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design.txt
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1987-04-03
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A MANUAL FOR EAMON ADVENTURE DESIGNERS
By Donald Brown
EAMON is the computerized fantasy role-playing game developed by Donald
Brown. This manual has been written for those stalwart people who are tired of
having their characters killed in the many adventures written for the system,
and want revenge by creating their own death traps. It is assumed that you are
already familiar with the gaming system and the information included in the
Player's manual.
Most of the adventures that are written for the Eamon system have been
similar to the "Adventure" game that was created by Don Woods and Willie
Crowther of MIT, such as the Beginner's Cave included on the master diskette.
This manual will both help you design your own scenarios in that type of game
but will also permit you to meld any other type of game with the system that
you wish.
HOOKING UP WITH EAMON
or
SENDING ADVENTURERS TO THEIR DEATH FOR
FUN AND PROFIT
Under the Eamon rules, a relatively few numbers can completely describe a
character. Between adventures, all of the characters that the local system
knows are stored in a file that is called "CHARACTERS". It is a random-
access file with a length of 150. Record 0 holds the number of records
used in the file, and all subsequent records may hold a character. If the
first string in the record is null ("") then the character in that record has
been deleted and the record may be reused to store a new character.
The data held in each record is first a string that has the name. The
next numbers stored are (in order) player Hardiness, Agility, Charisma,
the four spell abilities (Blast, Heal, Speed, and Power), the five weapon
abilities (Axe, Bow, Club, Spear, and Sword), the player's Armour Expertise,
the player's sex as a string ("M" or "F"), gold pieces carried, gold pieces
in the bank, the player's armour class (Leather=2, Chain=4, Plate=6, with one
added for a shield), then for each of a player's four weapons the name of
the weapon, the weapon type, the weapon complexity, the weapon dice, and the
weapon's sides per die. If a player does not have four weapons, his weapons
will be first, and all other weapon weapon names will be "NONE". Except for
name, sex, and weapon names all of the information is stored as an integer
number, with all probability numbers stored as percentages (perfect=100).
When a player leaves the Main Hall to go on an Adventure, first his char-
acter is deleted from the CHARACTERS file, and then the player is prompted
to change diskettes. The program then tries to read a program name from the
file EAMON.NAME on the adventure disk. If this name is found, a file called
FRESH MEAT is opened on the disk and the data that was in the record of the
CHARACTERS file is written into that file, preceeded by the record number
that the character previously resided in. Finally, the program given in the
EAMON.NAME file is run.
Once the adventure is over, control must be returned to the main Eamon
programs. If the adventure ended in the character's death, all that must
be done is deleting a file called "THE ADVENTURER" from the master diskette
and running MAIN HALL. (You may instead directly run THE WONDERFUL WORLD OF
EAMON and then do not need to delete the file. If you do want to go the MAIN
HALL route, it might be advisable to open THE ADVENTURER before deleting it,
to make sure it will really be there.)
If the character survives your adventurer, you will have to recreate
him into the CHARACTERS file. Normally this is simply writting in the new
information of the character into the old record given in FRESH MEAT. However
if your program has the ability to quit for a while and come back later,
it is possible for a new character to be stored in the old record. In this
case you should search the CHARACTERS file for a free record to store the
character, and write it in there (for an example of how this is done, list
the NEW CHARACTERS program on your master diskette).
Once you have stored the character into the CHARACTERS file, you must
re-create a file called THE ADVENTURER which has two pieces of data in it--
the name of the character, and the record he resides in of the CHARACTERS
file. Once this is done, run MAIN HALL to finish.
USE OF THE DUNGEON DESIGN DISKETTE
The Dungeon Design Diskette is designed to make the job of entering
new Adventure-like scenarios much easier. It includes a base to work
from for your program, as well as a simple means of entering the data into
the text files needed by that base program.
The first step in creating your adventure is initializing the diskette.
The program on the DDD (Dungeon Design Diskette) will do several things for
your--it will INIT the diskette, put your program's name into EAMON.NAME,
and put in the starting data needed for the dungeon editing program to
work. It also creates a boot program that identifies this diskette as an
Eamon adventure by you! You will be asked for an adventure number, this
must be an integer from 1 to 254, since it is used as the disk volume. It is
not important what number you assign, it simply helps you keep track of your
different dungeons.
Once you have initialized your diskette, you should re-insert the DDD
and run the program of DUNGEON EDIT. This program is the one that puts your
basic dungeon design into the files.
A few general remarks are in order now--First of all, you should always
have your dungeon designed before entering it. Decide what rooms you
have, how they connect, what monsters inhabit those rooms (and what their
attributes are), and what treasures are sprinkled about.
For each of the four things you can enter (ROOM, ARTIFACT, EFFECT, and
MONSTER), you can either add a new one onto the end of the list, or edit one
already there. You cannot delete a thing already there (though you can
replace it through editing). You also must not go beyond 100 of any of the
things (though the total can go over 100). You will not be warned of your
error, but you will not get the results you wanted.
Adding and Editing will be almost identical for all four data types,
except that in editing your old entry will be placed after the cursor at the
start of entries. Every time you are to do more entry than just hitting one
key, the entry will be done with a special input routine. It appears to
be the standard Apple input on first glance, but it has many significant
differences. First of all, the old Escape-key editing features do not
work. Instead, the following control keys do things--
ESC--this returns, accepting both what is before and after the
flashing cursor. It is very useful while editing, since if
you simply hit ESC no change will be made.
RETURN--this also does a return, except only accepting what
is before the cursor.
CTRL-B--this moves the cursor to the first character of your
input.
CTRL-E--this moves the cursor to the last character of your
input.
CTRL-D--this deletes the character that the cursor is sitting on,
bringing the characters after the cursor forward one space.
CTRL-I--this inserts a space where the cursor is, moving all
characters after the cursor back on space. This is good
if you are entering a line that you want to look good as
it wraps around your 40-column screen.
<-,-> (FORWARD & BACKWARD ARROWS) -- these move the cursor back or
forward one character.
Copying over a character does get rid of it. Your entries cannot go over
250 characters, and you should not use quotation marks ("). You may use commas
and colons. However, you should not have any trailing spaces on the names
of items. (Applesoft regards "LION" as being different from "LION ", though
your player may not recognize the difference. Additionally, if you are
entering a number, enter only a number, do not include any leading or trailing
spaces or other extraneous characters. The program won't like them and will
simply spit them back at you.
For every room, you will need to give eight pieces of data. First is
the room name, which cannot go over 39 characters. In the program it will
be printed as "you are (program name)", so you should use names like, "AT THE
CAVE ENTRANCE". Secondly you will need to give a room description. It is
not preceeded by anything, so it must be a full and complete description. If
your description is longer than 40 characters, you must pad it with spaces
so that when the description wraps around the Apple's 40-column screen,
the breaks are between words. Finally, you will have to give the room numbers
that you can get to from that room in each direction. A special code has
been developed--if you give a room of 0, you can never move that direction.
If you give positive direction, there's an open connection. Negative numbers
special--a -99 takes you home, other negative numbers can be easily made to
have special results by altering the base program (see below).
Artifacts are somewhat similar. An artifact is any non-living thing that
is in the dungeon. In addition to what you might normally think of as the
artifacts you want to include (gold, silver, statues), you must also have as
an artifact all weapons used by your monsters, as well as a dead body for
every monster.
For each artifact, you will again need a name (this time just the normal
name, such as "GOLD COINS") and a full description. You will also need to give
the item's room that it starts in, its value in gold pieces, its type and its
weight. The room is usually a positive number, however if the item isn't in
the dungeon yet (such as a dead body) you should assign a room of zero, and
if the item starts by being carried by the player, its room is -1.
There are four types of artifacts. Type 0 is a treasure with a value that
will not change with the player's charisma, such as a pile of gold coins.
Type 1 is a treasure whose value will vary with the player's charisma, such
as a Persian rug. Types 2 and 3 are weapons, with 2 being a weapon that can
be bought at the Main Hall, and 3 a special weapon.
If your artifact is a weapon (type 2 or 3), you will also have to enter
some more information on it. First is the weapon complexity, then is the
weapon type (1=axe, 2=bow, 3=club, 4=spear, 5=sword), then the weapon's
damage with first the number of 'dice' thrown for that damage, then the sides
per die.
The other major type of data to be put in your files is monsters, which
are any living (or animate) things in the dungeon. Monsters are similar to
characters, however they are assumed to have their full armour expertise and
know all weapons equally well. For each monster you will need the name, the
description, then hardiness (as with a player), agility, friendliness (the
percentage chance of making friends with a character of a charisma of 10),
courage (will flee from a fight after he has received that percentage of his
hardiness in hits, on the average), room starts in (may be zero if in a
chest or other special thing activates him), his body weight, his special
defensive odds (normally 0, but magic or size/speed may make some monsters
harder to hit), armour (hits absorbed per blow. This may be things such as
a furry skin or magical effects), and the weapon number (a pointer to some
artifact. If the weapon number is 0 it is assumed natural weapons; claws or
teeth. If the weapon number is -1 then the monster isn't carrying a weapon).
You will then have to give for that weapon the monster's complete chance
to strike a blow with it, and its sides and dice of damage. These numbers do
not have to be consistant with the numbers given in the artifact list; a
monster may know how to use his weapon better than someone who doesn't know
some secret, and the chance of hitting is of course affected by the monster's
weapon expertise and other information not stored.
There is a fourth thing that can be entered called an "EFFECT". It is there
for your own special use--it permits you to store some string on disk so
that it can be called in quickly. For examples of its use you might want to
check out The Beginners Cave. It is also included as room for expansion of
the DDD.
Once you have put all of your data into your files, you will probably want
to see what you entered, to catch errors and get a good overview. There
is a program included on the DDD that will list all of your data in a simple,
organized fashion. It will list all of your rooms, artifacts, and monsters
in order, also pointing out what sort of "links" have been set up (what is
the room name you are moving into, what is the name of the artifact that the
monster uses as a weapon, etc.) If one of these links goes to the wrong
thing, there's an error! If you want to put this output to a printer, you
must modify lines 9000-9999 of the program DUNGEON LIST to start your
printer and set the value of PL to the line length of your printer, less
one (39 for the Apple's screen).
There is also a program included called DUNGEON LIST (OLD) which was
written to work with the older system of files where EAMON.MONSTERS and
EAMON.ARTIFACTS were sequential files. Although it might be very useful to
examine other people's dungeons after you have played in them to learn how
to design your own, it goes without saying that only a cur and a scoundrel
would list someone's dungeon before playing to avoid dangers!
ADAPTING THE BASE DUNGEON PROGRAM
All of the work above was to put your dungeon into a format that the
computer can use. It couples with a program called the BASE DUNGEON
PROGRAM. If you have no sliding doors, things hidden inside of other
things, etc., you can simply save the program on your diskette under the name
of your adventure. (Or, what may be better, write a program to print a
screen's worth of explanation, and have it run the BASE DUNGEON PROGRAM.)
However,if you want special effects such as a sword that teleports the user
to another room at random times (gee, I may use that) these explanations should
help you.
Lines 100-999 are the main loop. Every time a command is gotten, those
lines are run through. If you want to have something done (or checked for)
every turn, it should be put in lines 500-900.
Lines 1000-1999 reads in monsters and artifacts from disk, as well as
doing other initializing. If you want to add a new command, you will have
to change line 1910(increase the number in the DATA statement), 1920 (add the
new verbs--no spaces are permitted), and line 290 (add the line numbers to
go to). If you want special things to happen at the start, such as a fee
from the player's gold for some item, do it in lines 1150-1890
Lines 2000-2999 are the closing routines. When this is entered, if
the variable DIE has a non-zero value the player didn't survive. Lines 2100
thru 2290 are for your additions.
Lines 3000-3999 are the movement commands. If you want to magically
move the player, set R2 to the number of the room to enter and go to 3500.
If something happens so as to make the monsters reconsider their reactions
to the player, a GOSUB 3600 will check the reactions of all monsters who are
unaligned (see below). If you have special results and/or conditions for
movement and have thus given negative room numbers in the editor, the place
to check is in lines 3050-3490
Lines 4000-4999 are to get things. Lines 4200-4899 are the place to add
special results when getting some artifact. You may place synonyms in
lines 4030-4110 (such as, 4030 IF S$= "BAT" THEN S$="VAMPIRE BAT"). Finally,
if a command MUST have a subject, a GOSUB 4900 will ensure one is gotten.
Lines 7000-7999 are the attack commands and subroutines. Lines 7700-
7999 are to kill monster M. If things happen when a monster dies (such as
dropping something from the body), it should be put in this section.
Lines 13000-13999 are the Power Spell. As told in the Players manual,
this spell can do anything at all-- feel free to through out this section
and add your own.
Lines 16000-16999 are the say command, which is very useful for
'words of power' or some other strange effects.
Most of the variables are self- explanatory and also can be changed
locally if desired, but a description of some of the others are--
AC - ARMOUR CLASS OF PLAYER
AD%(*,*) - ARTIFACT DATA
The first subscript is the number of
the artifact, and the key for the
second is (1=Value,2=Type,3=Weight,
4=Room,5= Complexity,6= Type,
7= Dice,8= Sides,9=Flag if seen)
AE - ARMOUR EXPERTISE
AN$(*) - NAME OF ARTIFACTS
BANK - GOLD PLAYER HAS IN BANK
C - HOLDS NUMBER OF COMMAND GIVEN
C$(*) - VERBS PROGRAM RESPONDS TO
CH - PLAYER CHARISMA
CZ$ - LAST COMMAND GIVEN
DF - DEFENDER
DIE - LOGICAL FLAG, 1=PLAYER DIED
DK$ - HOLDS CTRL-D FOR DISK COMMANDS
DR%(*) - ROOM MOVED IN EACH DIRECTION
EA - EFFECT OF ARMOUR ON ODDS-TO-HIT
FD%(*) - FULL DAMAGE OF A SIDE IN COMBAT
FR - FUMBLER ROLL/FRIEND RATING
GOLD - GOLD PLAYER HAS ON PERSON
HIT - LOGICAL FLAG IF HIT IN COMBAT
INC - LOGICAL FLAG IF ABILITY INCREASED
LK - LOGICAL FLAG IF 'LOOKED' ALREADY
MD%(*,*) - MONSTER DATA
First subscript is monster number,
second key is (1=HD,2=AG,3=FRIEND,
4=COUR., 5=ROOM, 6=WGHT,7=DEF ODDS,
8=ARMOUR,9=WEAPON #,10=ODDS TO HIT,
11=W DICE,12=W SIDES,13=HITS TAKEN,
14=REACTION; 0-NOT MET, 1-FRIENDLY,
2-NEUTRAL, 3-DISLIKE)
MN$(*) - NAME OF MONSTER
MR - MONSTER MORALE
NA - NUMBER OF ARTIFACTS
NBTL - LOGICAL FLAG IF IN BATTLE
NC - NUMBER OF COMMANDS
NM - NUMBER OF MONSTERS
NW - TOTAL COUNT OF WEAPONS IN GAME
NZ - NUMBER ARTIFACTS NOT PLYR WEAPON
OF - NUMBER OF OFFENSIVE MONSTER
RAISE - LOGICAL FLAG IF POWER RAISED
REC - PLAYER RECORD IN CHAR FILE
RL - RANDOM NUMBER 1-100
ROOM - ROOM PLAYER CURRENTLY IN
RR - RANDOM NUMBER 1-100 FOR POWER
S$ - SUBJECT OF COMMAND GIVEN
S2%(*) - CURRENT SPELL ABILITY
SA%(*) - TOTAL SPELL ABILITY
SEX$ - HOLDS 'M' OR 'F' FOR PLAYER
SPD - NUMBER OF TURNS SPEED SPELL TO GO
SUC - LOGICAL FLAG IF SPELL SUCCEEDED
TD%(*) - DAMAGE TAKEN IN BATTLE FOR SIDE
TP - TOTAL PRICE OF TREASURE
V$ - VERB OF COMMAND
V%(*) - FLAGS IF PLAYER BEEN IN ROOM
WA%(*) - PLAYER'S WEAPON ABILITY
WD%(*) - FOR WEAPON, DICE OF DAMAGE
WN$(*) - NAME OF PLAYER'S WEAPON
WO%(*) - WEAPON COMPLEXITY
WP%(*) - WEAPON POINTER (IN CLOSE)
WS%(*) - SIDES/DIE OF DAMAGE FOR WEAPON
WT - WEIGHT PLAYER CARRYING
WT%(*) - WEAPON TYPE
WZ - NUMBER OF WEAPONS PLAYER BROUGHT
Once you have "played-out" other people's adventures,it would definitely
be a good idea to tear it apart to see how other people have adapted this
program to their own use. Also, if I might give a few suggestions to new
Eamon dungeon designers--
1. Be fair to the adventurer. Don't try to stack the odds totally against
him. A good rule of thumb is that an adventurer can lick about five times
his own Hardiness in opponents, with allies Subtracting their Hardiness from
the opposition. If you continually design pure death traps (and don't
reward the successful outrageously), people aren't going to want to send
their carefully-built up characters through your dungeons. On the other
hand, if your dungeons are just big give-aways, they will quickly become
boring.
2. You can place one or two traps of the zap-you're dead type (such as
the book in the Beginner's Cave) so long as they are not overdone and are
not required to survive them to get out. Thus, if your only way out of the
tunnels is drinking a potion that half of the time teleports you away, the
other half poisons you, it isn't fair.
3. Particularly to those who have designed dungeons for non-computerized
role-playing games, remember that there is only one adventurer going in, not an
army! No matter how great a character is, he cannot by himself handle a dozen
thugs.
4. Last but not least, don't be afraid to break any of these rules. If
you truly believe that your dungeon will be better, do anything you please.
The worst that will happen is that people will not play in it and you'll
have to change a few things.
THE END