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1989-01-08
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2,700 lines
CHARACTER GENERATION AND UTILITY
Version 1.2
By W. Jeff Meier & Bill S. Hitchcock
A SOFTWARE MINES PRODUCT
Copyright 1988, 1989
FIRST THINGS FIRST!
USE THE DOS DISKCOPY COMMAND TO BACKUP
CGU AND ITS ASSOCIATED FILES TO ANOTHER FLOPPY DISK
IBM PC is the registered trademark of
INTERNATIONAL BUSINESS MACHINES
ADVANCED DUNGEONS & DRAGONS and AD&D
is the registered trademark of
TSR Games
Software Mines
2401 Copperfield Ave.
Ponca City, OK 74604
DISCLAIMER
Software Mines, and/or the author(s) of this product
specifically disclaim all warranties, expressed, or implied.
In no event shall Software Mines, and/or the author(s) of
this product be held liable for any loss or damage including
but not limited to any incidental, or consequential damages.
LICENSE AGREEMENT
This product is copyrighted and all rights are reserved just
like a book. Copying this product for others is not allowed.
You may not sell this product.
Page 2
INTRODUCTION
Congratulations! You have just acquired Character Generation
and Utilities, CGU, for the IBM PC. Before beginning to use
CGU you should read this manual completely to fully to
understand CGU's capabilities.
CGU was designed to be fully compatible with ADVANCED
DUNGEONS AND DRAGONS(tm) (AD&D) and its variants. We
STRONGLY recommend the purchase of these rules from TSR, it
is our feeling that the game cannot be played without them.
CGU is not a game in itself and is only meant to be used
with AD&D or its variants.
This program is completely menu driven and provides the
following features to aid play:
* Character generation using any of the five methods
given in the DUNGEON MASTERS GUIDE and UNEARTHED
ARCANA.
This program will roll dice for abilities and allow you
to select: race, class, alignment, sex, and psionics
if abilities allow them.
The program automatically rolls for: age, height,
weight, secondary skill, level, hitpoints and starting
money.
* Storage of characters to disk.
FRP Version 2.0 interfaces with these stored
characters and future products from Software Mines
(Stores and Equipment Utility and Spell Book Utility)
will outfit these characters and create spell books for
them. A maximum of 128 characters may be stored.
* Output of the stored characters to printer.
* Complete menu driven editing of the stored characters.
* Game Parameter Utility that allows you to set minimums
of each character generation method and set limits on
starting level.
* Screen Parameter Utility that allows you to alter the
screen colors if a color display adapter is in use.
* Ability to evoke Fantasy Role Playing Utility and Spell
Book Utilities.
* An on-line help screen that describes editing utilities
and display color choices.
Page 3
CGU requires the following files:
CGU.EXE - Main program
CHRCTRS.CGU - Character list file (created by CGU)
DATA.CGU - Parameter file
CGU requires the following hardware:
IBM PC or Compatible w/ 320K, one 360K floppy disk
drive, MDA, CGA, or Hercules Display Adapters, DOS 2.1
or later.
Page 4
TABLE OF CONTENTS
INTRODUCTION ......................... 3
TABLE OF CONTENTS ......................... 5
STARTING CGU .............................. 6
HOW TO USE CGU ............................ 7
MAIN MENU ................................. 8
METHOD 1 .................................. 9
METHOD 2 .................................. 11
METHOD 3 .................................. 13
METHOD 4 .................................. 15
METHOD 5 .................................. 17
SCREEN PARAMETERS ......................... 18
CHARACTER GENERATION LIMITS................ 19
CHARACTER FILE UTILITIES .................. 21
Add Character ....................... 21
Delete Character ..................... 22
Display Character .................... 22
Print Character ...................... 22
Edit Character ....................... 23
Change to Dual Classed ............... 28
Increment All Character Ages ......... 29
Import Character And Print Files ..... 30
FILE STRUCTURE ............................ 31
DATA.CGU ............................. 32
CHRCTRS.CGU .......................... 44
RACE.PRN ............................. 45
CLASS.PRN ............................ 45
Page 5
STARTING CGU
If you are starting CGU for the first time, backup CGU to
another floppy using the DOS DISKCOPY command.
If you wish to install CGU on your hard disk, create the FRP
directory with the DOS MKDIR command. For example, if your
hard disk is C: then type MKDIR C:\CGU and press return.
Copy the CGU files to your harddisk with the DOS COPY
command, for example type COPY A:*.* C:\CGU and press
return.
** NOTE **
If you want, you can put CGU in another directory. FRP
(also SBU and SEU) can use the characters if you define a
path for it in your AUTOEXEC.BAT file. Do this with the
DOS SET command. For example, if your CGU files will be in
a directory named GAME and FRP in the FRP directory, then
put the following two lines in the AUTOEXEC.BAT file:
SET CGU=C:\GAME
SET FRP=C:\FRP
If you run out of environment string space, you can add
more by adding the following statement to your CONFIG.SYS
file if you have DOS 3.1 or greater.
SHELL=d:path\filename.ext d:path /P/E:para
d:path=drive name and full path name to the command
processor, filename.ext=file name of command processor,
/P=stay permenant (is required),/E:para=sets the initial
space reserved for the environment with [para] being the
number of 16-byte paragraphs or bytes.
example: SHELL=C:\COMMAND.COM C:\ /P/E:30
To start CGU:
Select the default drive by typing A: and pressing
return.
Type CGU and press return.
For harddisk users:
Select the default drive. For example, type C: and
press return.
Select the CGU directory by typing CD\CGU and press
return.
Type CGU and press return.
Page 6
HOW TO USE CGU
CGU is a menu driven program. To move through the program's
options the following system is used.
ENTER - Selects highlighted choice
on menu
UP ARROW - Moves highlight up
DOWN ARROW - Moves highlight up
RIGHT ARROW - Moves highlight right on some
displays
LEFT ARROW - Moves highlight left on some
displays
PAGE UP - Moves to top of page or
previous page on some
displays
PAGE DOWN - Moves to bottom of page or
next page on some displays
HOME - Moves to the top of the first
page on some displays
END - Moves to the bottom of the
last page on some displays
HIGHLIGHTED CHARACTER - Current selection
F1 - Displays help screen
Page 7
MAIN MENU
The main menu has the following choices:
* METHOD 1 - Rolls character using Method 1
from pg. 11 of the Dungeon
Masters Guide.
* METHOD 2 - Rolls character using Method 2
from pg. 11 of the Dungeon
Masters Guide.
* METHOD 3 - Rolls character using Method 3
from pg. 11 of the Dungeon
Masters Guide.
* METHOD 4 - Rolls character using Method 4
from pg. 11 of the Dungeon
Masters Guide.
* METHOD 5 - Rolls character using Method 5
from pg. 74 of the Unearthed
Arcana.
* SCREEN PARAMETERS - Allows selection of display
colors if a CGA is available.
* CHARACTER GENERATION LIMITS - Allows selection of
minimum rolls for methods,
selection of starting levels,
and starting gold.
* CHARACTER FILE UTILITIES - Allows printing,
editing, deleting, adding,
listing, displaying and
importing of characters. Also
allows characters to become
dual classed.
* FANTASY ROLE PLAYING UTILITY - Exits CGU and runs
FRP
* SPELL BOOK UTILITES - Exits CGU and runs SBU
* QUIT TO DOS - Stops and exits to DOS.
Page 8
METHOD 1
Summary
Four - 6 sided dice are rolled for each ability. The lowest
die is discarded and the other three totaled. The player
assigns the rolls for strength, intelligence, wisdom,
dexterity, constitution, and charisma. Comeliness is
assigned automatically. The player then chooses race, class,
alignment, and sex. You may remake previous choices by
pressing the escape key.
Step 1 - Assigning Abilities
Before assigning abilities, you will be asked if you want to
see the minimums required for a class.
If you answer yes (by pressing "y"):
A list of the 26 AD&D classes will displayed. Highlight
the class of interest (use up, down, right, or left
arrows) and press return. The minimum requirements for
that class and the races that qualify for that class
will be displayed and you will be asked if you want to
look at the minimum for another class.
Once you say that you don't want to see any more
classes, the requirements for the last class will be
displayed you may continue with ability selection.
*** WARNING ***
It is possible to meet the minimum requirements for a
class when you assign your abilities only to fail to
meet the requirements after race is selected. For
example, if you assign a 7 to constitution (planning to
become a fighter) and subsequently choose to be an elf,
you will not qualify for the fighter class because
elves lose one point of constitution. The program,
however, will allow you to go back and reassign
abilities.
Your rolls will be displayed below the seven abilities. The
rolls are assigned in order for strength, intelligence,
wisdom, dexterity, constitution, and charisma. Highlight
your choice for each ability (using the left and right arrow
keys) and select by pressing return.
When you have assigned all your rolls to abilities, you will
be asked if you are satisfied with your selection. If you
answer no (by pressing "n") you will go back to the
beginning of step 1.
Step 2 - Selecting Race
Page 9
You will be asked if you want to see what classes are
available for a particular race. If you answer yes (by
typing "y"):
A list of the races that your abilities qualify you for
will appear on the screen. Highlight the race of choice
and press return or press one of the highlighted
characters and a list of classes that you will qualify
for will appear. A list of your abilities (after racial
modifiers have been applied) will also appear. Press
any key to go to the beginning of Step 2.
Select race by highlighting the race of choice and pressing
return or by pressing the highlighted letter corresponding
to that race.
Step 3 - Selecting Class
A list of classes that you qualify for will appear on the
screen. Select class by highlighting the class of choice and
pressing return or by pressing the highlighted letter
corresponding to that class.
Step 4 - Selecting Alignment
A list of alignments that you qualify for will appear on the
screen. Select alignment by highlighting the alignment of
choice and pressing return or by pressing the highlighted
letter corresponding to that alignment.
Step 5 - Selecting Sex
Select sex by highlighting the alignment of choice and
pressing return or by pressing the highlighted letter
corresponding to that sex.
*** NOTE ***
After sex is chosen, abilities are checked against
racial and sexual limits. If your character exceeds any
limits, you will be prompted to see if you want to redo
your selections. Answering yes (by pressing "y") will
return you to step 1.
Your character will now be displayed and you will now be
asked if you want to make any changes. If you answer yes,
you will go back to the beginning of Step 1.
Step 6 - Storing Character to disk
You will be asked if you want to store the character to
disk. If you answer yes you will be asked your name, a name
for the character, the character's god, and his or her home.
After Step 6, the program returns to the main menu.
Page 10
METHOD 2
Summary
Three - 6 sided dice are rolled and totaled 12 times. The
six lowest are discarded. The player assigns the rolls for
strength, intelligence, wisdom, dexterity, constitution, and
charisma. Three 6 sided dice are rolled for comeliness. The
player then chooses race, class, alignment, and sex. You may
remake previous choices by pressing the escape key.
Step 1 - Assigning Abilities
Before assigning abilities, you will be asked if you want to
see the minimums required for a class.
If you answer yes (by pressing "y"):
A list of the 26 AD&D classes will displayed. Highlight
the class of interest (use up, down, right, or left
arrows) and press return. The minimum requirements for
that class and the races that qualify for that class
will be displayed and you will be asked if you want to
look at the minimum for another class.
Once you say that you don't want to see any more
classes, the requirements for the last class will be
displayed you may continue with ability selection.
*** WARNING ***
It is possible to meet the minimum requirements for a
class when your assign your abilities only to fail to
meet the requirements after race is selected. For
example, if you assign a 7 to constitution (planning to
become a fighter) and subsequently choose to be an elf,
you will not qualify for the fighter class because
elves lose one point of constitution. The program will
allow you to go back and reassign abilities.
Your rolls will be displayed below the seven abilities. The
rolls are assigned in order for strength, intelligence,
wisdom, dexterity, constitution, and charisma. Highlight
your choice for each ability (using the left and right arrow
keys) and select by pressing return.
When you have assigned all your rolls to abilities, you will
be asked if you are satisfied with your selection. If you
answer no (by pressing "n") you will go back to the
beginning of step 1.
Step 2 - Selecting Race
Page 11
You will be asked if you want to see what classes are
available for a particular race. If you answer yes (by
typing "y"):
A list of the races that your abilities qualify you for
will appear on the screen. Highlight the race of choice
and press return or press one of the highlighted
characters and a list of classes that you will qualify
for will appear. A list of your abilities (after racial
modifiers have been applied) will also appear. Press
any key to go to the beginning of Step 2.
Select race by highlighting the race of choice and pressing
return or by pressing the highlighted letter corresponding
to that race.
Step 3 - Selecting Class
A list of classes that you qualify for will appear on the
screen. Select class by highlighting the class of choice and
pressing return or by pressing the highlighted letter
corresponding to that class.
Step 4 - Selecting Alignment
A list of alignments that you qualify for will appear on the
screen. Select alignment by highlighting the alignment of
choice and pressing return or by pressing the highlighted
letter corresponding to that alignment.
Step 5 - Selecting Sex
Select sex by highlighting the alignment of choice and
pressing return or by pressing the highlighted letter
corresponding to that sex.
*** NOTE ***
After sex is chosen, abilities are checked against
racial and sexual limits. If your character exceeds any
limits, you will be prompted to see if you want to redo
your selections. Answering yes (by pressing "y") will
return you to step 1.
Your character will now be displayed and you will now be
asked if you want to make any changes. If you answer yes,
you will go back to the beginning of Step 1.
Step 6 - Storing Character to disk
You will be asked if you want to store the character to
disk. If you answer yes you will be asked your name, a name
for the character, the character's god, and his or her home.
After Step 6, the program returns to the main menu.
Page 12
METHOD 3
Summary
Three - 6 sided dice are rolled and totaled 6 times for each
ability. The five lowest for each are discarded. The player
does not get to assign the rolls.
Step 1 - Selecting Race
You will be asked if you want to see what classes are
available for a particular race. If you answer yes (by
typing "y"):
A list of the races that your abilities qualify you for
will appear on the screen. Highlight the race of choice
and press return or press one of the highlighted
characters and a list of classes that you will qualify
for will appear. A list of your abilities (after racial
modifiers have been applied) will also appear. Press
any key to go to the beginning of Step 2.
Select race by highlighting the race of choice and pressing
return or by pressing the highlighted letter corresponding
to that race.
Step 2 - Selecting Class
A list of classes that you qualify for will appear on the
screen. Select class by highlighting the class of choice and
pressing return or by pressing the highlighted letter
corresponding to that class.
Step 3 - Selecting Alignment
A list of alignments that you qualify for will appear on the
screen. Select alignment by highlighting the alignment of
choice and pressing return or by pressing the highlighted
letter corresponding to that alignment.
Step 4 - Selecting Sex
Select sex by highlighting the alignment of choice and
pressing return or by pressing the highlighted letter
corresponding to that sex.
*** NOTE ***
After sex is chosen, abilities are checked against
racial and sexual limits. If your character exceeds any
limits, you will be prompted to see if you want to redo
your selections. Answering yes (by pressing "y") will
return you to step 1.
Page 13
Your character will now be displayed and you will now be
asked if you want to make any changes. If you answer yes,
you will go back to the beginning of Step 1.
Step 5 - Storing Character to disk
You will be asked if you want to store the character to
disk. If you answer yes you will be asked your name, a name
for the character, the character's god, and the character's
home.
After Step 5, the program returns to the main menu.
Page 14
METHOD 4
Summary
Three - 6 sided dice are rolled and totaled for each
characteristic. This is done enough times to generate 12
characters.
Step 1 - Selecting Rolls
The twelve sets of abilities will be displayed on the
screen. Make your selection by highlighting the set you want
(use left and right arrows) and press return.
Step 2 - Selecting Race
You will be asked if you want to see what classes are
available for a particular race. If you answer yes (by
typing "y"):
A list of the races that your abilities qualify you for
will appear on the screen. Highlight the race of choice
and press return or press one of the highlighted
characters and a list of classes that you will qualify
for will appear. A list of your abilities (after racial
modifiers have been applied) will also appear. Press
any key to go to the beginning of Step 2.
Select race by highlighting the race of choice and pressing
return or by pressing the highlighted letter corresponding
to that race.
Step 3 - Selecting Class
A list of classes that you qualify for will appear on the
screen. Select class by highlighting the class of choice and
pressing return or by pressing the highlighted letter
corresponding to that class.
Step 4 - Selecting Alignment
A list of alignments that you qualify for will appear on the
screen. Select alignment by highlighting the alignment of
choice and pressing return or by pressing the highlighted
letter corresponding to that alignment.
Page 15
Step 5 - Selecting Sex
Select sex by highlighting the alignment of choice and
pressing return or by pressing the highlighted letter
corresponding to that sex.
*** NOTE ***
After sex is chosen, abilities are checked against
racial and sexual limits. If your character exceeds any
limits, you will be prompted to see if you want to redo
your selections. Answering yes (by pressing "y") will
return you to step 1.
Your character will now be displayed and you will now be
asked if you want to make any changes. If you answer yes,
you will go back to the beginning of Step 2.
Step 6 - Storing Character to disk
You will be asked if you want to store the character to
disk. If you answer yes you will be asked your name, a name
for the character, the character's god, and the character's
home.
After Step 6, the program returns to the main menu.
Page 16
METHOD 5
Summary
A variable number of 6 sided dice are rolled for each
ability (the number depends on the class and ability). The
highest three for each ability are totaled. The player picks
class, alignment and sex.
*** NOTE ***
This method will create only humans.
Step 1 - Selecting Class
A list of the twelve single classes and the Bard class will
appear on the screen. Select class by highlighting (use up
and down arrows) and press return or press the highlighted
letter for that class.
Step 2 - Selecting Alignment
A list of alignments that you qualify for will appear on the
screen. Select alignment by highlighting the alignment of
choice and pressing return or by pressing the highlighted
letter corresponding to that alignment.
Step 3 - Selecting Sex
Select sex by highlighting the alignment of choice and
pressing return or by pressing the highlighted letter
corresponding to that sex.
If you choose female and if the maximum strength for a
female of your race is less than your current strength :
You will be notified that your strength will drop and
asked if you still want to become a female. If you
answer yes, you strength will be dropped to the maximum
for a female of that race.
Your character will now be displayed and you will now be
asked if you want to make any changes. If you answer yes,
you will go back to the beginning of Step 2.
Step 4 - Storing Character to disk
You will be asked if you want to store the character to
disk. If you answer yes you will be asked your name, a name
for the character, the character's god, and the character's
home.
After Step 4, the program returns to the main menu.
Page 17
SCREEN PARAMETERS
Summary
The screen parameter menu allows you to change the display
colors if a color graphics adaptor is available.
Selections are made by highlighting a menu item and
pressing return or by pressing the highlighted character
corresponding to that choice.
Color Selection
Main color (foreground and background) and highlighted color
(foreground and background) can only be 0 through 15. When
one of the four color options is chosen, the current number
appears. Enter a new number and press return. The program
will only accept 0 through 15.
Default colors
If this selection is made, the default colors are chosen.
They are:
Main Foreground Color - 2 (green)
Main Background Color - 0 (black)
Highlighted Foreground Color - 14 (bright yellow)
Highlighted Background Color - 0 (black)
Exiting
If this selection is made, the program will rewrite DATA.CGU
storing the new selections and exit to the main menu.
Page 18
CHARACTER GENERATION LIMITS
Summary
This menu allows you to set the initial level at which a
character will start, set minimums for each of the five
character generation methods, and set starting gold.
*** NOTE ***
For each of the five character generation methods, the
rolls are compared to the minimums. If the rolls don't
meet the minimums, then they are rerolled and compared
again.
We have included this to keep you from having to roll
to many times before you get viable characters. (In our
worlds, we believe that a viable character should have
at least three abilities above 15).
*** WARNING ***
If you set the minimums too high, the program will be
rolling, and rolling, and rolling...
For example, if Method 1 is being used, the program
will have to roll (on average) 13000 times to get a
character with three 18's.
If you want characters with very high stats, roll them
with low minimum requirements and use the editing
utility (Character File Utilities) to raise them. It
will save you a lot of time.
Setting minimums
Highlight the Method whose minimums you want to change and
press return or press the highlighted number for that
method.
The old values will appear on the screen. Press return to
leave them unchanged or enter a new number. The program will
only except values between 3 and 18 inclusive.
Page 19
Setting Initial Level
This allows you to set the range of starting levels. Enter
the lowest starting level and the highest. If you set the
highest level lower than the lowest level, you will be
prompted. Allowed starting levels are 1 through 25.
Starting Money
Starting gold depends on initial character level. The
following equation is used:
gold = R * (A + B x (level-1) + (level-1) ^ C)
where R is the starting gold rolled according to AD&D rules
and A, B, and C are constants set by you. Limits for A and B
are 0 to 10 and 0 to 3 for C.
Exiting Character Generation Limits Utilities
When you exit the game utilities menu, the changes you have
made are stored in DATA.CGU.
Page 20
CHARACTER FILE UTILITIES
Summary
CGU's Character File Utilities have been designed to allow
you to make changes to CHRLST.CGU and individual character
files. (See the appendices for information on CGU's file
structure) The file utilities allow you to:
* Add characters not rolled with CGU
* Delete characters from CHRCTRS.CGU
* Display a stored character
* Output a stored character to printer
* Edit a stored character
* Change a stored character from single classed
to dual classed (or to Bard class if already
dual classed fighter/thief)
* Increment all character ages
* Import a character
Each of these utilities are described below.
Selections from the Character File Utility Menu are made
like those from other menus. Highlight selection (using up
or down arrows) and press return or press highlighted letter
for that choice.
Add Character
When this selection is made you will be asked your name and
the new character's name. An entry will be made in
CHRCTRS.CGU.
After you have entered a valid name for the character, the
program will automatically put you into Editing of that
character. (See the section on Edit Character for details of
editing) When you exit the editing session, you will return
to the Character File Utility menu.
Page 21
*** NOTE ***
The base characters created by the Add Character
Utility is a male human fighter with minimum stats. If
you make no changes during the editing session, or if
you don't save those changes, he will stay a male human
fighter with minimum stats.
Delete Character
This utility allows you to delete a character that has been
stored to disk. The characters spellbook (from SBU) and note
pad (from FRP) are also deleted.
*** WARNING ***
Once you delete a character, you cannot get him back.
Unless you have made a backup of the
CHRCTRS.CGU.
When you select this utility, a list of all stored
characters will appear on the screen. Highlight the
character of choice and press return. To return to the
Character File utility at this point, press the escape key.
The character will appear on the screen and you will be
asked if you want to delete the character. Press "d" to
delete the character or "c" to return to the Character File
Utility menu. After you delete a character, you will return
to the Character File Utility menu.
Display Character
This utility allows you to view a stored character. When
you make this selection, a list of all stored characters
appears on the screen. Select the character you want and
press return. (or the escape key to return to Character File
Utilities menu)
Once you have made your selection, that character will be
displayed. Press any key to return to the Character File
Utility menu.
Print Character
This utility allows you to output a stored character to your
printer. When you make this selection, a list of characters
appears on the screen. Make your selection by highlighting
the character you want to print (use up and down arrow keys
and up and down page keys) and press return. You may exit by
pressing the escape key.
When you have selected a character, that character is
displayed and you are asked if it is the correct character.
If you answer no (by pressing "n") you return to the
Page 22
character listing. After answering that question, you are
asked if you want to print the character and race information.
After answering that question, you are returned to the
Character File Utility menu.
Because of space restrictions, only the first twenty levels
of hitpoints will be printed. Race and class information
details are available in the File Structure section.
Edit Character
Introduction
The Edit Character Utility is designed to give you
flexibility in editing stored characters. For that reason
there are no restrictions (racial, class, alignment, etc.)
on changing characters. You can make a half-orc, chaotic
neutral paladin with a strength of 3 if you want.
When you select this utility, a list of characters appears
on the screen, when make your selection, the character is
displayed with the active editing field highlighted.
How to Move Through the Display
To move through the display, use the up and down arrows or
press return. (pressing return will leave the field
unchanged and move you to the next field)
To end the editing session, press the escape key. You will
be asked if you want to store the changes you have made. If
you answer yes, the changed character will be stored to
disk.
Display Fields
There are four types of display fields that can be edited :
1) unknown string fields, 2) known string fields, 3) numeric
fields, and 4) special fields. All four types accept
different types of input. Below are brief descriptions.
* Unknown String Fields - These fields (for example
character name) will accept alpha numeric characters
(any combination). When you have entered a new name,
press the up or down arrows or return to move to the
next field. Corrections can be made with the
backspace key.
* Known String Fields - These fields (for example race
and alignment) are restricted to a few choices. To
change the current selection, use the right and left
arrows. When you have made the selection, press the
Page 23
up or down arrow, or return to move to the next field.
* Numeric Fields - These fields (for example strength)
will accept only numeric characters. When you have
entered a new value, press the up or down arrows or
return to move to the next field. Corrections can be
made with the backspace key.
Some numeric fields will only accept values in a
limited range. If you enter a number that is not
within that range, the program will warn you by
beeping, and replace your value with either the
minimum or maximum value allowed.
* Special Fields - These fields (psionics) have special
rules and will be described in detail below.
Interrelations Between Fields
It is possible to change the value of one field when you
edit another. For example, when you change constitution,
adjustments are remade to hitpoints. A fifth level character
whose constitution is changed from 15 to 14 would lose 1
hitpoint per level. The fields that affect others are listed
below.
* Constitution - can change hitpoints
* Class - can change hitpoints, levels, and experience
points (also abilities for the cavalier
classes)
* Race - can change age, life span, height, weight, and
abilities
* Age - can change abilities and status
* Level - can change hitpoints, experience points, and
abilities for the cavalier classes
* Experience points - can change levels, hitpoints, and
abilities for the cavalier
classes
Character Name - unknown string field
Character names can be a maximum of twenty characters.
Player Name - unknown string field
Player names can be a maximum of twenty characters.
Page 24
Class - Known string field and special
If the character is one of the twenty-six single or
multi classes you can change class by choosing it
(using right and left arrows) and pressing the up or
down arrows or return.
You can also make the character a dual classed
character by picking that selection. If you are a dual
classed character, you can also edit the second class.
You can also cancel dual classed by picking that
selection.
If you change class, you will be asked if you want to
reroll hit points. If you chose yes, all hitpoints will
be rerolled instead of just those missing.
Abilities
Strength - numeric field
Must be within the range -9 to 25.
Extraordinary Strength - numeric field
This field appears only for fighters with strength
of 18 or for the two cavalier classes. (in which
case it is percentage if strength is less that 18)
The entered value must be between 0 and 100.
Intelligence - as strength
Wisdom - as strength
Dexterity - as strength
Dexterity Percentage - numeric field
The field appears only of cavalier classes.
Entered value must be between 0 and 100.
Constitution - as strength
Constitution Percentage - as dexterity percentage
Charisma - as strength
Comeliness - as strength
Page 25
Hitpoints - multiple numeric field
You cannot edit the total number of hitpoints. Instead,
you edit the individual hitpoints for each class and
level. Use the left, right, up, and down arrow keys to
move to the number you want to edit.
To end the editing of hitpoints, move to the word
FINISH and press either the up or down arrow
keys or enter. The valid range for hitpoints is 0 to
99.
Gold Pieces - multiple numeric field
The number of all types of coins carried by the
character can be edited. Use the left and right arrow
keys to move to the field you want to edit. The valid
range is 0 to 999999. Use the up, down, and enter (if
FINISHED is highlighted) keys when you have finished
editing.
God - unknown string field
God names can be a maximum of twenty characters.
Home - unknown string field
Home names can be a maximum of twenty characters.
Race - known string field
If you change race, you will be asked if you want to
change age, life span, height, and weight.
Age - multiple numeric field
This field is edited just like the Gold Pieces field.
Changing the age can change abilities if the character
changes age brackets. If the age is greater than the
life span, the character status will change to "dead".
Alignment - known string field
Sex - known string field
Page 26
Height - numeric field
There are two fields (feet and inches). They are
limited to the ranges 1 to 9 and 0 to 11 respectively.
Weight - numeric field
Limited to the range 1 to 999.
Skill - known string field
Level - multiple numeric field
This field is edited just like the gold pieces field.
The range is limited from 1 to 25.
Experience Points - multiple numeric field
This field is edited just like the gold pieces field.
The range is limited from 1 to 9999999.
New Experience Points - numeric field
When you enter new experience points into this field,
you will be asked if you want to update experience
points. If you answer yes, points will be allocated
according to experience percentage distribution.
(below)
Experience Percentage Distribution - multiple numeric field
This field is edited just like the gold pieces field.
The range is limited from 0 to 200.
This is particularly useful if the character gets a 10%
bonus (enter 110) or if they get less than full
experience points.
Multi-classed characters usually split the experience
points evenly.
Armor Class - numeric field
Armor class can range from -99 to 99.
Movement - numeric field
Movement can range from 0 to 99.
Page 27
Encumbrance - numeric field
Encumbrance can range from 0 to 32,768
Status - known string field
Psionics - special
Psionic abilities can be toggled on and off using the
right or left arrow keys. If the character has
psionics, it can be edited by pressing the space bar. A
menu will appear which allows you to change psionic
strength, attack modes, defense modes, major
disciplines, and minor disciplines.
Attack/Defense modes and disciplines are chosen by
moving the arrow and pressing the space bar.
Psionic abilities are limited to :
* psi strength of 0 to 500
* 5 attack modes
* 5 defense modes
* 5 minor disciplines
* 2 major disciplines
Change to Dual Classed
This utility allows a single classed character to become
dual classed (if he qualifies). It also allows qualified
characters to become bards. We have attempted to implement
all the restrictions for dual classed characters.
When you select this utility, a listing of the stored
characters are shown on the screen. Select the character of
choice by highlighting it and pressing return. (you may exit
by pressing the escape key). After you have selected a
character, it will be displayed and you will be asked if it
is the correct character. If you say no by typing "n" :
You will be asked if you want to try again. If you
answer yes the character listing will be displayed. If
you answer no you will be returned to the Character
File Utility menu.
Page 28
For Characters that qualify for the Bard class
If the selected character meets the minimum requirements for
the Bard class, you will be asked if you want to become a
bard. If you answer yes:
If your character is a single classed human fighter
(between 5th and 8th level) you will become a dual
classed thief (fighter).
If your character is a dual classed human thief
(fighter) (between 5th and 8th level) you will become a
bard.
Your characters new stats will be displayed and you
will be asked if you want to save the changes.
Afterwards, you will be returned to the Character File
Utility menu.
If you answer no, and you will continue on with the program.
For Characters that don't qualify for the Bard Class
If you qualify to become dual classed, a menu appears
allowing you to select a second class. Make your selection
by highlighting your choice and pressing return or pressing
the highlighted key that corresponds to your choice. If you
qualify for that class:
Your new stats will be displayed and you will be asked
if you want to save the changes. Afterwards, you will
be returned to the Character File Utility menu.
If you don't qualify for that class you will be informed and
asked if you want to try another class. You can return to
the Character File Utility menu by highlighting Exit and
pressing return, or by pressing X.
Increment All Character Ages
This utility allows you to make all stored characters one
year older. When you chose this utility, you will be asked
if you want to continue. If you say yes:
A year will be added to the age of each character.
All characters will be checked to see if they have
entered new age brackets. (see page 12 of Dungeon
Master's Guide for details) If the age bracket has
changed, the necessary modifications will be made to the
character's abilities.
Page 29
If a character has died of old age, that fact will be
noted in the character's data file and a message
appears at the bottom of the screen.
Import a Character
This utility allows you to move characters from one campaign
to another by moving the character out of a CHRCTRS.CGU file
(or whatever file name you have saved it under) to the
active CHRCTRS.CGU file.
When you make this selection, you are asked for the file
that contains the character you want moved. Enter the
complete file name including path (for example
C:\SAVE\CHAR.SAV). A list of the characters will be
displayed. Make your selection and the character will be
moved.
If the file does not have the proper file structure, a
warning will be printed.
You will be prompted for character file, spellbook file(s),
and notepad files.
Import/Export Print Files
This utility allows you import or export the files used to
print a character's race and class information. This will
convert the files to and from ASCII and the squeezed format
(to eliminate spaces) used to store these files.
Both CLASS.PRN and RACE.PRN are converted with this selection.
When you make this selection you will be prompted to select
between importing and exporting, followed by the selection
between class or race files.
The file name for import or export is requested last. The
complete path name should be given to prevent confusion.
Note: These files cannot contain IBM graphic characters
(ASCII characters > 127). The class file is also
larger than 64k (approx. 90k) in its uncompressed
form. The size of this file may cause you problems
in editing depending on the editor you use.
Page 30
DATA FILE STRUCTURE
CGU's parameter file is stored as ASCII files. Although it
would load faster if it were random access file, you have
some flexibility to modify it if it is ASCII. If you plan to
edit the data file, be sure that you make a backup just prior
to editing.
Since AD&D character generation is so complicated, not every
thing can be successfully edited. For example, character
class numbers four and five (cavalier and paladin) will
always have two d10 rolled and added to strength, dexterity,
and constitution every time a new level is gained. Even if
you make it the healer class and change every thing in the
DATA.CGU file.
Some of the items that can be successfully edited (in DATA.CGU)
are:
* racial class restrictions
* racial minimums and maximums
* class minimums and maximums
* alignment restrictions
* base height and weight
* height and weight ranges
* constitution adjustments for classes (if
constitution is above 14)
* hit die for classes can be changed
Some things must be left as is. Among these are:
* the bard class (number 13) must be left alone
* each line in the output form must be 80 characters
long.
* classes 1 through 12 must be single classes and
classes 14 through 26 must be
multi-classes
If you do try to edit DATA.CGU, be sure to use an editor
that does not imbed ASCII characters (for example form
feeds). Be sure to make a backup and good luck!
Page 31
DATA.CGU
The first line has the default colors.
7,0,11,0
The next 5 lines are the minimums for the five methods
in the order strength, wisdom, intelligence, dexterity,
constitution, and charisma.
15,15,15,8,8,8
12,12,12,3,3,3
8,8,8,8,8,8
3,3,3,3,3,3
8,8,8,8,8,8
The next line contains the range of starting levels.
1,25
The next thirteen lines contain the number of dice to
roll for each ability for method 5, in the order:
strength, wisdom, intelligence, dexterity, constitution,
charisma, and comeliness
9,3,5,7,8,6,4 'fighter
9,3,5,7,8,6,4 'barbarian
7,6,8,5,9,4,4 'ranger
7,4,9,5,8,6,3 'cavalier
7,5,9,6,7,9,4 'paladin
7,4,9,5,8,6,3 'cleric
7,4,8,5,6,9,3 'druid
4,9,7,8,6,5,3 'magic user
3,8,7,9,5,6,4 'illusionist
6,5,3,9,7,4,8 'thief
6,7,4,9,8,3,5 'assassin
7,5,9,8,6,4,3 'monk
7,5,7,7,4,7,4 'bard
The seven abilities.
"STRENGTH"
"INTELLIGENCE"
"WISDOM"
"DEXTERITY"
"CONSTITUTION"
"CHARISMA"
"COMELINESS"
Information for each race is contained in the next
seven groups of data. (abilities are in the same
order as above):
Page 32
Race, Highlighted letter
Available classes (1 for yes 0 for no) see below for
order of classes (1-13) and (14-26)
Racial modifiers for abilities
Racial ability maximums (male)
Racial ability minimums (male)
Racial ability maximums (female)
Racial ability minimums (female)
Age bracket ranges
Age parameters (base, number of die, size of die)
for each of the twenty six classes (ordered as
below)
Upper level limit for each of the thirteen single
classes
Base height(inches), Base weight(pounds), Height range
and Weight range (male)
Base height(inches), Base weight(pounds), Height range
and Weight range (female)
height and weight are calculated as:
height or weight = Base + (1 to range)
"HUMAN","H"
1,1,1,1,1,1,1,1,1,1,1,1,1
0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0
18,18,18,18,18,18,18
3,3,3,3,3,3,-6
18,18,18,18,18,18,18
3,3,3,3,3,3,-6
14,21,41,61,91,121
15,1,4 14,1,4
20,1,4
17,1,4
17,1,4
18,1,4
18,1,4
24,2,8
30,1,6
18,1,4
20,1,4
21,1,4
15,1,4
99,99,99,99,99,99,23,99,99,99,15,17,23
60,139,24,96
60,100,16,78
"HALF-ELF","A"
1,0,1,1,1,1,1,1,0,1,1,0,1
1,0,1,0,1,1,1,1,0,0,1,1,0
0,0,0,0,0,0,1
18,18,18,18,18,18,18
3,4,3,6,6,3,-6
17,18,18,18,18,18,18
3,4,3,6,6,3,-6
24,41,101,176,251,326
Page 33
22,3,4
22,3,4
22,3,4
22,3,4
22,3,4
40,2,4
40,2,4
30,2,8
30,2,8
22,3,8
28,3,8
24,3,4
22,3,4
12,0,99,99,0,10,23,11,0,99,10,0,23
56,110,12,40
60,88,12,28
"ELF","E"
1,0,1,1,0,1,1,1,0,1,1,0,0
1,0,1,0,0,1,0,0,0,0,0,1,0
0,0,0,1,-1,0,2
18,18,18,19,18,18,18
3,8,3,7,6,8,-6
16,18,18,19,18,18,18
3,8,3,7,6,8,-6
100,176,551,876,1201,1601
130,5,6
130,5,6
130,5,6
130,5,6
130,5,6
150,5,6
150,5,6
150,5,6
150,5,6
50,5,6
80,5,6
150,5,6
150,5,6
10,0,99,99,0,8,23,8,0,99,11,0,0
50,90,10,30
56,72,10,22
"HALFLING","L"
1,0,0,0,0,1,1,0,0,1,0,0,0
0,0,1,0,0,0,0,0,0,0,0,0,0
-1,0,0,1,0,0,0
17,18,17,18,19,18,18
6,6,3,8,10,3,-6
14,18,17,18,19,18,18
6,6,3,8,10,3,-6
22,34,69,102,145,200
20,3,4
20,3,4
20,3,4
20,3,4
20,3,4
45,2,4
Page 34
45,2,4
50,2,8
50,2,8
40,2,4
44,2,4
30,2,4
20,3,4
8,0,0,0,0,6,11,0,0,99,0,0,0
30,52,9,20
33,42,6,16
"DWARF","D"
1,0,0,0,0,0,0,0,0,1,1,0,0
0,0,1,0,0,0,0,0,0,0,0,0,0
0,0,0,0,1,-1,-1
18,18,18,17,19,16,18
8,3,3,3,12,3,-6
17,18,18,17,19,16,18
8,3,3,3,12,3,-6
35,51,151,251,351,451
40,5,4
40,5,4
40,5,4
40,5,4
40,5,4
60,5,4
60,5,4
60,5,4
60,5,4
75,3,6
80,3,6
100,10,10
40,5,4
10,0,0,0,0,11,0,0,0,99,9,0,0
42,134,10,40
44,104,8,36
"GNOME","G"
1,0,0,0,0,1,0,0,1,1,1,0,0
0,1,1,0,0,0,0,0,0,0,0,0,1
0,0,0,0,1,-1,-1
18,18,18,18,18,18,18
6,7,9,3,8,3,-6
15,18,18,18,18,18,18
6,7,3,3,8,3,-6
50,91,301,451,601,751
60,5,4
60,5,4
60,5,4
60,5,4
60,5,4
150,5,12
150,5,12
100,2,12
100,2,12
80,5,4
80,5,4
60,5,4
Page 35
60,5,4
8,0,0,0,0,10,0,0,7,99,8,0,0
36,72,6,20
39,67,6,16
"HALF -ORC","O"
1,0,0,0,0,1,0,0,0,1,1,0,0
0,0,1,1,1,0,0,0,1,1,0,0,0
1,0,0,0,1,-2,-2
18,17,14,14,19,12,18
6,3,3,3,13,3,-6
18,17,14,14,19,12,18
6,3,3,3,13,3,-6
12,16,31,46,61,81
13,1,4
13,1,4
13,1,4
13,1,4
13,1,4
20,1,4
20,1,4
20,2,4
20,2,4
20,2,4
20,2,4
20,2,4
13,1,4
11,0,0,0,0,7,0,0,0,11,99,0,0
62,134,8,56
62,102,6,50
Next are twenty-six groups of data that contain the
information for each class. The data are in the
form:
Class, Highlighted letter
Class minimums (abilities are in usual order)
Class maximums (abilities are in usual order)
Alignment limitations (1 for yes - 0 for no)
Alignments are in the order:
LG,LN,LE,NG,N,NE,CG,CN,CE
Multi-class data (only one value for single classes)
Minimum hitpoints for first level
"FIGHTER","F"
9,3,5,5,7,5,3
18,18,18,18,18,18,18
1,1,1,1,0,1,1,1,1
1,0,0
6
"BARBARIAN","B"
15,3,5,14,15,3,3
18,18,18,18,18,18,18
0,0,0,1,0,1,1,1,1
2,0,0
7
"RANGER","R"
Page 36
13,13,14,5,14,5,3
18,18,18,18,18,18,18
1,0,0,1,0,0,1,0,0
3,0,0
9
"CAVALIER","C"
15,10,10,15,15,3,3
18,18,18,18,18,18,18
1,0,0,1,0,0,1,0,0
4,0,0
6
"PALADIN","P"
15,10,13,15,15,17,3
18,18,18,18,18,18,18
1,0,0,0,0,0,0,0,0
5,0,0
6
"CLERIC","R"
5,5,9,3,5,5,3
18,18,18,18,18,18,18
1,1,1,1,0,1,1,1,1
6,0,0
5
"DRUID","U"
5,5,12,5,5,15,3
18,18,18,18,18,18,18
0,0,0,0,1,0,0,0,0
7,0,0
5
"MAGIC-USER","M"
3,9,5,6,5,5,3
18,18,18,18,18,18,18
1,1,1,1,0,1,1,1,1
8,0,0
3
"ILLUSIONIST","I"
5,15,3,16,5,3,3
18,18,18,18,18,18,18
1,1,1,1,0,1,1,1,1
9,0,0
3
"THIEF","T"
5,5,3,12,5,3,3
18,18,18,18,18,18,18
0,1,1,1,0,1,0,1,1
10,0,0
4
"ASSASSIN","A"
12,11,3,12,5,3,3
18,18,18,18,18,18,18
0,0,1,0,0,1,0,0,1
11,0,0
4
"MONK","O"
15,5,15,15,11,5,3
18,18,18,18,18,18,18
Page 37
1,1,1,0,0,0,0,0,0 12,0,0
4
"BARD","D"
15,12,15,15,10,15,3
18,18,18,18,18,18,18
0,1,0,1,1,1,0,1,0
13,0,0
6
"FIGHTER/MAGIC-USER","S"
9,9,5,6,7,5,3
18,18,18,18,18,18,18
1,1,1,1,0,1,1,1,1
1,8,0
4
"FIGHTER/ILLUSIONIST","G"
9,15,5,16,12,5,3
18,18,18,18,18,18,18
1,1,1,1,0,1,1,1,1
1,9,0
4
"FIGHTER/THIEF","H"
9,5,5,12,7,5,3
18,18,18,18,18,18,18
0,1,1,1,0,1,0,1,1
1,10,0
5
"FIGHTER/ASSASSIN","N"
12,11,5,5,12,5,3
18,18,18,18,18,18,18
0,0,1,0,0,1,0,0,1
1,11,0
5
"FIGHTER/CLERIC","L"
9,5,9,5,7,5,3
18,18,18,18,18,18,18
1,1,1,1,0,1,1,1,1 1,6,0
5
"FIGHTER/MAGIC-USER/THIEF","E"
9,9,5,12,7,5,3
18,18,18,18,18,18,18
0,1,1,1,0,1,0,1,1
1,8,10
4
"FIGHTER/MAGIC-USER/CLERIC","/"
9,9,9,6,7,5,3
18,18,18,18,18,18,18
1,1,1,1,0,1,1,1,1
1,8,6
5
"CLERIC/MAGIC-USER","-"
5,9,9,6,6,5,3
18,18,18,18,18,18,18
1,1,1,1,0,1,1,1,1
6,8,0
4
"CLERIC/THIEF","/"
Page 38
6,5,9,12,13,5,3
18,18,18,18,18,18,18
0,1,1,1,0,1,0,1,1
6,10,0
5
"CLERIC/ASSASSIN","/"
12,11,9,12,13,5,3
18,18,18,18,18,18,18
0,0,1,0,0,1,0,0,1
6,11,0
5
"CLERIC/RANGER","/"
13,13,14,6,14,5,3
18,18,18,18,18,18,18
1,0,0,1,0,0,1,0,0
6,3,0
7
"MAGIC-USER/THIEF","-"
5,9,5,12,6,5,3
18,18,18,18,18,18,18
0,1,1,1,0,1,0,1,1
8,10,0
4
"ILLUSIONIST/THIEF","/"
8,15,3,16,12,3,3
18,18,18,18,18,18,18
0,1,1,1,0,1,0,1,1
11,10,0
4
The nine alignments and Highlighted letters
"LAWFUL GOOD","L"
"LAWFUL NEUTRAL","A"
"LAWFUL EVIL","W"
"NEUTRAL GOOD","E"
"NEUTRAL","N"
"NEUTRAL EVIL","V"
"CHAOTIC GOOD","C"
"CHAOTIC NEUTRAL","H"
"CHAOTIC EVIL","O"
There are now thirteen groups of data for single
classes.
Experience points for first 25 levels.
Hit die type, Number of hit die at first level, Number
of levels to receive hit die, hit points per level
after maximum hit die
Hitpoint adjustment for constitution 15 through 25
1,2001,4001,8001,18001 fighter
35001,70001,125001,250001,500001
750001,1000001,1025001,1050001,1075001
1100001,1125001,1150001,1175001,1200001
3250001,3500001,3750001,4000001,4250001
Page 39
10,1,9,2
1,2,3,4,5,5,6,6,6,7,7
1,6001,12001,24001,48001 barbarian
80001,150001,275001,500001,1000001
1500001,2000001,2500001,3000001,3500001
4000001,4500001,5000001,5500001,6000001
6500001,7000001,7500001,8000001,85000001
12,1,8,4
2,4,6,8,10,10,12,12,12,14,14
1,2251,4501,10001,20001 ranger
40001,90001,150001,225001,325001
650001,975001,1300001,1625001,1950001
2225001,2550001,2875001,3200001,3325001
3650001,3975001,4300001,4625001,4950001
8,2,10,2
1,2,3,4,
5,5,6,6,6,7,7
1,2501,5001,10001,18501 cavalier
37001,85001,140001,220001,300001
600001,900001,1200001,1500001,1800001
2100001,2400001,2700001,3000001,3300001
3600001,3900001,4200001,4500001,4800001
10,1,10,3
1,2,3,4,5,5,6,6,6,7,7
1,2751,5501,12001,24001 paladin
45001,95001,175001,350001,700001
1050001,1400001,1750001,2100001,3450001
3800001,4150001,4500001,4850001,5200001
5550001,5900001,6250001,6600001,6950001
10,1,9,3
1,2,3,4,5,5,6,6,6,7,7
1,1501,3001,6001,13001 druid
27501,55001,110001,225001,450001
675001,900001,1125001,1350001,1575001
1800001,2025001,2250001,2475001,2700001
2925001,3150001,3375001,3600001,3825001
8,1,9,2
1,2,2,2,2,2,2,2,2,2,2
1,2001,4001,7501,12501 cleric
20001,35001,60001,90001,125001
200001,300001,750001,1500001,1500001
1500001,1500001,1500001,1500001,1500001
6000001,6500001,7000001,7000001,7000001
8,1,14,0
1,2,2,2,2,2,2,2,2,2,2
1,2501,5001,10001,22501 magic user
40001,60001,90001,135001,250001
375001,750001,1125001,1500001,1875001
2250001,2625001,3000001,3375001,3750001
4125001,4500001,4875001,5250001,5625001
4,1,11,1
1,2,2,2,2,2,2,2,2,2,2
1,2251,4501,9001,18001 illusionist
35001,60001,95001,145001,220001
440001,660001,880001,1100001,1320001
1540001,1760001,1980001,2200001,2420001
Page 40
2640001,2860001,3080001,3300001,3520001
4,1,10,1
1,2,2,2,2,2,2,2,2,2,2
1,1251,2501,5001,10001 thief
20001,42501,70001,110001,160001
220001,440001,660001,880001,1100001
1320001,1540001,1760001,1980001,2200001
2420001,2640001,2860001,3080001,3300001
6,1,10,2
1,2,2,2,2,2,2,2,2,2,2
1,1501,3001,6001,12001 assassin
25001,50001,100001,200001,300001
425001,575001,750001,1000001,1500001
1500001,1500001,1500001,1500001,1500001
1500001,1500001,1500001,1500001,1500001
6,1,15,0
1,2,2,2,2,2,2,2,2,2,2
1,2251,4751,10001,22501 monk
47501,98001,200001,350001,500001
700001,950001,1250001,1750001,2250001
2750001,3250001,3250001,3250001,3250001
3250001,3250001,3250001,3250001,3250001
4,2,17,0
1,2,2,2,2,2,2,2,2,2,2
1,2001,4001,8001,16001 bard
25001,40001,60001,85001,110001
150001,200001,400001,600001,800001
1000001,1200001,1400001,1600001,1800001
2000001,2200001,3000001,3000001,3000001
6,1,10,1 1,2,2,2,2,2,2,2,2,2,2
Secondary skills
"ARMORER"
"BOWYER/FLETCHER"
"FARMER/GARDENER"
"FISHER"
"FORESTER"
"GAMBLER"
"HUNTER/FISHER"
"HUSBANDMAN"
"JEWELER/LAPIDARY"
"LEATHER WORKER/TANNER"
"LIMNER/PAINTER"
"MASON/CARPENTER"
"MINER"
"NAVIGATOR"
"SAILOR"
"SHIPWRIGHT"
"TAILOR/WEAVER"
"TEAMSTER/FREIGHTER"
"TRADER/BARTERER"
"TRAPPER/FURRIER"
"WOODWORKER/CABINETMAKER"
"NONE"
Page 41
Adjustments to be made for age brackets
Abilities in usual order.
0,-1, 0, 0, 1, 0, 0
1, 0, 1, 0, 0, 0, 0
-1, 1, 1, 0,-1, 0,-1
-2, 1, 0,-2,-1, 0,-2
-1, 1, 1,-1,-1, 0,-2
Minor psionic disciplines
"ANIMAL TELEPATHY"
"BODY EQUILIBRIUM"
"BODY WEAPONRY"
"CELL ADJUSTMENT"
"CLAIRAUDIENCE"
"CLAIRVOYANCE"
"DETECT GOOD/EVIL"
"DETECT MAGIC"
"DOMINATION"
"EMPATHY"
"ESP"
"EXPANSION"
"HYPNOSIS"
"INVISIBILITY"
"LEVITATION"
"MIND OVER BODY"
"MOLEC. AGITATION"
"OBJECT READING"
"PRECOGNITION"
"REDUCTION"
"SENSE PSY. IMPRS."
"SUSPEND ANIMATION"
Major psionic disciplines
"ASTRAL PROJECTION"
"AURA ALTERATION"
"BODY CONTROL"
"DIMENSION DOOR"
"DIMENSION WALK"
"ENERGY CONTROL"
"ETHEREALNESS"
"MASS DOMINATION"
"MIND BAR"
"MOLECULAR MANIP."
"MOLEC. REARRANGE."
"PROBABILITY TRAV."
"TELEKINESIS"
"TELEMPATHIC PROJ."
"TELEPATHY"
"TELEPATHIC PROJ."
"TELEPORTATION"
"SHAPE ALTERATION"
Psionic attack modes and Highlighted letters
"PSIONIC BLAST","P"
Page 42
"MIND THRUST","M"
"EGO WHIP","E"
"ID INSINUATION","I"
"PSYCHIC CRUSH","Y"
Psionic defense modes and Highlighted letters
"MIND BLANK","M"
"THOUGHT SHIELD","T"
"MENTAL BARRIER","E"
"INTELLECT FORTRESS","I"
"TOWER OF IRON WILL","O"
Print form
The character output form fills the next 46 lines and
can be upto 80 characters long.
Coin types
"PLATINUM"
"GOLD"
"ELECTRUM"
"SILVER"
"COPPER"
Character status
"ALIVE"
"DEAD"
"PARALYZED"
"STONED"
"INFECTED"
"TOTALLY GONE"
Starting money constants A, B, and C
0,2,0
Page 43
CHRCTRS.CGU
Characters are stored as a single record in a random access
file. The position of the character in the file is used by
FRP, CGU, SBU, and SEU. We do not recommend editing this
file except by using the Edit Character Utility.
The following record structure is used.
Bytes
0 - 20 Character name (string)
21 - 40 Player name (string)
41 - 48 Creation time (string)
49 - 58 Creation date (string)
59 - 65 Player abilities (one byte integers with
128 added to each)
66 - 66 Unmodified charisma (stored as abilities)
67 - 67 Unmodified comeliness (stored as abilities)
68 - 68 Strength over 18 or percentage for
cavaliers (one byte integer)
69 - 69 Percentage dexterity for cavaliers (one
byte integer)
70 - 70 Percentage constitution for cavaliers (one
byte integer)
71 - 73 Classes (one byte integers)
74 - 74 Race (one byte integer)
75 - 77 Levels (one byte integers)
78 - 78 Alignment (one byte integer)
79 - 79 Sex (one byte integer)
80 - 81 Age (integer)
82 - 83 True age (integer)
84 - 85 Lifespan (integer)
86 - 86 Height in feet (one byte integer)
87 - 87 Height in inches (one byte integer)
88 - 89 Weight (integer)
90 - 90 Skill (one byte integer)
91 - 95 Psionic attack modes (five one byte
integers)
96 - 100 Psionic defense modes (five one byte
integers)
101 - 102 Psionic strength (integer)
103 - 104 Major disciplines (two one byte integers)
105 - 109 Minor disciplines (five one byte integers)
110 - 174 Hitpoints (75 one byte integers)
175 - 194 Coins (5 long integers)
195 - 195 Characters status (one byte integer)
196 - 196 Spellbook status (string)
197 - 197 Character type (string) (S,M,or D)
198 - 209 Experience points (3 long integers)
210 - 210 not in use
211 - 211 New experience points (long integer)
212 - 213 Encumbrance (integer)
214 - 214 used by FRP
215 - 234 God (string)
235 - 254 Home (string)
Page 44
RACE.PRN
This file contains the race information that will be printed
request with a character. This file contains a description
that is generally compatible with ADVANCED DUNGEONS AND
DRAGONS (tm). This file is stored in a squeezed format
and should be converted to ASCII (page 30) before editing.
The information for a race follows a line with the following
code:
Line Code=> ~RR
"~" = Code delimiter
RR = Race number 1 - 7 (1 Human/2 Half-Elf/...)
This code must begin in the first column of line. Any valid
ASCII characters (not IBM graphic characters) can follow.
CLASS.PRN
This file contains the class information for a character.
The class description in this file is generally compatible
ADVANCED DUNGEONS AND DRAGONS (tm). The file is stored in
a squeezed format and should be converted to ASCII (page 30)
before editing.
The information for a race follows a line with the following
code:
Line Code=> ~RR
"~" = Code delimiter
RR = Class number 1 - 13 (1 Fighter/2 Barbarian/...)
This class number only includes the single
classes.
This code must begin in the first column of line. Any valid
ASCII characters (not IBM graphic characters) can follow.
Page 45