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Text File | 1995-12-21 | 40.3 KB | 1,283 lines |
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- THE PIT v4.17 - PIT GAME EDITOR
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- SYSOP'S MANUAL
-
- Written By
- James Berry
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- Copyright (c) 1990-95 by Midas Touch Software, all rights reserved.
- Copyright (c) 1990-95 by James R. Berry, all rights reserved.
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- TABLE OF CONTENTS
- ~~~~~~~~~~~~~~~~~
-
- Introduction Pg. 3
- Multiline Use Pg. 3
- Program Layout Pg. 3
- Load Game Configuration Pg. 4
- Game Config Description Pg. 4
- Save Game Config As... Pg. 4
- General Game Setup Pg. 4
- Game Start Up Settings Pg. 5
- Hand Weapon Pg. 6
- Projectiles Pg. 8
- Range Weapons Pg. 9
- Armor Pg. 11
- Magic/Technology Pg. 12
- Enemy Pg. 18
- Menu/PopUp Pg. 20
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- 2
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- Introduction
- ~~~~~~~~~~~~
- This is the pit game editor for The Pit v4.x. Use this program to
- edit weapons, armor, magic items, and game settings.
-
- Multiline Use
- ~~~~~~~~~~~~~
- We recommend that you do not attempt to edit information while
- someone is playing the game. This can have an adverse effect on the
- data files, and might actually cause unrepairable damage to the game
- files.
-
- Program Layout
- ~~~~~~~~~~~~~~
- Use the standard control keys (Arrows, Pg Up, Pg Down) to move to the
- item you wish to change and press Enter. The area will be
- highlighted while you're working on it. When you're done, just press
- ESC.
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- 3
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- 1. Load Game Configuration
- ~~~~~~~~~~~~~~~~~~~~~~~
- This section pops up a selection of Game Configuration files. You can
- select which one you would like to edit or delete.
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- 2. Game Config Description
- ~~~~~~~~~~~~~~~~~~~~~~~
- This is a configuration description. It allows you to attach a short
- description of the file you are currently editing. This can make
- loading a particular game file easier.
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- 3. Save Game Config As...
- ~~~~~~~~~~~~~~~~~~~~~~
- Using this function allows you to save the game data you are
- currently editing into any file name you wish.
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- 4. General Game Setup
- ~~~~~~~~~~~~~~~~~~
- A. Game Genre
- ~~~~~~~~~~
- This section allows you to choose which game genre you would
- like THE PIT to run under. The only selection currently
- available is "Fantasy". However, in the future we will allow
- you to choose "Science Fiction" or "Modern" which will result
- in THE PIT using an alternate set of graphics files.
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- B. Money Type (Long Hand)
- ~~~~~~~~~~~~~~~~~~~~~~
- This is the current setting for the monetary type you are
- using in THE PIT. It is in LONG HAND format and defaults to
- "Gold Piece".
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- C. Money Type (Abbreviation)
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- This is the abbreviated setting of the monetary type you are
- using in THE PIT. It defaults to "gp."
-
- D. Game Editor - Sound FX
- ~~~~~~~~~~~~~~~~~~~~~~
- This allows you to select how sound effects will be played by
- this game editor when you test them.
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- 5. Game Start-Up Settings
- ~~~~~~~~~~~~~~~~~~~~~~
- This section lets the sysop edit how THE PIT will start a player, and
- how difficult it will be to hit enemies.
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- A. Player: Starting Money
- ~~~~~~~~~~~~~~~~~~~~~~
- The value listed in this option is the amount of money a new
- player will start out with. It can be edited to make THE PIT
- harder or easier for a player.
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- B. Player: Base Hit Percentage
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- A player normally has a base 50/50 chance to hit anytime they
- strike at an enemy. A 100% die is being rolled to see if the
- player hits or not. Raising the value makes it harder for a
- player to hit. Lowering it makes it easier for the player to
- hit.
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- This value (50%) is modified up if the enemy has great armor,
- and it goes down if the player is high level, or has a great
- weapon.
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- This value is usually fine at 40-50%. Lower it too much and
- high level players may have too easy a time.
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- C. Enemy: Base Hit Percentage
- ~~~~~~~~~~~~~~~~~~~~~~~~~~
- An enemy normally has a base 50/50 chance to hit a player. A
- 100% die is rolled, and if it is greater than the percentage
- required to hit, the enemy hits the player.
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- The base percentage (Normally 50%) can be raised or lowered
- to make it harder or easier for the enemy to hit a player.
- Notice that this value is for all enemies.
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- The chance to hit is also modified by the protection level of
- the player's armor, and also by the weapon power of the
- enemy.
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- The default of 50% should be fine in most cases.
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- 5
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- 6. Hand Weapon
- ~~~~~~~~~~~
- This section allows you to edit the hand weapons that are in THE PIT.
- If you press the <F1> key you can pop-up a choice of other weapons
- that you can edit. Just move the selection bar and press <ENTER> on
- any weapon you would like to edit.
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- A. Weapon Name
- ~~~~~~~~~~~
- This is the name that the weapon appears as in the game.
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- B. Magic/Tech Effect
- ~~~~~~~~~~~~~~~~~
- This is the enhanced effect the weapon will have on an
- opponent. The weapon defaults to "Normal". But you can also
- choose to give it additional attack/damage Bonuses.
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- C. Weapon Attack Bonus
- ~~~~~~~~~~~~~~~~~~~
- Weapon Attack Bonus is a value that increases the chances for
- a weapon to do damage. This is value is offset by the enemy's
- armor defense rating. The weapon will have a bonus defined by
- its "Magic/Tech Effect", but you can give it an additional
- bonus as well.
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- D. Weapon Damage
- ~~~~~~~~~~~~~
- You can define a weapons random potential to do damage. For
- example, if you choose to enter '1' and then '10', the weapon
- will roll a random number from 1 to 10 for damage. This
- randomness can be reduced by adjusting the numbers. For
- instance, 10 to 10 would always result in a roll of 10 being
- given for damage.
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- E. Weapon Damage Bonus
- ~~~~~~~~~~~~~~~~~~~
- The damage that a weapon does is randomly rolled. A
- "Magic/Tech" damage bonus is added to the total damage that
- the weapon does. Additional damage can be added to the damage
- bonus on this line.
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- F. Special Effects
- ~~~~~~~~~~~~~~~
- In this area you can give the weapon special effects. For
- example, the weapon could be poisonous, or could cause
- additional cold damage. There are several effects given
- and you need merely activate them to make them function.
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- 6
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- G. Weapon Attack Sound
- ~~~~~~~~~~~~~~~~~~~
- You can select which sound the weapon will make when the
- player attacks or is attack with it. These sound effects are
- only heard when playing in graphics mode.
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- H. Player Obtainable
- ~~~~~~~~~~~~~~~~~
- This weapon is either marked as obtainable by a player or
- not. If a monster is beaten and the weapon is "not
- obtainable" then the player will not be allowed to take it.
-
- It is recommended that you never make a weapon, with the
- special effect of "LEVEL DRAIN IV or V", obtainable. These
- weapons tend to make the game heavily lopsided in favor of
- the player that obtains them.
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- I. Weapon Value
- ~~~~~~~~~~~~
- This is the monetary value of the weapon.
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- 7
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- 7. Projectiles
- ~~~~~~~~~~~
- Projectile types are defined for use by the Range Weapon section of
- this editor. You can define the name and value of several different
- types of projectiles listed below:
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- A. Projectile Type I
- ~~~~~~~~~~~~~~~~~
- This projectile type is defined as "None". It means that a
- weapon that uses this type of projectile is unable to fire a
- projectile of any kind.
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- B. Projectile Type II
- ~~~~~~~~~~~~~~~~~~
- This projectile type can be renamed, but has no real value.
- When a user buys a range weapon with this projectile type it
- is assumed to be part of the weapons powers. A dagger for
- instance can be thrown, and is therefore a self contained
- range weapon. No more than one can be thrown or used at a
- time.
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- C. Projectile Type III
- ~~~~~~~~~~~~~~~~~~~
- This projectile is the first fully defined projectile type.
- You can rename it, define its single letter abbreviation, and
- its value which is used by the Weapon Shop. This projectile
- type is sold in the WEAPON SHOP in THE PIT.
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- D. Projectile Type IV
- ~~~~~~~~~~~~~~~~~~
- This projectile is the second fully defined projectile type.
- You can rename it, define its single letter abbreviation, and
- its value which is used by the Weapon Shop. This projectile
- type is sold in the WEAPON SHOP in THE PIT.
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- E. Projectile Type V
- ~~~~~~~~~~~~~~~~~
- This projectile type is "Special". It has the effect of
- allowing unlimited firing of a weapon without requiring any
- new projectiles to be bought. We created this type of
- projectile to allow the creation of LASER weapons. You can
- fire a laser weapon without worrying about reloading. This
- projectile type will not be fully implemented until we get
- v4.5 ready. We plan to add science fiction graphics at that
- time.
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- 8. Range Weapons
- ~~~~~~~~~~~~~
- A. Weapon Name
- ~~~~~~~~~~~
- This is the name that the weapon appears as in the game.
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- B. Projectile Used
- ~~~~~~~~~~~~~~~
- This weapon uses a defined "projectile type" (Section 6.
- Projectiles). Simply choose which projectile type you wish
- the weapon to use.
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- C. Weapon Range
- ~~~~~~~~~~~~
- You select how far the weapon will travel when fired. This is
- displayed on the screen by the number of spaces the weapon
- will travel in the ARENA.
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- D. Firing Rate
- ~~~~~~~~~~~
- This value tells us how many times the weapon can be fired in
- succession. A bow for instance would normally allow the
- player to fire it 2 times per attack.
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- E. Magic/Tech Effect
- ~~~~~~~~~~~~~~~~~
- This is the enhanced effect the weapon will have on an
- opponent. The weapon defaults to "Normal". But you can also
- choose to give it additional attack/damage Bonuses.
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- Notice that the "Level" based effect multiplies the amount of
- damage the weapon does by the level of the person using the
- weapon. This allows us to simulate special weapons like
- "Spells".
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- F. Weapon Attack Bonus
- ~~~~~~~~~~~~~~~~~~~
- Weapon Attack Bonus is a value that increases the chances for
- a weapon to do damage. This is value is offset by the enemy's
- armor defense rating. The weapon will have a bonus defined by
- its "Magic/Tech Effect", but you can give it an additional
- bonus as well.
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- G. Weapon Damage
- ~~~~~~~~~~~~~
- You can define a weapons random potential to do damage. For
- example, if you choose to enter '1' and then '10', the weapon
- will roll a random number from 1 to 10 for damage. This
- randomness can be reduced by adjusting the numbers. For
- instance, 10 to 10 would always result in a roll of 10 being
- given for damage.
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- H. Weapon Damage Bonus
- ~~~~~~~~~~~~~~~~~~~
- The damage that a weapon does is randomly rolled. A
- "Magic/Tech" damage bonus is added to the total damage that
- the weapon does. Additional damage can be added to the damage
- bonus on this line.
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- I. Special Effect
- ~~~~~~~~~~~~~~
- In this area you can give the weapon special effects. For
- example, the weapon could be poisonous, or could cause
- additional cold damage. There are several effects given
- and you need merely activate them to make them function.
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- J. Missle Type
- ~~~~~~~~~~~
- This effects the visible display of the projectile that is
- fired. The missle might appear as a light blue arrow, or
- a glowing red ball of fire. These types have different
- effects depending on whether you are running in graphics mode
- or not.
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- K. Missle Effect
- ~~~~~~~~~~~~~
- This is strictly a display function. You choose how the
- missle will travel, spin, stretch, ect across the screen when
- fired.
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- L. Weapon Firing Sound
- ~~~~~~~~~~~~~~~~~~~
- You can select which sound the weapon will make when the
- player fires it. These sound effects are only heard when
- playing in graphics mode.
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- M. Player Obtainable
- ~~~~~~~~~~~~~~~~~
- This weapon is either marked as obtainable by a player or
- not. If a monster is beaten and the weapon is "not
- obtainable" then the player will not be allowed to take it.
-
- It is recommended that you never make a weapon, with the
- magic/tech of "Level Effect", obtainable. These weapons tend
- to make the game heavily lopsided in favor of the player that
- obtains them.
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- N. Weapon Value
- ~~~~~~~~~~~~
- This is the monetary value of the weapon.
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- 9. Armor
- ~~~~~
- A. Armor Name
- ~~~~~~~~~~
- This is the name that the armor appears as in the game.
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- B. Magic/Tech Effect
- ~~~~~~~~~~~~~~~~~
- This effect defines how powerful the armor is. The defensive
- bonus increases as the magic/tech bonus increases.
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- C. Armor Defense Bonus
- ~~~~~~~~~~~~~~~~~~~
- The defense bonus is primarily defined by the magic/tech
- effect of the armor. But additional defense can be added.
- This percentage value is offset by the attackers
- weapon/attack bonuses.
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- D. Special Effect
- ~~~~~~~~~~~~~~
- Several immunities can be activated by selecting this option.
- Immunities to poison or disease are but a few listed. Simply
- activate the immunity to make it function in THE PIT.
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- E. Player Obtainable
- ~~~~~~~~~~~~~~~~~
- This armor is either marked as obtainable by a player or not.
- If a monster is beaten and the armor is "not obtainable" then
- the player will not be allowed to take it.
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- F. Armor Value
- ~~~~~~~~~~~
- This is the monetary value of the armor.
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- 11
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- 10. Magic/Technology
- ~~~~~~~~~~~~~~~~
- A. Edit Magic/Tech Types
- ~~~~~~~~~~~~~~~~~~~~~
- Edit the names of the Magic/Tech types. These names are used
- in this editor as well as THE PIT.
-
- B. Edit Magic/Tech Item
- ~~~~~~~~~~~~~~~~~~~~
- a) Item Name
- ~~~~~~~~~
- This is the name of a magic/tech item as it appears
- in the game.
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- b) Magic/Tech Effect
- ~~~~~~~~~~~~~~~~~
- There are 25 types of effects that a magic/tech item
- can have. Details of their effects are listed in
- area: C. Magic/Tech Effects.
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- c) Effect Generation
- ~~~~~~~~~~~~~~~~~
- This is the way that a magic/tech items effects can
- be activated. It may be Used or Automatic. "Used"
- means that the item must be used to activate it.
- "Auto" means the items effects will occur
- automatically.
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- d) Percentage
- ~~~~~~~~~~
- If a magic/tech item requires a percentage value to
- control an effect, then this value will be editable.
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- e) Set Value
- ~~~~~~~~~
- If a magic/tech item requires a specific value to
- control it's effect, then this value will be
- editable.
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- f) Random Value
- ~~~~~~~~~~~~
- If a magic/tech item requires a random value to
- control it's effect, then this value will be
- editable.
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- g) Dissolves After Use
- ~~~~~~~~~~~~~~~~~~~
- This option has two settings: Yes or No. If this
- option is set to "Yes" then the item will be
- destroyed after it is used. This makes it possible to
- only you the item once.
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- If it is set to "No" then the item can be used many
- times.
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- h) Arena Use Message
- ~~~~~~~~~~~~~~~~~
- This message appears to the player in the ARENA when
- they "Use" the magic/tech item.
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- i) Identify Message
- ~~~~~~~~~~~~~~~~
- This message appears to the player when they have
- their magic/tech item "identified" by the MAGIC SHOP
- OWNER.
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- j) Missle Range
- ~~~~~~~~~~~~
- You select how far the missle will travel when fired.
- This is displayed on the screen by the number of
- spaces the missle will travel in the ARENA.
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- k) Missle Type
- ~~~~~~~~~~~
- This effects the visible display of the projectile
- that is fired. The missle might appear as a light
- blue arrow, or a glowing red ball of fire. These
- types have different effects depending on whether you
- are running in graphics mode or not.
-
- l) Missle Effect
- ~~~~~~~~~~~~~
- This is strictly a display function. You choose how
- the missle will travel, spin, stretch, ect across the
- screen when fired.
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- m) Firing Sound
- ~~~~~~~~~~~~
- You can select which sound the item will make when
- the player fires it. These sound effects are only
- heard when playing in graphics mode.
-
- n) Player Obtainable
- ~~~~~~~~~~~~~~~~~
- This weapon is either marked as obtainable by a
- player or not. If a monster is beaten and the item is
- "not obtainable" then the player will not be allowed
- to take it.
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- o) Item Value
- ~~~~~~~~~~
- This is the monetary value of the magic/tech item.
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- C. Magic/Tech Effects
- ~~~~~~~~~~~~~~~~~~
- There are three types of things that the magic/tech effect
- utilizes: None, Percentage, Set Value, and Random Value.
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- "None" pertains to the fact that the effect listed
- happens without any values needed to perform it.
- Invisibility, Confusion, and Blindness are examples
- of effects that require no values to make the effect
- occur.
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- A "Percentage" is used to increase or decrease
- effects based their previous values.
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- A "Set Value" is used to make small incremental
- changes that can have powerful effects (i.e.
- Regenerate only 1 health per move instead of 10% of
- health.)
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- A "Random Value" is used primarily for
- healing/inflicting damage. A random roll is obtained
- and the result is added/subtracted from the subjects
- health.
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- USAGE refers to the two ways that a Magic/Tech Item can be
- used: Choose or Used.
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- "Choose" means that we can choose how the magic/tech
- item's effects are activated. It is either activated
- in the game by its owner, or it's effect
- automatically occurs simply by owning the item. (i.e.
- A Ring of Fire Resistance may give its effects
- automatically, but a Potion of Fire Resistance would
- require the user to activate it by drinking it.)
-
- a) No Effect
- ~~~~~~~~~
- This item would give no effect, but the activation
- message might be used to mislead players.
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- b) Increase/Decease Defense Of Owner
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- This effect increases/decreases the owner's defense
- by a percentage based on a owner's current defense
- bonus.
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- c) Increase/Decrease Attack Of Owner
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- This effect increases/decreases the owner's attack
- rate by a percentage based on the owner's current
- attack bonus.
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- d) Increase/Decrease Damage On Enemy
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- This effect increases/decreases the amount of damage
- that a owner does to an enemy based on a percentage
- of the damage that the owner's weapon does.
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- e) Increase/Decrease Damage On Owner
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- This effect increases/decreases the amount of damage
- that an enemy does to the owner based on a percentage
- of the damage that the enemy's weapon does.
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- f) Increase/Decrease Movement Of Owner
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- This effect increases/decreases the movement rate of
- the owner.
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- g) Lose All Moves This Turn
- ~~~~~~~~~~~~~~~~~~~~~~~~
- This effect eliminates the owners moves/attacks for
- one battle round (Approximately 4-12 moves).
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- h) Regenerate/Degenerate Health Each Turn
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- This effect occurs automatically after the player's
- battle round has been completed (every 4-12 moves).
- The Owner heals the SET VALUE of health each time.
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- i) See Invisible/Invisible
- ~~~~~~~~~~~~~~~~~~~~~~~
- This effect either makes the owner invisible to other
- contestants (Other live players not monsters) or
- allows the owner to see invisible enemies.
-
- j) Confuse User/Enemy
- ~~~~~~~~~~~~~~~~~~
- This effect results in the receiver of the effect
- being in a drunken state. Random movement or
- uncontrollable movement are examples of its effect.
- Its effects generally last for one battle round
- (Approximately 4-12 moves).
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- k) Blind User/Enemy
- ~~~~~~~~~~~~~~~~
- This effect renders the receiver blind, provided they
- do not have any immunity. The receiver can no longer
- see other opponents, and cannot see the ARENA exit.
-
- l) Disease User/Enemy
- ~~~~~~~~~~~~~~~~~~
- This effect results in the receiver becoming
- diseased. The damage from this effect might be a
- random amount each battle round. This can result in a
- quick death if easy access to the exit is not
- available.
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- m) Paralyze User/Enemy
- ~~~~~~~~~~~~~~~~~~~
- Paralysis, if no immunity prevents it, results in the
- user/enemy unable to move or attack.
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- n) Poison User/Enemy
- ~~~~~~~~~~~~~~~~~
- This effect is similar to Disease. The receiver
- becomes poisoned and takes damage at the end of each
- battle round.
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- o) Cause Fear On User/Enemy
- ~~~~~~~~~~~~~~~~~~~~~~~~
- This effect is somewhat irritating to powerful users.
- Fear can cause the player/enemy to retreat out of the
- game against their power.
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- p) Cold Damage User/Enemy
- ~~~~~~~~~~~~~~~~~~~~~~
- This effect provides a rather powerful spell for the
- user. They can fire a cold missle at their opponent.
- Cold Resistance can negate its effects.
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- q) Fire Damage User/Enemy
- ~~~~~~~~~~~~~~~~~~~~~~
- This effect is similar to "Cold". It gives the user a
- powerful fiery missle spell to cast at an opponent.
- Fire Resistance can negate its effects.
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- r) Electric Damage User/Enemy
- ~~~~~~~~~~~~~~~~~~~~~~~~~~
- This effect is similar to "Cold". It gives the user a
- powerful electrical missle spell to cast at an
- opponent. Electric Resistance can negate its effects.
-
- s) Teleportation
- ~~~~~~~~~~~~~
- This effect makes the user teleport, or randomly
- move, from any square in the arena to another square.
- This can be good for escaping monsters that have
- pinned you into a corner. The only bad effect from it
- is that you are disoriented (i.e. confused) for one
- battle round afterward.
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- t) Shoot Magic Projectile
- ~~~~~~~~~~~~~~~~~~~~~~
- This is a missle spell effect that has no resistance
- available. A magical arrow fires as does a range
- weapon, and its effects can be quite lethal to the
- receiver.
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- u) Explosive Damage
- ~~~~~~~~~~~~~~~
- This is another spell effect that has no resistances
- or immunities. It can do damage to one or more
- opponents at once. And its effects can be
- devastating.
-
- v) Owner Fires Extra Missle
- ~~~~~~~~~~~~~~~~~~~~~~~~
- Owning this item activates its effect automatically.
- It gives its owner the ability to fire an extra
- missle when using a Type III or IV missle weapon
- (i.e. uses bullets or arrows).
-
- w) Random FX (Good/Bad/None)
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- This effect it rather odd. It randomly generates one
- of three possible effects each time it is used. It
- can do random damage to you, to an opponent, or does
- nothing at all. This random damage is determined by
- the values chosen in the editor.
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- x) Health Gain/Loss
- ~~~~~~~~~~~~~~~~
- This effect either heals or damages the user. It can
- vary from a percentage of what the user's total
- health is, or by a random value.
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- y) Levels Gain/Loss
- ~~~~~~~~~~~~~~~~
- This effect either level drains, or restores levels.
- Its effect can be based on a percentage of total
- levels of the user, or by a random value.
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- 11. Enemy
- ~~~~~
- A. Enemy Name
- ~~~~~~~~~~
- This is the name of the enemy. It will appear in the game
- exactly how you enter it.
-
- B. Arena Area
- ~~~~~~~~~~
- This is the arena area in which this enemy will appear. You
- could select "Veterans" as your area for instance, and the
- player would only encounter this enemy if they select to
- fight "Veterans".
-
- C. Level
- ~~~~~
- This is the level of the enemy. This is simply a value of
- comparison. An enemy that is the same level as the player
- has the same chance to successfully hit as the player.
-
- D. Health
- ~~~~~~
- This is a value that represents the health of the enemy. The
- player would have to inflict this much damage to the enemy to
- destroy it.
-
- E. Attack Rate
- ~~~~~~~~~~~
- This is the hand attack rate of the enemy. The Enemy will
- have as many hand weapons and attacks as this number.
-
- F. Hand Weapon(s)
- ~~~~~~~~~~~~~~
- These are the hand weapons of the enemy. The "Attack Rate"
- determines how many the enemy actually has. And they can be
- changed by selecting them from a pop-up list of weapons.
-
- G. Range Weapons
- ~~~~~~~~~~~~~
- This is the range weapon of the enemy. Simply select it from
- a pop-up listing of weapons.
-
- H. Armor
- ~~~~~
- This is the armor of the enemy. It effects the enemy's
- defense. And it can be changed/selected from a pop-up list of
- armor.
-
- I. Enemy Power's
- ~~~~~~~~~~~~~
- Enemies can have innate powers. The enemy might be immune to
- poison for instance. A number of options are available for
- this ability.
-
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- J. Regeneration Rate
- ~~~~~~~~~~~~~~~~~
- This is the regeneration rate of the enemy. The value
- determines how much health the enemy will heal every battle
- round.
-
- K. Attack Strategy
- ~~~~~~~~~~~~~~~
- The enemy can have several attack methods. They may attack
- from a range if it is in their advantage to do so. Or you
- might choose to have the enemy attack with in hand weapon
- range if they lack a range weapon. A number of options are
- available.
-
- L. Movement Rate
- ~~~~~~~~~~~~~
- This value effects how fast the enemy moves. The larger the
- number the faster the enemy moves. Players normally move at a
- maximum of 5 moves per battle round, this gives you an idea
- of just how fast your enemies could be.
-
- M. Magic/Tech Items
- ~~~~~~~~~~~~~~~~
- The enemy can have as many magic/tech items as you wish. Just
- pop-up a list of them and activate the ones you want the
- enemy to have. Remember to be careful. If the player defeats
- this enemy then they can also get these items.
-
- N. Enemy Phrases
- ~~~~~~~~~~~~~
- The enemy has both an attack phrase and losing phrase. They
- are editable.
-
- O. Enemy Type
- ~~~~~~~~~~
- This is the enemy type. This controls how the enemy will be
- loaded. The enemy could be a lone enemy like CONAN, or a pack
- enemy like ORCS.
-
- Remember to make sure you have at least 1 pack enemy in each
- ARENA AREA. Failure to do so could result in game errors in
- the arena. If the player's level requires we load 20 monsters
- and there are only 10 LONE monsters in the ARENA AREA, then
- the game will exit with an error. A pack enemy would normally
- fill in the rest of the numbers needed.
-
- P. Enemy Sound Effects
- ~~~~~~~~~~~~~~~~~~~
- These are the sound effects generated by the enemy. If an
- enemy perishes he can have a distinct death sound.
-
- Q. Enemy Icon/Graphics
- ~~~~~~~~~~~~~~~~~~~
- These are the graphics and text symbols by which this
- particular enemy will represented on the screen.
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- 12. Menu/PopUp
- ~~~~~~~~~~
- These are special effects. You can define what each SHOP in the game
- will contain, or control which assassins can be hired. Just examine
- each section and let your imagine carry you along.
-
- A. Weapon Shop: Hand Weapons
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- These are the hand weapons that are sold in the WEAPON SHOP.
-
- B. Weapon Shop: Range Weapons
- ~~~~~~~~~~~~~~~~~~~~~~~~~~
- These are the range weapons that are sold in the WEAPON SHOP.
-
- C. Weapon Shop: Armor
- ~~~~~~~~~~~~~~~~~~
- These are the armors that are sold in the WEAPON SHOP.
-
- D. Healing Shop: Healing Potion
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- You can select which magic item is bought to represent the
- HEALING POTION in the HEALING SHOP.
-
- E. Tavern : Drinks
- ~~~~~~~~~~~~~~~
- You can edit the name and price of the drinks that are sold
- in the TAVERN.
-
- F. Magic/Tech Shop: Type I
- ~~~~~~~~~~~~~~~~~~~~~~~
- This magic type normally defaults to "Ring". You can edit
- which 4 items of this type are sold in the MAGIC SHOP.
-
- G. Magic/Tech Shop: Type II
- ~~~~~~~~~~~~~~~~~~~~~~~~
- This magic type normally defaults to "Ring". You can edit
- which 4 items of this type are sold in the MAGIC SHOP.
-
- H. Magic/Tech Shop: Type III
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- This magic type normally defaults to "Ring". You can edit
- which 4 items of this type are sold in the MAGIC SHOP.
-
- I. Magic/Tech Shop: Type IV
- ~~~~~~~~~~~~~~~~~~~~~~~~
- This magic type normally defaults to "Ring". You can edit
- which 4 items of this type are sold in the MAGIC SHOP.
-
- J. Magic/Tech Shop: Type V
- ~~~~~~~~~~~~~~~~~~~~~~~
- This magic type normally defaults to "Ring". You can edit
- which 4 items of this type are sold in the MAGIC SHOP.
-
-
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- K. Magic/Tech Shop: Type VI
- ~~~~~~~~~~~~~~~~~~~~~~~~
- This magic type normally defaults to "Ring". You can edit
- which 4 items of this type are sold in the MAGIC SHOP.
-
- L. Arena Categories
- ~~~~~~~~~~~~~~~~
- These are the categories from which the player has a choice
- of enemies to challenge. Any change in this list also effects
- the menu that is displayed in the ARENA.
-
- M. Assassin Choices
- ~~~~~~~~~~~~~~~~
- You have a choice of which enemies can be hired as assassins
- to attack another player. You can edit the price of each
- assassin. And you could even make weird monsters into
- assassins if you wish.
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