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HISTORY.DAT
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1997-06-10
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1.08 Added Item Browser to the Shop Editor in MAGICFG.EXE
1.08b3 Fixed error on upgrading from TMG1.07 beta1. Item registries are not
compatible, and ITEMS.DAT needs to be deleted when the upgrade goes
through.
Put all of the fantastic photos into the stockitm.scr file. All of
these ANSIs, as well as _EVERY_ ANSI in the game was done by Sandy
Chidester (You should _SEE_ her web page...)(See 1.08b1 for address)
Fixed bug with identifying items not staying identified.
1.08b2 Changed To-Hit equations in combat. Things are not as out of whack
as they used to be. Before, if there was a difference of -160
in the attackers attack vs. the defenders defense, there was no
chance the attacker could hit, and some of the upper level mobs
were falling into that category. Now the equation makes things a
little bit more fair. The equation goes like this:
base+(attack-defense)/((level of person on defense)*(2/3))
base for mobs is 50, base for players is 60.
Changed Mob Massive strike equation, before it was 8%+Random(10)
which would have equated to 8-17% chance to massive strike, it is
now 8%+random(10)-5 which changes the range to 3-12% chance to do
a massive strike. This is to simulate mobs having luck.
Reduced the amount of damage done on a Brutal Force hit as well. It
is no longer straight double, but rather (random(7) + 14) / 10 which
gives it a multiplier of 1.4 to 2.0.
Fixed problem with Creature Files staying open longer than necessary.
Added a Standard Flag to the Game, which can be configured in the
MAINFLAG.DAT file called MOB_DIFFICULTY_MULT which allows you to
put in a number that the game multiplies any creatures attack,
defense, damage resistance, and hp by before you fight it. The
default is 1, and making it <1 (i.e. .8, .76) makes beating mobs
easier while making it >1 (i.e. 1.12, 1.32) makes it tougher.
You can also change this setting in the Game Options in MagiCfg.
Added a @#FLAGS field to Item Scripts. This allows me to store flags
on items in a global basis. Its only current use is to keep track
of item scripts. There is a flag in this section called DATE and
its value is yyyymmdd, if, in a new version of TMG, the item scripts
have been updated, that script will be replaced by the new one.
Changed Shops Dramatically. Shops are no longer restricted to what
they sell. The WEAPONS.DAT, ARMORS.DAT, and SHIELDS.DAT are no
longer included in the archive, because all items in the game are
included in the STOCKITM.SCR file. Shops are now lists of the items
in the item registry to sell at that shop.
Fixed bug in Creature Editor that wouldn't allow you to modify a file
that didn't exist (how else you want to create new files?)
1.08b1 Added Parameter to ITEM command in script language so that it will
not output anything to the end user when an item is added to their
inventory. See SCRIPTS.DOC - ITEM COMMAND
Changed Magicfg slightly so that most text inputs use the new line
editor.
Fixed bug with not being able to use ITEM ^VRXX in a script.
Added all the internal debug code (/D parameter) to item routines.
All stock Items now distributed in 1 file: ITEMS/STOCKITM.SCR and
game will check to see if you have all the items available for the
version you are running, and if not will install only those items
into your item registry.
MessageBoards Finally clean up after themselves. The default max.
# of messages on a board is 14, but this can be changed by adding
a line to the @#FLAGS section of MAINFLAG.DAT as follows:
MAX_BOARD_MESSAGES <Num Msgs> 2
where <Num Msgs> is how many you want the board to retain. It will
always replace the first post on the board if it goes over max.
This also applies to any boards added in scripts.
Fixed up the selling of items. Two minor problems.
Added the ability to include ANSI into any menu.
Added ANSI's to several menus. Did you know Sandy Chidester can be
reached at :
http://www.geocities.com/SiliconValley/Heights/9359/index.html
?
1.07 Ability to add items to the game via scripts is complete.
Fixed bug in Initial screen that would dump you if you Rank Players
and the player file didn't exist (thanks to Ray Smith)
Fixed some pointers that weren't checking if what they pointed to
existed or not (in the new item code *bad, bad Joe*)
Fixed problem with magicfg spamming the log file.
Added ability to edit the description of the ExMod in the Magicfg
program. Same little line editor as the one for the monster death
line.
Items Code for the DROP act now exists.
Removed Weapon,Weapon_Name,Armor,Armor_Name,Shield, and Shield_Name
from the configuration program as they are ignored as of this
version.
Changed Scripting variables to reflect the new attributes of items.
^CS12 is now weapon^.attack - current
^CS14 is now armor^.attack (defense) - current
^CS16 is now shield^.attack (resistance) - current
^CS29 is now weapon^.maxattack - maximum
^CS30 is now armor^.maxattack (defense) - maximum
^CS31 is now shield^.maxattack (resistance) - maximum
Added 'Inventory' command to scripting language
Added 'ItemFile' command to scripting language
Item Registry now stores all the information about an item.
Fixed bug with bungling special moves and not leveling up
(Thanks to Ray Smith again)
Item Code for the ONDEATH act now exists. This is currently only
activated during a creature fight (not a player or a level up fight)
I have plans to activate it combat wide once the On-Line messaging
system gets overhauled.
1.07b Item code and inventory now exist.
New zone type: I - Inventory Screen
Freed up some more memory. I need to know if you guys experience
horrific slowdowns or not as I've moved a few units out to EMS.
Lost some memory. Program now so big, had to increase the stack
by 16k (meaning the game takes more memory), but this is still
less memory than previous versions used.
Included ExMod maintenance screen in the MagiCfg program. You can
now add, delete, and modify the settings of the ExMods available in
the game.
Fixed small bug with the Menu script command.
Modified the 'Mult' script command to allow you to multiply by
fractional numbers. The result is rounded to a whole number though.
1.06 (Never actually Released. Only a few betas out there)
Fixed problem with code sections that do not have menus.
Fixed the fact that you could not set a flag equal to a variable.
You can now receive on-line messages in the bank, tavern, talking to
the bartender, buying a drink, and in the healers.
Re-structured program dramatically. It uses slightly less memory,
and is quite a bit more flexible (from a programming standpoint)
Random events can occur anywhere and at any time! The events are
added as scripts in the RANDOM.SCR file.
Now maintaining a CONFIG.DOC file for instructions on the little
things that can be done to modify the game.
Added a race field to the creature files. Not to worry, the game
(and the config program) know the difference between the file
formats and read in the appropriate one.
Added the Weapons/Armors/Shields editor to magicfg.
You can now schedule events (scripts) to be run at a certain time
each day, or any day (like the 1st of every month or every thursday
or on specific days). See the EVENTS.DAT file for instructions.
TMG can now adjust your CHECK_FREQUENCY for you. It isn't an exact
science, but if you set AUTO_FREQUENCY_ADJUST in the mainflag.dat
file to 1, it will space checks for e-mail and messages about 15
/100's of a second apart and save the value back out to the
CHECK_FREQUENCY flag. (If it's way off, it may take a while...
on my new 166+, its around 14,000 compared to the 90 I did have
set...)
Fixed the problem with not regaining used skill uses.
1.05b4 Added a MessageBoard command into the scripting language. Works just
like the message boards in the guild halls and the one in the tavern.
Added character's sex to the player ranking (seems so simple eh?)
Added the private message command to chat room : msg <player> text...
Added the page to chat room command to chat room : page <player>
Added the who command to the chat room : who
Added the echo command to the chat room : echo (Used those new
character flags to save the echo preference in there :)
Added disable/enable for being paged to the chat room.
Messages and mail are not checked for on every loop now. There is
a delay placed into those routines now that splits up the time slicing
much better than in previous versions. This is default to every 45
loops a check is done (which may seem like alot of loops, but is quite
quick on my dx2/80). This number can be tweaked by adding a flag in
the MAINFLAG.DAT file in the @#FLAGS section that reads:
CHECK_FREQUENCY <number of iterations> 2
This can be lowered for slower systems, or raised for faster ones.
Fixed missing sections in guild raiding (gold & gems, guardian info)
Menus dealing with guild stuff appear when you leave their sub-menus.
Fixed some minor bugs with the guild hall and guild master routines.
The input prompt from scripts now has the ability to receive messages
just like a player would from the town square.
We now have an ANSI intro screen and one for the forest!!!
***Thanks Sandy!***
There is now a check for level difference when attacking other players.
You can now only attack characters with a level difference of 3. This
number is can be changed by adding a flag in the MAINFLAG.DAT file in
the @#FLAGS section that reads:
PFIGHT_LEVEL_DIFFERENCE <level difference> 2
Fixed major problem of dealing with large numbers and the RANDOM
statement in pascal (damn thing is only an integer...)
Now a personal configuration "Menu" included in the form of a script.
Script just seemed easier than writing the code.
Can now find either 1 or 2 gems after a combat.
Quite a few behind the scenes coding improvements that will handle
extreme situations better (large values for attacks & damage etc.)
Gate_levels (a programming thing) that allows the game to kick you
back down to any section that you were previously at (okay, its an
easy way to implement multi-section jumps written specifically to
handle guild hall raiding)
1.05b3 Tavern Menu displayed after finished talking to Paully.
Conversation Menu and Public message board added to the tavern.
Pause added after death.
Added a chat room.
New zone type: Z - Chat Room
Optimized the online messaging system. (File was staying open much
longer than it needed to)
1.05b2 Guild Hall raiding installed.
On line messaging system improved (slipped that one in there for
v 1.04 to take care of on-line combat). Routines are pretty slick
and are used extensively through guild raiding... Note, that if a
character raiding a guildhall is fighting an entering member and
another member comes in, he can walk right past the fighting (until
it's over when he/she will then have to fight or flee).
Added the /D parameter to create extensive debugging file.
MenuFile command added to scripting language.
Including script documentation and forest.scr in the main zip file.
Fixed bug with calling a non-existant menu in a script program.
Can now send simple parameters to scripts, just include the
parameters after the command line. Each word will be placed into
a variable, starting with ^VR01 and could theoretically fill up all
the variable slots.
Fixed inconsistancy problem with Ranger/Paladin class in the code.
Their order was mixed up at the constant level, and this caused
headaches galore when implementing the class change section. Their
order has been fixed, and an auto-patch was written to convert any
characters who's class was affected because of this.
Because of above, implemented a patch_version variable in the stat
file for use with the auto-patch process.
It is now possible to become a master at a class.
Scripts can now be encoded to discourage people from reading the
text file to figure out what will happen if they do X. It is not
necessary to do so, but nice to be able to. Encoded scripts have
an .SCC extension as opposed to .SCR
Flags other than the ones programmed into the game can now be added
to any character or script for any situation. This can be done
via the scripting language, which means a mystery script could save
all the clues the character has found so if he/she doesn't solve it
all in one day, he/she could come back to finish it later.
See three new scripting commands in SCRIPTS.DOC : AddFlag, FlagValue,
and RemoveFlag.
A form of maintenance can now be run on scripts. Any flags set on
the script with a reset type of 1 are removed with the nightly
maintenance. This means that a quest can be made to be won only
once per day (or something similar can be made once daily).
1.04 Online Combat fully implemented. Acts just like a normal player
combat would. You can fight as many on-line fights as you want in
a day (which may have to change).
Added a zone type : O - Raiding Guild Hall
Fixed Bug in entering guild hall description and aborting.
1.02 F Fixed bug in script reading with an empty define section.
1.02 PR Guild Hall's now added.
Fixed bug with being able to kick yourself out of a guild if you
are the master.
News files were not closing when they were read.
Put all menu text in magitext.dat, even the stuff not all characters
would see. I just add the description lines from the menu sub-heading
when they can see it.
Menus now contain even the commands in the text file. The first line
of every menu heading should have a series of letters to denote which
command corresponds to which MC <menu command> variable #.
(See Scripts.Doc for more Info on variables)
Fixed starting location if you sleep at the inn and guild halls.
Fixed bug with running maintenance in local mode and wrote more
procedures for local maintenance.
Re-Enabled the /P commandline parameter.
Modified code so characters with color codes and multiple words in
their names get caps on all words
Scripting Language for EXMODS written and implemented.
Scripts can be run from the Other Realms menu just like any EXE can.
The file extension must be .SCR for it to recognize it as a script.
Lord Hamilton's Crypt now being written using script language.
Read_Creature_file now only reads in the creatures of your level.
1.01 Added the option in MAGICFG to edit external creature files.
Can now view the descriptions of EXMODS.
1.00 Fixed problem with allowing maintenance to delete the character who
just came in.
Fixed bug in MAGICFG for player #1 not existing in the character file.
Code for external modules is in place and functioning. This means
that to use external modules, the use of the batch file is 100%
necessary. You COULD fool the game into thinking it was ran from the
batch, but you would just be asking for headaches. As of right now,
the game will only support 20 EXMODS. (Not that even 1 exists, but
hey, I'll probably be the first to write one.)
.99 An ancient sage is rumored to be appearing to people in the realms.
Be on the look out for his wagon.
Fixed a few file reading routines to give more control over the
unexpected.
Began writing documentation and routines for external modules. Which
included totally revamping the MAGIEXT.PAS file so it could be
independant of the door pacakage you are writing it with. Now any
function procedure or variable calls within that unit that would have
gone to DDPLUS now go through a TPU which can be written by the
programmer to send the call to the correct routine.
Fixed DDPLUS error with negative time in game and running out of time
giving an error. (changed a word variable to a longint)
.98 Fixed Bug with file activity being held and not terminating.
.97RB Fixed bug with guild leaders being deleted and leadership not being
transferred.
.96VC Guilds are now complete. Guild Halls will not be in for a version or
two as I am getting the game out now.
Game creates 4 score files when it is done.
GRANK.ANS ANSI Guild Rankings
GRANK.ASC ASCII Guild Rankings
PRANK.ANS ANSI Player Rankings
PRANK.ASC ASCII Player Rankings
Added realm type:
H -Guild Hall
Drunkenness does the following: (These apply in player fights as well)
Base chance to hit is only 80% of max
Damage is only 90% of max
Get a +10 bonus on damage_reduction (does not show up in stats, but is
figured inside the combat routines).
As you can see, it is NOT a good idea to fight while drunk.
.95b (**Char File Change**) (**Stat File Change**)
Guilds begin implementation. Character can create a guild at level 6.
(they can join at any level). There is now a guild menu from the main
menu. Guild masters can create a guild hall at level 8. This guild
hall will be raidable, but there will be a guardian, which the guild
master can improve as time goes on (and gems/gold warrant), that any
character who wishes to raid it will have to pass first. In the guild
hall, characters will be able to sleep there, leave/take gems and gold
(no restriction) (double edged sword as this is takeable with a raid)
write messages to the guild. Masters can also transfer leader, upgrade
the guardian, change the description of the guild hall!, or change the
password.
fixed bug with having Shady steal from someone for you.
Can now mail to 'guild' to send to all members of your guild.
.94b Created a weekly lottery to distribute all the "Floating Gold" (I knew
I kept that statistic for a reason.)
Drinks now available in the bar. Try them and see what happens *grin*
char_flags bit 9 (512) is now if they are drunk for the day.
char_flags bit 10 (1024) is now if they have met the traveller.
FLAGS_CHAR_DRUNK=512;
FLAGS_MET_TRAVELLER=1024;
Fixed two bugs with thieves Picking mobs pocket.
Added bonus strikes for players and creatures.
.93b Added error trapping and game ending routines so the character is
saved if a problem arises and/or errors are encountered.
REAL_BBS_SOFTWARE was being set to 1 everytime MAGICFG was run,
this was cause of the switch to DDPlus 7.1 (and me putting the line
in the wrong spot)
Went back to using a 32k stack as death routines were putting it over
its limit.
.92b char_flags bit 8 (256) is now if they saw shady that day.
FLAGS_SEEN_SHADY=256;
Upgraded to DDPLUS 7.1... hope there's nothing too different about
it that would cause it to screw up.
.91a Many minor bugs with special moves fixed. It was as if I was only
half thinking when I wrote that section of code. char^.location now
has a better way of determining what type of zone the character is in
just make the first character of the location string a certain letter
and the zone is that type, and the special powers for that zone type
will work there. The letters come up with so far are :
B -Generic Building C -Cave
D -Dungeon F -Forest
G -Graveyard K -Castle
M -Mountains R -Road
S -Shop T -Town
Program no longer compiled with a 32k stack. The random words were
of length 255 (and with 20 of them, no wonder), shortenend them to
string[20]s and no more errors. If it runs out of stack for anyone
I'll put it back to where it was.
Modified the maintenance to be quicker. Instead of copying the files
(news and debug), it deletes the one it was going to copy to and
renames the old file. Maintenance takes about 5-6 seconds now.
.90b Special moves completed, mob now a clone of the original in combat.
char_flags bit 6 (64) is now if they have a bow FLAGS_HAS_BOW=64;
char_flags bit 7 (128) is now if they are hunted FLAGS_HUNTED=128;
.89c Can now do special moves in combat. Right now, it is your attack*1.5
+ a random number up to your attack for damage. This is going to be
changed for each class depending on where they are etc.
Modified the display_stats procedure to include your skill_uses_curr
and max as well as all your percentages in the skills you have.
rearranged the combat routines so that it calls functions and procd's
to do the attacking and the damage.
Special moves will not be available in player fights due to their
lopsiding nature.
If you bungle a special move, you still get a normal attack.
changed the news file reading so that the file is not copied before
it is read, but is checked to see if it is opened.
.88c (**Char File Change**)
Added to the character record :
skills:array [1..6] of integer for skill percentage for each class and
skill_uses_curr:integer;
skill_uses_max :integer;
which the character can apply towards his skill in his class.
also added location:string [SHORT_LENGTH];
so that the game will know where the character is at any given time
Command added to locate where the characters are, and each zone as
well as all the shops etc modify main_char^.location and write the
char file so that the information is up to date.
Removed the seen_daisy, found_gate and entered_gate booleans and will
now have them in char_flags if they are needed.
char_flags bit 4 (16) is now found_gate. FLAGS_FOUND_GATE=16;
char_flags bit 5 (32) is now entered_gate. FLAGS_ENTERED_GATE=32;
.87i Inn is completed. char_flags bit 3 (8) is now used for whether Louis
has thwarted the character that day. The exact details of how to get
into a characters room will be left for the player to figure out.
.86m Included a new unit MAINT which does any of the maintenance chores for
the game. Also added the option to run MAINTENANCE from the command
line. MAGIGATE MAINT will run the maintenance without actually running
the game. This puts a freeze on disk activity, so if there are any
players in the game (from the previous day or something, still playing)
they will experience a temporary hold if they go to write their
character file to disk. The Bank sends messages to characters who are
on to increment their gold instead of doing the file manipulation. All
characters who are deemed on during maintenance are set off as well (if
they are really on, their program will overwrite that fact in the file)
Can now quote mail in a response.
.85i (**Char File Change** **Stat File Change**)
Began including two new character fields for use with eventual InterBBS
play. Have ideas of all BBS's playing off one master list of players
with mail tossing back the the home of the player (which is why one of
the new fields is home_address), and first_played is to solve any
potential name conflicts that may arise. For now, I am concentrating
on finishing what is already started, and do the I-BBS stuff after the
beta release. Also included two new fields in the Magistat.dat file
for the network address of the board, and the netmail directory.
Changed the code to change a users real name to just their first name
if their last name ='.'
.84c (**Stat File Change**)
Config program now has a reset current game option, also, has the
option to auto calculate creatures experience and gold based on the
formulas : (fomulas are shown in simplistic form)
gold:= round ((20+level!*16)*game_stats.heal_cost*mob_level*gold mult+
(mob_hp*2))
exp:= round ((attack+defense+round(shield/3)+ (hp*2))*exp mult
These multipliers are settable under Game Options.
Gold will be constant for all mobs of the same level.
Exp is based on the mobs statistics
(BTW, that gold formula, with a gold mult of 1 will result in a little
more than it costs to fully heal the character up from 1 hp)
Restructured end_prog so that it will save char and stat files etc. if
there is an abnormal exit also will write the error code to the debug
log.
.83b Fixed a minor mail bug in that you could not return mail to someone
who had a two or more word name.
The node number was being thrown away when it reads the door.sys file
Chilly Willy thinks that the game keeps locking up, but I have never
experienced this (aside from my own stupidy with uploading only the
.EXE and not the .OVR). Two people had been stuck "On" in the game
both sitting there with only 1 experience point. Maybe there is a bug
with the new player routines... will have to wait to see what those
users say. It was locking up during daily maintenance due to a prob
with his HDD.
SRDOOR support added.
added random, good and bad words to describe player fights in the
daily news. This caused the program to run out of stack space in
at least one area. program now compiled with {$M 32768,0,655360}
.82a News has added 12 random bulletins.
You can now Komment the press to have something appear in the daily
news.
Expert mode implemented (this is also saved as char_flags xor 4) and
can be modified using magicfg.
Mail sent to players who are on when another player enters the realm.
This also sends the REFRESH command to that game to refresh who is
currently in the realm.
Touched up the pause in the news reading.
Made the initial welcome screen visible again... for some reason
it just was not displaying the text with the initial color being 7.
.81a The Daily news was added, and is kept for 7 days. The files are
changed over during maintenance (News 0 becomes News 1 etc). Will
eventually put in random events to get a story line going as to why
people need to save the town. (something to do with a large Magic
Gate letting things into this world).
.80f Added the Luck statistic, which is used for bonuses to random events.
(like random forest events, gambling, etc).
Inserted the Shield Shop, changed all the combat routines to max out
DAMAGE_REDUCTION at a constant defined in magicnst instead of a hard-
coded number. Restricted non-registered play to 7 levels, and
extended registered play to level 20. Without shields, it was
impossible to advance beyond level 15.
More shame is now given if you attack someone with the same master.
.79e Began Using EMS and overlays to write each section of the game. This
is _THE_ way to do it. By moving the majority of the locations to
their own unit and using them as overlays, I have allowed the game to
use 30K less memory! This will increase as I add sections to the game
also, as I am only restricted by the largest TPU (which is currently
10K). I use less than 10k and I get almost unlimited memory usage.
Had an unknown problem for a LONG time, reared itself when I started
using EMS. Set_foreground was being called before current_background
was being set. This cause a range check error you wouldn't get when
you played local.
Mail system in place, and events send mail to players now.
if a player that is deleted due to inactivity has mail, that is
deleted
.78m Introduced Player mail and the messaging system. Information is
stored in the USERXXXX.DAT files, the format is
#XXXX Name XXXX if the zero padded virtual # of the sender, name
Message Body is the characters name (just to be sure)
~ The tilde (~) signifies the end of the message body
Command 1 These are the commands for modifying the characters
Command 2 statistics if necessary.
...
Command N
#XXXX Name
etc.
.75p Player attacking will work now. If you attack someone with the same
master as you, it warns you of the consequences, and if you do attack
that person, you will gain shame, and you will not be able to see your
master the next time you go to him or her.
Fixed bug with not setting shame and char_flags for new characters.
.73m Implemented masters house as well as giving each character a certain
master that they go to each time, and the idea is if a player attacks
another player with the same master, then that's a bad thing.
Characters resurrected via maintenance were not regaining their lost
hitpoints.
Introduced a char_flags longint to represent like 29 boolean variables
if needed... so far, just using 2.
Introduced shame. If you do certain things, you get shamed, things
and people will react differently to you if you have a high shame.
new command for swriteln_color and swrite_color : `m which is the
masters name.
.71a Armor shop is now completed. It is basically a clone of the weapon
shop, even sharing the file reading procedure and the listing proced.
Was modifying main_char^.defense by subtracting from the attack (oops)
.70w Weapon shop is now completed. Buying and selling weapons works with
all the standard weapon types for the game. External modules may
contain other weapons that give different bonuses, the weapon shop
will buy them as the weapon whose attack value is just below the one
the main_char has.
Two bank bugs stepped up and reared themselves:
Money was multiplying when you withdrew, comes from the file reading
being generous and taking the better amount, and
Depositing and withdrawing certain amounts wasn't functioning properly
cause the refresh_char_file was within a with main_char^ do (go fig.)
.69h Included 3 routines for placing, removing, and checking holds on file
activity. This stemmed from the fact that I wouldn't want someone who
is currently playing to overwrite a file for a new character coming on
and running the daily maintenance. The placing and holding of file
activity is only used in the daily_maint procedure and the
write_char_file routine. They remove the hold at the end of the
routine.
Added a few default selections to the forest, combat and the healers.
.68m Bad bug with main_char not being set at all unless the player enters
the game. Now, if the user has a character, its set to that character
but if not, it's set to NIL, and to avoid file overwriting, since
refresh doesn't do anything if main_char=NIL, the game will not write
the file out if main_char=NIL (this only applies at the end of the
game if a new player comes on and just leaves without entering)
.65b Fixed problems with Transferring money and getting it back if you
transfer it all.
Bank now checks against game_stats.allow_transfers and checks the
maximum amount of the transfer also.
.62a Fixed problems with Transferring money and it never getting to its
target.
Added Gems to the character structure and a special event of finding
a gem in the Forest of Wolves.
Displaying the ranks now : Ranks the players, writes the file, ranks
them again and then displays them.
Displaying character stats now refreshes and rewrites the character
file.
.60a Multi-node ability tested and worked to completition. Can now have
two people in two different running games without overwriting the
player file with incorrect information. Had to create a routine to
re-read the character file and change every other character except
the one that is currently playing the game.
.34f Added special events in forest that add to your attack, defense, or
shield skills.
.32f Forest of Wolves now open for testing. No special events.
Transfers allowed in bank now.
.30b The bank of Shamile opens its doors to the public.
You can deposit and withdraw money, but transferring not allowed yet.
Anything before this:
File structure for magitext.dat implemented.
swriteln_color and swrite_color now used for changing color on a line.
Added the commands `c for clear, `b for blinking text, and `n for char name.
Started : 9/9/95