip = Monster's equipment
Options for R)emove, A)dd, and S)how Equipment are also available.
The option G)et will change from the monster's "Description" to the "Talk"
field (continous swap). To change any line in the lower window, enter the
number of the line (3..6). In case of the "talk" field, lines 3 and 5 are
what the players will see if they have a language translator while lines 4
and 6 are what players see if they do not have a translator. OOII will pick
which set to use randomly.
For Example, below is the talk field of the Dredvault:
Chat/Translate : [G]et Description
3]I will crush your bones to make my bread!
4]Blok Plotyruty Plousr Quealz Oveerask hyultrop!
5]Your head is MINE, human!
6]Crupliourt Plouty Qweueoxl Plox!
Lines 3 and 5 are what the Dredvault is actually saying in English.
However, if the player does not have a translator, then instead of:
"I will crush your bones to make my bread!"
...they will see:
"Blok Plotyruty Plousr Quealz Oveerask hyultrop!"
There are also special characters for Lines 3 and 5.
!! = Location of the Hydrite Prison
## = Location of the Spaceship (Gosh, Wally, what's that??)
&& = Location of the Oracle
If any of those are found in the talk field, it will be replaced with a
slip of the tongue like:
"You will never get to the Hydrite prison at 34,12,3!!"
*** NOTE: ***
ALL DESCRIPTIONS MUST BE AT LEAST 4 CHARACTERS LONG SO IF YOU WANT
SOMETHING SHORTER JUST USE THE SPACEBAR TO FILL IN THE LENGTH SO IT
IS FOUR OR MORE!
[K]ill Monster
This option will allow you to delete the currently loaded monster from the
monster file. The only restriction is that there must be at least five
monsters on each map level. When a monster is deleted, the space opened
will be filled by the monster at the top of that level. Thus, if the
monsters are numbered 11 to 25 and you delete #15, then #15 will be
replaced by #25 and monsters will range from 11 to 24.
[W]rite This Monster
This option will write the monster to disk as long as certain restrictions
are maintained. Each level has a minimum and maximum statistics total and
experience value that each monster must meet.
Stats Refers to (STR+DEX+HITS)
Level Min Stats Max Stats Min Exp Max Exp
~~~~~ ~~~~~~~~~ ~~~~~~~~~ ~~~~~~~ ~~~~~~~
1 50 80 650 1100
2 66 88 900 1500
3 70 96 1100 1600
4 78 107 1300 1900
5 99 200 1500 3000
Level 5 Monsters are supposed to be scourge of the planet and may even be
unbeatable. There are always something that players should fear and run
from. Without these "super" monsters, players will keep attacking until
they or the monster are dead...typical hack and slash players strategy.
We are trying to avoid this typical "hack n' slash" technique. Brains
are better than brawn!
If all these restrictions are made, and if the name is longer than FOUR
characters long, the monster will be saved to disk.
(As an extra feature not displayed in EDITOOII, you may press the grey
PLUS and MINUS keys to go through the monster lists in non-edit mode!)
TERRAIN (MAP) EDITOR
~~~~~~~~~~~~~~~~~~~~
When you select the Terrain Editor, you will see a screen like:
╔═════════════════════════════════════════════════════════╗ Compass
║ [[ INFO QUEST RBBS ]] - EDITOR UTILITY FOR OOII ║ ~~~~~~~
╚═════════════════════════════════════════════════════════╝ [ 0, 0 ]
╔═════════════════════════╗ ╔═════════════════════════════════════════════╗
║ [[ TERRAIN EDITOR ]] ║ ║ ║
║ ║ ║ ║
║ [L]oad a new map ║ ║ ║
║ [S]ave the current map ║ ║ ║
║ [Q]uit wishout saving ║ ║ ║
║ [E]dit this map ║ ║ ║
║ [N]ew map file ║ ║ ║
║ ║ ║ [ A MAP HAS NOT BEEN LOADED ] ║
║ ║ ║ ║
║ DISPLAY FUNCTIONS : ║ ║ ║
║ ║ ║ ║
║ Show Top Left [1] ║ ║ ║
║ Show Top Right [2] ║ ║ ║
║ Show Bottom Left [3] ║ ║ ║
║ Show Bottom Right [4] ║ ║ ║
║ Show Center [C] ║ ║ ║
║ ║ ║ ║
╚═════════════════════════╝ ╚═════════════════════════════════════════════╝
THE MAP FUNCTIONS:
[L]oad a New Map
EDITOOII can load from just about any drive and any path and will even use
wildcards * and ? for file names. If you use a wildcard, EDITOOII will
"filter" out everything except extensions of .MP? from the listings.
You can then just press <Enter> to make your selection or ESC to exit the
load option.
[S]ave the Current Map
Like loading a map, EDITOOII can save to any drive and any path. If you
press <Enter>, the editor will overwrite the existing map file. EDITOOII
makes no checks for currently existing files. Please be sure you want to
overwrite other maps before you do it.
[E]DIT this Map
In the edit mode, you can use the keypad to move around the terrain map.
Press NUMLOCK to move slowly over the map or you can turn the NUMLOCK off
and instantly jump to positions on the map. If you want to exit the map
editting mode, you can press "Q" to quit or if you want to return the map
to what it was before editing, press ESC.
╔═════════════════════════╗ ╔═════════════════════════════════════════════╗
║ A) Impassable Rock OO ║ ║OO OO OO OO OO OO OO OO OO OO OO OO OO OO OO ║
║ B) Barren Wasteland WW ║ ║OO .. .. .. WW ^^ ^^ ~~ ^^ ^^ ^^ ^^ ^^ ^^ ^^ ║
║ C) Desert .. ║ ║OO .. .. -- WW ^^ ^^ ~~ ~~ ~~ ^^ ^^ ^^ ^^ ^^ ║
║ D) Swamp "" ║ ║OO .. @V UU WW ^^ ^^ ^^ ^^ %% ~~ ^^ WW %% ^^ ║
║ E) Mountain ^^ ║ ║OO -- UU UU WW ^^ ^^ ^^ ^^ ^^ ~~ ^^ ^^ ^^ ^^ ║
║ F) Flat Terrain -- ║ ║OO -- WW WW WW %% ^^ ^^ ^^ ^^ ~~ ~~ ~~ ~~ ^^ ║
║ G) 30 Foot Pit UU ║ ║OO WW WW ^^ ^^ ^^ ^^ ^^ ^^ ^^ ^^ ^^ ^^ ~~ ~~ ║
║ H) Hole Down @V ║ ║OO ^^ %% ^^ II II II II II II ^^ ^^ ^^ %% ^^ ║
║ I) Air Force Base «» ║ ║OO ^^ II II II ^^ ^^ ^^ ^^ II ^^ ^^ ^^ ^^ ^^ ║
║ J) Missile Silo ╩╩ ║ ║OO ^^ II ^^ ^^ WW ^^ ^^ ^^ II II II II II II ║
║ K) Radiation Mound %% ║ ║OO ^^ II ^^ WW WW ^^ WW %% OO OO OO OO OO OO ║
║ L) Road/Path II ║ ║OO ^^ II ^^ %% ^^ WW WW OO OO %% ^^ WW WW OO ║
║ M) Prison ## ║ ║OO ^^ II ^^ WW ^^ WW ^^ OO OO ^^ -- ^^ OO ^^ ║
║ N) Hole Up @^ ║ ║OO ^^ II ^^ ^^ ^^ ^^ ^^ ^^ OO ^^ -- ^^ @V ^^ ║
║ O) Stream ~~ ║ ║OO ^^ II WW II II II II OO OO ^^ -- WW WW OO ║
║ P) Complex [] ║ ║OO II II ^^ II "" "" ^^ OO ╩╩ ^^ ^^ WW ^^ OO ║
║ ║ ║OO II WW ^^ II "" "" ^^ OO OO OO WW OO OO OO ║
╚═════════════════════════╝ ╚═════════════════════════════════════════════╝
[[ Use The Keypad to move around the map ]] [[ Q = Quit ]]
Options "A" to "P" are available here, however, unless the map is map level
one, the COMPLEX (P) symbol is not available. Except for map level 3, the
PRISON (M) option is not available.
[N]ew Map File
In case you want a new map file, EDITOOII can create a terrain with border
as rocks and filled with any of the six (6) available wasteland basic
terrain symbols.
There are a few restrictions that MUST be followed with the maps:
1) ONLY 1 Complex is allowed on the map, and only on map level 1
2) ONLY 1 Prison is allowed on the map, and only on map level 3
3) If a hole leads down, it is not required to have a hole up on the
lower map beneath it. One way holes are allowed and make the game
more versatile when making maps.
4) It is suggested that the square directly north of the Complex be
open for players to move to (although some tricky maps can be devised
with a rock north of the Complex).
5) If the Complex is in row two be sure that the players,
can get out:
OO ^^ OO OO OO OO ...
OO [] ww ww ww ww ...
OO ww ww ww ww ww ...
The players will be trapped on the Mountain here!
Lastly, EDITOOII tries to check for 1,2 and 4. If there more than one
Complex or Prison is found, only the first location found on the map will
be kept and the rest will be converted to radiation mounds.
PLAYER EDITOR
~~~~~~~~~~~~~
The first screen you will see for the Player Editor is:
╔═════════════════════════╗ ╔═════════════════════════════════════════════╗
║ Player Editor : ║ ║ ║
║ ║ ║ ║
║ [Q]uit Editing ║ ║ ║
║ ║ ║ ║
║ [1] Load Another User ║ ║ ║
║ [2] List User Roster ║ ║ ║
║ [3] Make A New Player ║ ║ ║
║ ║ ║ [ NO USER HAS BEEN LOADED AT THIS TIME ] ║
║ ║ ║ ║
║ ║ ║ ║
║ ║ ║ ║
║ ║ ║ ║
║ ║ ║ ║
╚═════════════════════════╝ ╚═════════════════════════════════════════════╝
From here, you can choose "2" to see the list of players, or "1" if you know
the players roster number in the user file, or "3" to create a new player.
After you pick a player to edit, you will see:
╔═════════════════════════╗ ╔═════════════════════════════════════════════╗
║ [[ PLAYER EDITOR ]] ║ ║ [U]ser Name]: PAUL GOODMAN [ 1]║
║ ║ ║ [A]lias ]: RUTGER ║
║ [Q]uit Editing ║ ║ Trai[N]ing ]: ZZilenian ║
║ ║ ║ [P]assword ]: *S8XD3 [W]here? ]: Complex ║
║ [1] Load Another User ║ ║ [L]evel ]: 1 [T]otal Exp ]: 1175 ║
║ [2] List User Roster ║ ║ ║
║ [3] Delete This User ║ ║ [S]trength ]: 20 [X]loc ]: 12 ║
║ [4] Save This User ║ ║ [D]exterity ]: 19 [Y]loc ]: 15 ║
║ [5] Change Last Login ║ ║ [H]ealth ]: 15 (20) [K]ills ]: 2 ║
║ [6] Change Suit ║ ║ [C]rystals ]: 975 [R]ads ]: 12 ║
║ [7] Change Weapon One ║ ║ [I]n Bank ]: 0 L[O]aned]: 0 ║
║ [8] Change Weapon Two ║ ║ In[F]ectious]: Nil ║
║ [9] Change Armor ║ ║ Co[M]bat Acc]: 41 % ║
║ [0] Change Equipment ║ ║ Bra[V]ery ]: 75 % ║
║ ║ ║ ║
║ ║ ║ [G]raphics Option Off [E]xpert Mode Off ║
║ ║ ║ [B]attles ]: Random [?] Fight Delay 2║
╚═════════════════════════╝ ╚═════════════════════════════════════════════╝
Most of the commands available here are basic and self-defined.
If you decide to change the W)here location option, be sure that the new
location is valid. It is possible to place a player inside solid rock!
BASE EDITOR
~~~~~~~~~~~
This option will give you the commands to edit any Base:
╔═════════════════════════╗ ╔═════════════════════════════════════════════╗
║ [[ BASE EDITOR ]] ║ ║ ║
║ ║ ║ [N]ame ]: xxxxxxxxxxxxxxxxxxxx ║
║ ║ ║ [O]wner ]: xxxxxxxxxxxxxxxxxxxx ║
║ [Q]uit Editing ║ ║ ║
║ ║ ║ [X]loc ]: xxx [Y]loc ]: xxx ║
║ [L]oad Base ║ ║ [M]ap Level ]: xxx Base Num ]: xxx ║
║ [R]oster of Bases ║ ║ ║
║ [A]dd Base ║ ║ [G]uns ]: ║
║ [D]elete Base ║ ║ None ║
║ [W]rite Base ║ ║ Defense ]: ║
║ ║ ║ None ║
║ ║ ║ ║
║ ║ ║ [S]ecurity ]: xxx% [B]uilding ]: xxxxxxx ║
║ ║ ║ [C]ode ]: xxx [T]elepod ]: UNKNOWN ║
║ ║ ║ ║
║ ║ ║ Squa[D]ron ]: xx ║
║ ║ ║ ║
╚═════════════════════════╝ ╚═════════════════════════════════════════════╝
[L]oad Base
This loads the information data of any Base to the current screen.
[R]oster of Bases
This option displays the names and owners of constructed Bases:
╔═════════════════════════╗ ╔═════════════════════════════════════════════╗
║ [[ BASE EDITOR ]] ║ ║ [ ROSTER OF ACTIVE BASES ] ║
║ ║ ║ (Base Name) (Owner Name) ║
║ ║ ║ [ 1] AVERUS ZZEXON ║
║ [Q]uit Editing ║ ║ [ 2] SECOND BASE CONTRA ║
║ ║ ║ [ 3] GREAT ONE'S DOMAIN THE GREAT ONE ║
║ [L]oad Base ║ ║ [ 4] GREAT ONE'S DOMAIN THE GREAT ONE ║
║ [R]oster of Bases ║ ║ [ 5] ARMAGEDDON ZZEXON ║
║ [A]dd Base ║ ║ ║
║ [D]elete Base ║ ║ ║
║ [W]rite Base ║ ║ ║
║ ║ ║ ║
║ ║ ║ ║
║ ║ ║ ║
║ ║ ║ ║
║ ║ ║ ║
║ ║ ║ ║
║ ║ ║ [ THAT'S ALL OF THEM..[ENTER] TO CONTINUE ] ║
╚═════════════════════════╝ ╚═════════════════════════════════════════════╝
[A]dd Base
If there is room for more construction of Bases, the screen will load to
a null record for editting. In order to save the Base added, the X,Y and
Map values must be set and the name of the Base must be longer than
three characters.
[E]rase Base
If you wish to delete the base you have loaded, use this option. A Base
must be loaded in order for this option to be active.
[W]rite Base
This option will save the Base to disk if the X, Y, and Map values are
set and the name is longer than three characters.
NUKEM/THUMPER EDITOR
~~~~~~~~~~~~~~~~~~~~
The Nukem Editor will appear as:
╔═════════════════════════╗ ╔═════════════════════════════════════════════╗
║ [[ NUKEM EDITOR ]] ║ ║ NUKEM -->> [1] X ]: 2 [2] Y ]: 19 ║
║ ║ ║ [3] LEVEL ]: 2 ║
║ ║ ║ ║
║ [Q]uit Editing ║ ║ [[ EXISTING THUMPERS ]] ║
║ ║ ║ ║
║ [E]dit Thumper ║ ║( 0) X( 5) Y( 5) L(2) ( 1) X( 4) Y(29) L(1) ║
║ [A]dd Thumper ║ ║( 3) X( 2) Y(26) L(0) ( 5) X( 1) Y( 1) L(1) ║
║ [D]elete Thumper ║ ║( 8) X( 2) Y( 2) L(2) ( 9) X( 3) Y( 3) L(4) ║
║ ║ ║(15) X( 5) Y(22) L(3) (16) X( 1) Y(23) L(1) ║
║ ║ ║ ║
║ Sysops Should NOT Make ║ ║ ║
║ Changed To These Values ║ ║ ║
║ Unless They Are CERTAIN ║ ║ ║
║ The Change Is Correct! ║ ║ ║
║ ║ ║ ║
╚═════════════════════════╝ ╚═════════════════════════════════════════════╝
Options 1,2 and 3 will allow you to change Nukem's location in the wastelands
(if you are not sure what Nukem is or the function of Thumpers, do not change
any of these values).
[E]dit Thumper
Editting a thumper will allows for changing of the X,Y and Map levels.
[A]dd Thumper
You may add a thumper to the wastelands at a given X,Y coordinates.
[D]elete Thumper
You may delete an active thumper by selecting this option. The number of
the thumper is placed in parenthesis for the Editing and Deleting commands.
CYCLONE EDITOR
~~~~~~~~~~~~~~
With version .996, we started to add weather types to OOII. One of these
weather types is the Cyclone. The game has two cyclones that constantly
move about on separate levels. One cyclone moves around from level 1 and 2,
and the other travels around levels 4 and 5.
╔═════════════════════════╗ ╔═════════════════════════════════════════════╗
║ [[ CYCLONE EDITOR ]] ║ ║ Current Location of Cyclones ║
║ ║ ║ ║
║ ║ ║ Upper Level Cyclone : ║
║ [Q]uit Editing ║ ║ ║
║ [S]ave Cyclones ║ ║ [1] X ]: 2 [2] Y ]: 23 ║
║ ║ ║ [3] LEVEL ]: 2 ║
║ ║ ║ ║
║ ║ ║ Lower Level Cyclone : ║
║ ║ ║ ║
║ ║ ║ [4] X ]: 12 [5] Y ]: 16 ║
║ ║ ║ [6] LEVEL ]: 5 ║
║ ║ ║ ║
║ ║ ║ ║
╚═════════════════════════╝ ╚═════════════════════════════════════════════╝
[Q]uit - Quit the Cyclone Editor
[S]ave - Save the current locations of the Cyclones
[1]..[6] to alter the locations of the cyclones. Simple!
REGISTERING THE EDITOR:
~~~~~~~~~~~~~~~~~~~~~~
Registering the EDITOOII program is not mandatory, but for those who do like
the program and want the additional features, please register!
To register your copy of the editor, hit "R" from the main menu. Enter the
name of your BBS in capital letters and the registration number exactly as
they were given to you. It will store this information in the MONSTER.DAT
file and other data files. If you decide to change some data files (not
those with .OO extensions), use the "S" command to show your registration
numbers. If you should decide to switch MONSTER.DAT files, be sure you have
your EDITOOII registration code backed up!
Again: [R]egister EDITOOII
[S]how the BBS name and Registration Key
COMMENTS FROM THE AUTHORS:
~~~~~~~~~~~~~~~~~~~~~~~~~
In our honest opinion, the OOII editor is a neat toy to play with and change
up the information in a current OOII game. However, we STRONGLY discourage
any misuse of the editor! One thing that players can not stand is a cheating
Sysop who plays his/her own games. We personally can not stand Sysops who
must resort to using the editor to gain an advantage over other players in an
OOII game. To further discourage corruptable Sysops, any actions committed
in the editor will be displayed in the Frontier Log for all players to view.
Try to use your best judgement when using the editor, and I'm positive your
users will appreciate your honesty.
Thanks again and good luck with Operation: Overkill and EDITOOII!
Dustin Nulf Tom Hazel
2709 Sherrill Park Dr. 12720 N.E. 10th Place
Richardson, TX Apartment D302
75082 Bellevue, WA 98005
InfoQuest Seattle - 1:343/90.0 - (206)450-0115 Tom Hazel
Catacombs Bear Cult - 1:124/6304 - (214)669-9052 Dustin Nulf
Overkill II can be file requested from InfoQuest with the magic
file name of "OOII" or "OVERKILL".