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--------------------------------------- WIZARDY SCENERIO EDITOR INSTUCTION ERRATA DATED: 4.12.81 THANKS TO THE BIG M --------------------------------------- SEGMENT: NRECS STREC BLKNG LENGTH <--------------------------------------> HEADER 1 0 6 06 MAZE 7 6 1 14 MONSTERS 100 20 60 34 TR-TYPES 75 54 6 26 ITEMS 130 80 13 20 PLAYERS 20 100 4 10 PICTURES 41 110 2 42 EXPTABLE 1 152 1 2 <--------------------------------------> MONSTER PICTURES TABLE (WITH DESCRIPTIONS) DESCRIPTION ------------------------------------------------------------------------- 0 SMELLY SLIME 1 OLD MAN WITH LANTERN(DINK) 2 GHOST (SHEET,RAISED ARMS) 3 THEIF (RUNNING WITH LONGSWORD) 4 KNIGHT (UNMOUNTED W/SWORD) 5 UNSEEN ENTITY 6 ASSASSINATOR OF THE GODS(X) 7 MAGE (ROBED) 8 PRIEST 9 NINJA (TWO SWORDS) 10 SCORPION 11 ATTACK DOG 12 BLEEB 13 INSECT SWARM 14 BORING BEETLE 15 DRAGON (HEAD) 16 GIANT 17 GREATER DEVIL(PROTRUDING TUSKS) 18 TREASURE CHEST (MIMIC) 19 TREASURE (IN PILE) <MIMIC> 20 AMEOBAE 21 SWORD (KOD'S SWORD) 22 HELMET(KOD'S HELMET) 23 SHIELD(KOD'S SHIELD) 24 GLOVES(KOD'S GLOVES) 25 ARMOR (KOD'S ARMOR) 26 SKULL (FLOATING) 27 FUZZBALL 28 SNAKE (BOA COILED AROUND SCREEN) 29 BAT (VAMPIRE) 30 FLACK 31 SMALL HUMANIOD 32 ANIMATED SKELETON 33 POSSESSED HUMANIOD (GLOWING) 34 FLOATING ROBOT (SAYS "DIE!") 35 BEAR 36 RABBIT 37 WASP (GIANT MOSQUITO) 38 HUGE SPIDER 39 GIANT 40 DEMON 41 -----SAFE SPACE----- --------------------------------------------------------------------------* ---EXPERIENCE TABLES--- NOTE: FORMAT IS FROM LEVEL #/TO LEVEL # FIGHTER MAGE PRIEST THEIF <--------------------------------> 1/2 1000 1000 1050 900 2/3 1724 1896 1810 1551 3/4 2972 3268 3120 2674 4/5 5124 5634 5379 4610 5/6 8834 9713 9274 7948 6/7 15231 16746 15989 13703 7/8 26260 28872 27567 23625 8/9 45275 49779 47529 40732 9/10 78060 85825 81946 70227 10/11 134586 147974 141286 121081 11/12 232044 255127 234596 208760 12/13 400075 439874 419993 359931 MORE: 289709 320000 304132 260639 BISHOP RANGER LORD NINJA <--------------------------------> 1/2 1200 1250 1300 1450 2/3 2107 2192 2280 2543 3/4 3692 3845 4000 4461 4/5 6477 6745 7017 7826 5/6 11363 11833 12310 13729 6/7 19935 20759 21596 24085 7/8 34973 36419 37887 42254 8/9 61356 63892 66468 74129 9/10 107642 112091 116610 130050 10/11 188845 196650 204578 228157 11/12 331307 345000 358908 400275 12/13 581240 605263 629663 702236 MORE: 438479 456601 475008 529756 END EXPERIENCE. --------------- -- MAZE EDITOR -- MOVEMENT KEYS: Q W E A S D Z X C SET FEATURE KEYS: "S" SECRET DOOR "W" WALL "D" DOOR Q,E,Z,C ERASE DIRECTION SET KEYS: "I" UP "J" LEFT "K" RIGHT "M" DOWN NOTAE:TO CREATE A FEATURE: <1> POSITION CURSOR WITH MOVEMENT KEYS <2> SELECT POSITION OF FEATURE WITH DIRECTION KEYS <3> SELECT FEATURE WITH FEATURE KEYS EGO GESSE:TO INSERT A DOOR FACING "SOUTH", POSITION CURSOR, PRESS "M" AND THEN PRESS "D" -----END SET FILE----- "1" INITIALIZATION OF SCENERIO ROOM FOR 500 RECS ON STANDARD FORMAT 1> ENTER VALUES 2> <C>HANGE SCENERIO NAME 3> INSERT BLANK DISK INTO DRIVE 2, FORMAT SCENERIO NOTAE: INITIALIZED SCENERIO CONTAINS ONLY BASIC SET-UP,AND NO ACTUAL "DATA"(EG. PLAYERS,MONSTERS,ITEMS) IS WRITTEN TO DISK,IT MUST BE WRITTEN OR COPIED FROM ANOTHER SCENERIO. "2" SCENERIO COPY ROUTINES 1> ENTER COPY OBJECT FROM MAIN MENU 2> SOURCE START REC = (START COPYING AT RECORD #? ON SOURCE) 3> DESTINATION START REC = (START COPYING AT RECORD #? ONTO DESTINATION SCENERIO) "3" ZERO CHARACTER PASSWORDS NOTAE: ERASES ALL CHARACTERS' PASSWORDS "4" RECOVER FROM USER BACK-UP NOTAE: SETS ALL CHARACTERS ON BACKUP C REATED FROM OPTION MENU DURING BOOT PHASE TO "IN" POSITION IN THE "INN" "*" END NOTAE BENE: ENTERS USER INTO COMPILING A ND LINKING ROUTINES TO ACCESS SCENERIOS WITH "OTHER" FORMATS ---- END FILE 1 OF 5 ---- WIZARDRY SCENERIO EDITOR EDITOR ERRATA FILE 2 OF 5 DATED: 4.13.81 THANKS TO THE BIG M EDITORS: A> PLAYERS E> EXPERIENCE B> MONSTERS F> MAZES C> ITEMS G> MONSTER IMAGES D> TREASURE TABLES H> ENCRYPT MESSAGES A>PLAYERS --------- THIS EDITOR IS USED TO RE-CREATE CHARACTERS IN THEIR TRUE IMAGE.THESE IMAGES ARE STORED IN THE "MAGE.GEN" FILE ON TRACKS A-E WHICH IS WHERE THE COPY PROTECTION IS IN FULL FORCE. CHARACTERS CREATED FROM SCENERIO ARE STORED ON AN EASY ACCESS FILE,AND BACKED UP ON ANOTHER FILE WHICH IS PROTECTED AGAINST ACCIDENTAL MODIFICATION. IT IS FROM THIS FILE THAT THIS EDITOR READS, SO BE CAREFUL! SPELLS: A SPELL CREATION ROUTINE IS INCLUDED IN THIS EDITOR, BUT DUE TO COPYRIGHT PROCEEDURES, YOU THE USER WILL NOT HAVE ACCESS TO THIS INFORMATION UNTIL THE TIME COMES WHEN MR. WOODHEAD WISHES TO MODIFY THE SPELLS IN A LATER SCENERIO NOT FORE SEEN AT THE PRESENT DATE. NOTAE: FILE 5 INCLUDES ALL OF THE CLAUSES AND BY CLAUSES WHICH APPLY TO THE USERS GROUP IN RESPECT TO THE EDITOR AND MARKETING OF SCENERIOS CREATED BY THE EDITOR. (SEE FILE 5 CLAUSE 2A) B-MONSTERS ---------- PERTINANT INFORMATION: "QMAGIC": # OF MAGICAL SPELLS A MOSTER CAN CAST IN A CERTAIN ENCOUNTER : (MONSTERS CAN CAST ALL SPELLSTO BE DEFINED ONLY BY DICE ROLL) "HCLER" : # OF CLERICAL,'PRIEST' $SPELLS A MONSTER CAN CAST IN AN ENCOUNTER : "IBID" "M-RES" : MAGIC RESISTANCE (RESISTANC E TO PLAYER-CAST SPELLS" "CHUMNUM": NUMBER OF COMPANIONS IN MONSTER PARTY "CHUM-PROB": PERCENTAGE CHANCE OF A SIN SINGLE MONSTER(OR A GROUP WHERE APPLICABLE) OF NOT ATTACKING (GOOD ONLY!) "PIC #": PICTURE TO BE DISPLAYED WHEN MONSTER APPEARS(SEE CHART FILE 1) "ENCS ": NOT USED (RESERVED FOR LATER SCENERIOS WITH DIFFERENT DATABASE MANAGEMENT) NOTAE: IT IS REASONED THAT ALL OTHER IN FORMATION IS SELF-EXPLANITORY WITH RELATION TO THE MONSTER EDITOR. WIZARDRY SCENERIO EDITOR ERRATA SHEET # 3 DATED: 4.14.81 THANKS TO THE BIG M C-ITEMS ------- EXPLANATION OF INPUT PROMPTS: "SPECIAL #": SET SPECIAL TO BE FOUND IN MAZE. (USING MAZE EDITOR, SET ITS POSITION IN THE MAZE). "DECAY %": THE NUMBER OF TIMES THAT THE SET SPECIAL POWER OF ITEM CAN BE USED(100%=ONCE, 1%=100 TIMES ETC.) "DECAY #": NUMBER OF TIMES OBJECT CAN BE EQUIPPED TO A CHARACTER BEFORE "BREAKING" "SPELL": SPELL ITEM CAN CAST (PART OF SPECIAL POWERS) SPECIAL POWER= HEALING,INCREASED DAMAGE,SPELL,OR PROTECTION NOTAE: OPTION 'N' FROM THE PROTECTIONS EDITOR(PROTECT AGAINST ENCHANTED) IS NOT USED IN ANY CURRENT SCENERIO.WHEN IT IS ,THAT OPTION WILL BECOME OPERATIONAL. ALL OTHER INFORMATION ON THIS SUBJECT IS FELT TO BE SELF EXPLANITORY,AND THEREFORE NOT EXPLAINED HERE. D-TREASURE TABLES ----------------- EXPLANATION OF INPUT PROMPTS: "INBOX": DETERMINES IF TREASURE IS TO BE FOUND IN A CHEST "TRAPS": EDIT POSSIBLE TRAPS IN THE CH CHEST(IF MORE THAN 1 SELECTED TRAP CHOSEN AT RANDOM,IF ALL SELECTED, CHEST WILL BECOME A MIMIC (SEE BELOW & LIST IN FILE 1) "ITEM#": COMPARES INPUT TO ITEMS LIST, AND SELECTS TREASURE (0=RANDOM), (IF A MARKED SPECIAL IS SPECIFIED,BE SURE TO INCLUDE LISTING IN MAZE EDITOR!) ITEMS(1-9): DETERMINES HOW MANY ITEMS CAN BE FOUND IN CHEST,AND WHAT ITEMS ARE IN CHEST) MIMIC: A MONSTER TYPE (ENCHANTED) FORMATTED TO DATA BASE.A MYMIC WILL APPEAR ONLY IF SPECIFIED IN: MAZE EDITOR,TREASURE EDITOR MONSTER EDITOR(SET ACTUAL MONSTER TO APPEAR TO "ENCS 10"(MIMIC CAN NOT BE MODIFIED BY THIS EDITOR, BUT CAN BE LINKED IN TO MONSTER TABLES BY PRESSING "*" FROM MAIN MENU AND USING LINK AND COMPILING ROUTINES). E-EXPERIENCE ------------ (SEE FILE 1 BLOCK 3 FOR EXAMPLE) NUMBER OF EXPERIENCE POINTS NEEDED TO MOVE FROM ONE SPECIFIED LEVEL TO ANOTHER SPECIFIED LEVED. "MORE": FOR LEVELS OVER 13,A CONSTANT NUMBER OF POINTS IS NEEDED TO MOVE TO EACH NEXT LEVEL.THIS NUMBER IS SPECIFIED AFTER THE PROMPT, AND(TURN TO FILE 1 HARDCOPY) 1 LEVEL WILL BE GAINED WITH THE ACCUMULATION OF THAT AMOUNT OF POINTS). F-MAZE EDITOR ------------- (EXPLAINED IN FILE 1) IT IS NESCESSESARY TO SET CORRIDORS AND ROOMS.GO INTO OPTION 1 AND SET WHICH MONSTER GROUPS MAY APPEAR ON A SPECIFIED LEVEL. OPTION 5 IS USED TO QUICK DRAW A MAZE(BASIC OUTLINE) AFTER WHICH PRESSING "B" WILL BUILD WHAT YOU HAVE DRAWN.(PRESSING #S 1-9 HAS NO EFFECT UNLESS LINKED IN FROM THE PASCAL DATABASE EDITOR("*" OPTION FROM MAIN MENU). MESSAGE EDIT (-2 FROM SPECIALS EDITOR) IS SELF EXPLANITORY AND THERFORE NOT EXPLAINED HEREIN;(30 BLOCKS PER LEVEL) G-MONSTER IMAGES ---------------- EXPLANATION OF INPUT PROMPTS: ? > SEE COLOR BLOCK CURRENTLY IN USE N > SKIP TO NEXT COLOR BLOCK P > SKIP TO PREVIOUS COLOR BLOCK ! > SAVE PICTURE / > " UNFINISHED FEATURE " - > DELETES ANY PATTERN (PICTURE BLOCK) THAT DATAM CURSOR PASSES OVER + > CURSOR MOVE MODE(DATAM CURSOR CAN MOVE WITHOUT EFFECT USING Q,W,E,A,S,D,Z,X ,C KEYS S > DRAW MODE(WHEN DATAM CURSOR IS MOVED, IT WILL DRAW IN THE SPECIFIED COLOR BLOCK. : MUST LOAD IN PICTURE BY TYPING IN NUMBER FROM SECONDARY SOURCE MENU. H-ENCRYPT MESGS --------------- :WARNING: THIS EDITOR IS NOT TO BE USED FROM THE MAIN MENU! USE IT INSTEAD FROM THE MAZE EDITOR AS EXPLAINED ABOVE.