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- FANTASY PROJECT
-
- RESCUE OF DVORKREEN
-
-
- This is only an instruction to the interpreter not to the editor which is
- needed to design own games.
-
- 1. Mainmenue
- 1.1 Start you Adventure
- 1.2 Quit Interpreter
- 1.3 Read Characters
- 1.4 Write Chracters
- 1.5 Create Characters and explenation of character facilities
- 1.6 Go on Game
- 1.7 Load Game/Adventure
- 1.8 Save Game
- 2. Keys
- 2.1 Outside combat/events
- 2.2 During combat
- 2.3 During examination
- 2.4 During events
- 3. Gameplay
- 3.1 Advancements
- 3.2 Healing/Ilnesses
- 3.3 Recovers
- 4. Spells
-
- 1. Mainmenue
- ------------
-
- 1.1 (S)tart your Adventure
- By pressing "S" you can start a new game. It is necessary that you already
- have created or loaded your characters and that the actual loaded game is
- a new game and not marked for continue.
-
- 1.2 shift + (Q)uit Interpreter
- Leave the Interpreter - Back to DOS.
-
- 1.3 (R)read Characters
- Reads the file "game:objects/demoparty" as party - this option is only a
- test-option which will disapear in final versions.
-
- 1.4 (W)rite Characters
- Writes the actual characters into "game:objects/demoparty" - for testing only
-
- 1.5 (C)reate Character
- Will create a character by your will. You will have to enter:
- -Name : May be up to 22 characters long
- -Sex : Male or Female - has NO effect on the game, will only affect the
- pictures shown for the character and the him/her in fight.
- -Class: There are the following classes:
- -Fighter&Thief: In this version totally equal in quality and use
- of objects
- -Magician : Spell-Caster Type I - Can cast spells defined for
- his class
- -Cleric : Spell-Caster Type II- Can also cast spells defined
- for his class
- Then a dice will roll out the other facilities - If you have a fast eye then
- press any key when you think the qualities are best.
-
- The facilities are:
- Intelligence = IQ
- Dexterity = DX
- Wisdom = WD
- Condition = CN
- Strength = ST
- Luck = LK
- Defense normally is 1 - if the character is in Defense (Fight) then it is 2
- SwordStrength is the strength of the spell with the sword-icon (add AS)
- ShieldStrenght is the strength of the spell with the shield-icon (add AC)
- SlowValue is defined in labdata and will cause later advancement if higher
-
- They take influence on the following things:
- Maximal Weight to carry : 15000 + (DX+CN+ST)*128 in gramm
- AttackStrength (AS) : ST/2 + IQ/4 + DX/4 + LK/4 + SwordStrength
- ArmourClass (AC) : CN/4 + DX/4 + LK/4 + ShieldStrength
- AttackPriority (AP) : DX/8 + IQ/2 + LK/2 + ST/8 + WD/2 + CN/8
- if the spell INCAP is casted on this char, add 30
- Advancement : (DX + IQ/2 + LK + ST + CN + WD/2 + SlowValue)^2
- if this value added to the last advencement's
- experience points is higher than the actual then
- the char will advance one level
- Ranges : in any case where are ranges, such as spell does
- 100-200 points of damage a higher wisdom will
- cause that the value lies more to the higher
- border.
-
- 1.6 (G)o on in current game
- If you have loaded an old game or pressed ESC in Play-Mode you will continue
- the game, where you have stopped
-
- 1.7 shift + (L)oad Game/New Adventure
- Here you can load a new labdata file created by the editor or you can load
- an old saved game to continue it.
-
- 1.8 shift + (S)save Current Game
- If you have pressed ESC during game-play you may save the complete game here.
- Save will include all solved riddles, automappings or removed walls!
-
-
-
- 2. Keys during Game play
- 2.1 Outside of Events/Fight:
- (L) - List spells - Choose Class and Level to look up which spells witch
- which four letter codes can be used. *DISABLED*
- (C) - Cast a spell - Choose Character and enter the four letter code
- Only Noncombat spells will have an effect.
- (A) - Provoke an attack (only for testing) *DISABLED -> holding down will fasten attack*
- (X) - Examine Character - Choose character and have a look
- (1)-(5) - Examine Character directly
- (ESC) - Return to the main menue (for saving etc.)
- (U) - Use an object - Choose character and object
- (M) - Show the Map - If the automapping cheat is on, the whole map
- will appear
- (?) - Show Day and time of day
- (N) - New order of characters
- (HELP) - Help Page (Set speeds, type of automapping and cheats)
- (P) - Print Partys Position in Dungeon (absolute) (for testing only)
-
- 2.2 Key during Fight:
- -Fight Menue:
- (ESC) - don't fight (testing only)
- (F) - Fight - start attack
- (R) - Retreat - take one step (10') back - warning monsters may advance
- or cast spells in this time too !
- If the attack is a controlled (event) attack retreat isn't possible
- (A) - Advance - take one step (10') foreward - only if 10' is free
- (N) - Negociate - give money to the monsters to let you pass unharmed
- (not all monsters will agree!)
- (X) - Examine Character - for trade or other actions during fight
- (HELP) - to e.g. speed up the scroll-speed
-
- -During Combat (if char is asked for his action):
- (A) - Attack - Intiate a weapon attack on 10' - used weapon = equipped one
- Victim choosen by random
- (F) - Like attack, but victim choosen by player
- (D) - Defend - Will do nothing but double your basic AC until next round
- (C) - Cast a spell - only for spellcasters - only combatspells will work
- (U) - Use an object - Magical object - will cast a spell and have effect if
- it is a combat-allowed one
- Arrow - if a bow is equipped shoot ranged
- Ranged weapon - Throw ranged
-
- 2.3 Keys during examination:
- (T) - Trade any object to another character
- (P) - Pool gold - Character will take all gold of party
- (D) - Drops an object - will never be found again !!!
- (X) - Examine an object
-
- 2.4 Keys during events:
- As given by a text - if included you can additionally use (X) und (1)-(5)
- for character examination (but this depends on the creator of the game!)
-
- 3. Gameplay
-
- Depend very much on the created adventure
-
- 3.1 Advancement:
- If characters have enough experience points (owned by fighting) thay may
- advance on level.
- This advancedment will add some facities ad once but will not help
- learning spells or train multiple attack or deathstrikes.
- Training will be done in Training Camps or Guild of Magic (the name of
- these may differ in order to the definition of the game) were you have
- to pay money to learn new spells/better methods of fighting.
- But also this advancement requires that you have already the needed level!
-
- 3.2 Healing/Illnesses:
- The Temple of Healing (or named in another way) can cure any damage you will
- get in fight for money.
- There are the following possibilities:
- Hitpoints are not at maximum - effect: if zero you are dead
- DEAD : Cannot innitiate actions that are necessary for game play
- STON : Stoned - the same as DEAD but a stoned character can be beaten
- (Hitpoints). If this character is dead you will have to heal death
- and turn stone to flesh !
- PSND : Poisoned - will substract one hitpoint in the same speed as other
- characters recover hit-/spellpoints.
- CONF : Confused - Cannot Fight or cast spells
- NUTS : IQ,LK,WD goes down to 1
- WEAK : ST,KN,DX goes down to 1
- SLEP : Character is asleep, will awake if beaten or fight is over
-
- 3.3 Recovers:
- Spellpoints will only recover under the light of day (towns/wilderess 7.a.m.
- to 7 p.m.) by one
- Hitpoints will recover any time by one-
- Speed: ca. 1 point per minute or in combat one point per round !
-
- 4. Spells
-
- Because Spells are userdefined there will be not much explanation here,
- but the beta-version you have in hands lack the list-spells option so
- here are the implemented spells (just testing spells of course)
- MATO - Magic Torch
- MFIX - Micro Fix (Heal)
- CLOH - Cloak of Healing
- MANE - Magic needles
- SHSP - SHock Sphere
- CLOD - Cloud of Death
- DRBR - Dragon Breath
- BASP - Batch Spell (light,compass etc.)
-
- -VOB'92
-
- end.
-