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- . Bad Mood character specifications version 1.0 (first draft)
-
- This document is to be considered as a working basis. It
- describes the format of the files that contain the
- characteristics of the BAD MOOD characters. In a way, many
- fields act as patches to the BMW file. If you want
- to improve on that, your suggestions are welcome
- (bad_mood@rand.thn.htu.se or bleroy@ccr.jussieu.fr).
-
- I admit that this is perhaps a little premature as the game is
- far from the point where these specs will be useful.
- But itÆs here anyway.
-
- In front of any item, you can read its position in the file in
- bytes, and the size of the field in bytes/characters,
- words or long words (B, C, W or L). For example, 12_3W means
- that the field begins at the 12th byte from the
- start of the file, and is three words long. Pointers are longs,
- and point in bytes to their fields from the beginning
- of the file. They point to the ½ free zone ╗ that is after the
- fixed length fields. Strings are in the C format, that is,
- they end with a 0 byte.
- Many fields will count only in BMWs and not in WADs where they
- are irrelevant.
-
-
- a. Header
-
- 0_4C The first four characters are æBM_CÆ.
-
- 4_1W Then, a word indicates the version of BAD MOOD that
- created the character.
-
-
- b. Identity
-
- 6_16C Short name. The one that will be used most of the time
- in the game.
-
- 22_1L Pointer to the full name. This enables very long names
- and titles.
-
- 26_1L Pointer to the characterÆs story. This field and the
- previous one could be transmitted over the net when a
- player does a WHOIS/Finger command on this character.
-
- 30_1W Alignment. Bit 0=lawful if set ; bit 1=chaotic if set
- (neutral if bits 1 and 2 are cleared) ; bit 2=good if
- set ; bit 3=evil if set (neutral if bits 3 and 4 are set). For
- example, 10 is chaotic evil (most characters will be that, I
- guess ;) This could perhaps influence the kinds of spells you
- can use?
-
- 32_1L Pointer to the war cry WAV. 0 if the default WAV should
- be used.
-
- 36_1L Pointer to the pain cry WAV. 0 if the default WAV should
- be used.
-
- 40_1L Pointer to the death cry WAV. 0 if the default WAV
- should be used.
-
- 44_1L Pointer to the ½ GOTCHA ╗ cry WAV. 0 if the default WAV
- should be used.
-
- 48_1L Pointer to the portrait sprite. 0 if the default sprite
- should be used.
-
- 52_1L Pointer to the sprite collection of the character (it
- should contain all the necessary sprites, that is,
- walking, shooting, seen from 8 angles, shot, dying). 0 if the
- default sprite collection should be used.
-
-
- c. Characteristics
-
- 56_1W Hit points. This is signed to allow for comatose states.
- In cooperative modes, one can imagine that a
- player could heal his fellow with magic or potions. If he is
- alone, negative hit points mean comatose for ever,
- which is as fun as dead.
-
- 58_1W Force. Has an influence on the efficiency of sword or ax
- like weapons, on the speed of the character and
- on his ability to jump far or high.
-
- 60_1W Agility/dexterity. Has an influence on the ability to
- aim precisely, to open locked doors, to steal
- interesting items and perhaps to avoid hits.
-
- 62_1W Intelligence. Has an influence on the efficiency of
- sorcery spells (a given spell will succeed more easily,
- will be more powerful and will use less red mana if you have a
- high intelligence).
-
- 64_1W Wisdom. Has an influence on the efficiency of cleric
- spells (a given spell will succeed more easily, will
- be more powerful and will use less blue mana if you have a high
- wisdom).
-
- 66_1W Constitution. Has an influence on the ability to resist
- to hits, falls, burns, etc.
-
- 68_1W Armor. The sum of the armor points of all the armor
- items the player has on him. Same influences as the
- constitution.
-
- 70_1W Red mana. The sorcererÆs mana. Any sorcererÆs spell or
- the use of a sorcererÆs staff uses this kind of
- mana.
-
- 72_1W Blue mana. The clericÆs mana. Any clericÆs spell or the
- use of a religious device uses this kind of mana.
-
- 74_1W Hunger. When this goes negative, the characterÆs
- effective constitution and force are diminished by this
- hunger number.
-
- 76_1W Fighter experience. Is improved by fighting. When the
- character passes some predefined levels, his force,
- constitution and hit points can raise.
-
- 78_1W Thief experience. Is improved by jumping, stealing,
- opening doors, operating devices. When the
- character passes some predefined levels, his agility can raise.
-
- 80_1W Sorcerer experience. Is improved by casting sorcerer
- spells and using magical devices. When the
- character passes some predefined levels, his intelligence can
- raise.
-
- 82_1W Cleric experience. Is improved by casting cleric spells
- and using religious items. When the character
- passes some predefined levels, his wisdom can raise.
-
-
- d. Inventory
-
- 84_1W Number of items in the inventory.
- After that field, there are the announced number of object
- structures. The structure of an object is :
-
- 1W Identifier of the item. Probably useful only for BM
- predefined objects. The sign bit indicates if the
- object script is executed when the object is picked up or if it
- has to be manually activated.
-
- 32C Name of the item.
-
- 8C Filename of the BMW where it is useful. This is to
- enable objects to trigger a given mechanism in a
- given level in a given BMW. First char is zero if the object is
- universal.
-
- 1L Pointer to a sprite/animation of the object.
-
- 1W How it is carried
- 0=in a pocket.
- 1=in the backpack (you have to have it).
- 2=in the right hand (more useful for weapons and
- shields).
- 3=in the left hand (same remark).
- 4=on the head. Only for helmets, hats.
- 5=on the eyes/face. Only for glasses or masks.
- 6=on the chest. Only for chest clothes.
- 7=on the legs. Only for pants/skirts.
- 8=on the feet. Only for shoes.
-
- There is a limit to the number of items that can be
- carried in a given place according to their size and that
- of the place it is put and to their weight. Only one item can be
- carried on the head, eyes, chest, legs, hands and
- feet.
-
- 1W Size.
-
- 1W Weight.
-
- 1W Armor points it adds to the playerÆs armor.
-
- 1W Nutritional value. 0 if not eatable.
-
- 1L Pointer to the script of the objectÆs activation.
-
-
- e. Free zone
-
- All the data pointers point to.
-
- Well, thatÆs all for now.
-
- --
- Bertrand Le Roy
- mailto:bleroy@ccr.jussieu.fr
- http://pc60.gcr.jussieu.fr/BLR/BLRhome.htm
- tel. 44.27.72.95 fax. 44.27.72.87
-
-