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1995-06-15
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THE PIT v4.15 - PIT GAME EDITOR
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SYSOP'S MANUAL
Written By
James Berry
Copyright (c) 1990-95 by Midas Touch Software, all rights reserved.
Copyright (c) 1990-95 by James R. Berry, all rights reserved.
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
2
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.
3
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.
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.
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.
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.
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".
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.
4
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.
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.
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.
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.
This value is usually fine at 40-50%. Lower it too much and
high level players may have too easy a time.
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.
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.
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.
The default of 50% should be fine in most cases.
5
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.
A. Weapon Name
~~~~~~~~~~~
This is the name that the weapon appears as in the game.
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.
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.
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.
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.
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.
6
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.
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.
I. Weapon Value
~~~~~~~~~~~~
This is the monetary value of the weapon.
7
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:
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.
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.
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.
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.
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.
8
8. Range Weapons
~~~~~~~~~~~~~
A. Weapon Name
~~~~~~~~~~~
This is the name that the weapon appears as in the game.
B. Projectile Used
~~~~~~~~~~~~~~~
This weapon uses a defined "projectile type" (Section 6.
Projectiles). Simply choose which projectile type you wish
the weapon to use.
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.
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.
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.
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".
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.
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.
9
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.
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.
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.
K. Missle Effect
~~~~~~~~~~~~~
This is strictly a display function. You choose how the
missle will travel, spin, stretch, ect across the screen when
fired.
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.
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.
N. Weapon Value
~~~~~~~~~~~~
This is the monetary value of the weapon.
10
9. Armor
~~~~~
A. Armor Name
~~~~~~~~~~
This is the name that the armor appears as in the game.
B. Magic/Tech Effect
~~~~~~~~~~~~~~~~~
This effect defines how powerful the armor is. The defensive
bonus increases as the magic/tech bonus increases.
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.
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.
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.
F. Armor Value
~~~~~~~~~~~
This is the monetary value of the armor.
11
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.
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.
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.
d) Percentage
~~~~~~~~~~
If a magic/tech item requires a percentage value to
control an effect, then this value will be editable.
e) Set Value
~~~~~~~~~
If a magic/tech item requires a specific value to
control it's effect, then this value will be
editable.
f) Random Value
~~~~~~~~~~~~
If a magic/tech item requires a random value to
control it's effect, then this value will be
editable.
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.
If it is set to "No" then the item can be used many
times.
12
h) Arena Use Message
~~~~~~~~~~~~~~~~~
This message appears to the player in the ARENA when
they "Use" the magic/tech item.
i) Identify Message
~~~~~~~~~~~~~~~~
This message appears to the player when they have
their magic/tech item "identified" by the MAGIC SHOP
OWNER.
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.
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.
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.
o) Item Value
~~~~~~~~~~
This is the monetary value of the magic/tech item.
13
C. Magic/Tech Effects
~~~~~~~~~~~~~~~~~~
There are three types of things that the magic/tech effect
utilizes: None, Percentage, Set Value, and Random Value.
"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.
A "Percentage" is used to increase or decrease
effects based their previous values.
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.)
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.
USAGE refers to the two ways that a Magic/Tech Item can be
used: Choose or Used.
"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.
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.
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.
14
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.
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.
f) Increase/Decrease Movement Of Owner
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This effect increases/decreases the movement rate of
the owner.
g) Lose All Moves This Turn
~~~~~~~~~~~~~~~~~~~~~~~~
This effect eliminates the owners moves/attacks for
one battle round (Approximately 4-12 moves).
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.
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).
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.
15
m) Paralyze User/Enemy
~~~~~~~~~~~~~~~~~~~
Paralysis, if no immunity prevents it, results in the
user/enemy unable to move or attack.
n) Poison User/Enemy
~~~~~~~~~~~~~~~~~
This effect is similar to Disease. The receiver
becomes poisoned and takes damage at the end of each
battle round.
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.
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.
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.
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.
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.
16
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.
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.
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.
17
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.
18
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.
19
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.
20
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.
21