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Hall of Fame Game Cube 3: Adventure
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aztechhalloffamegamecubedisc3-
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adventur
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titles.txt
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1995-07-31
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In the middle are two list boxes: the left one displays objects which
are possessed, the right one objects which are worn. For more detail
on transactions on these objects: (SEE Object Transactions)
OBJECT TRANSACTIONS
-------------------
Objects can be Described, Picked Up, Bought, Taken, Used, Sold, Dropped
or Removed (when worn). The appropriate transaction will depend on
where the object i located: whether it is on the ground, on a
character, possessed or worn. In whichever one of the 4 lists the
object is liste, it must first be selected (either by clicking on it or
with the cursor keys) before any transaction can be carried out on it.
These transactions are described in more detail below:
DESCRIBE: In whichever list an object is shown, there is a 'Describe'
button. Pressing it will bring up a more detailed description.
PICK UP: If the object is located on the ground at the current
location (top left of upper panel) it can be picked up by pressing this
button.
BUY: If the object is located on a character (bottom left of upper
panel), the player can press this button to REQUEST the character to
sell it. The character may or may not respond with an offer to sell,
or respond in a different way. If a deal is agreed the object will be
transferred from the character's to the player's object list and money
will transfer from player to character.
TAKE: If the object is located on a character (bottom left of upper
panel), the player can press this button to REQUEST the character to
give it to him. The character may or may not respond with an offer to
give, or respond in a different way. If the gift is accepted the
object will be transferred from the character's to the player's object
list.
USE: If the object is possessed by the player it may be used. In
certain circumstances use may be denied:
If it is already in use. If it is money. If it needs another object to
be used.
When used, a description of it behaviour/effect on use appears and may
have various effects on the player's atttributes. If it is an object
that is worn, it will be transferred to the list of objects worn. It
is on its last usage, an additional message box will inform the player
of this, and the item will be removed from the list.
SELL: If an object is possessed by a player, and it is not money, a
player may attempt to sell it to the currently selected character. The
character may or may not respond favourably with an offer to buy. If a
deal is agreed the object will be transferred from the player's to the
character's object list and money will transfer from character to
player.
DROP: If an object is possessed by a player, he may drop it, the
object being removed from the list of player objects and added to the
list of items in the current cell.
REMOVE: If an obejct is worn by the player, clicking this button will
transfer the object from the worn list to the possessions list.
CHARACTER ENCOUNTERS
--------------------
When a player is on the same square as a character, the player may
interact with the character. Interactions associated with the buying,
selling and taking/giving of objects has been described elsewhere: (SEE
Object Transactions)
The other type of encounter is an attack, either by the player or the
character. If either party attacks, the game automatically evaluates
the outcome of a fight where the attacked party always defends
themselves. The outcome will be controlled by the relative values of
the #SKILL life attribute of the player and character, albeit that a
player's #LUCK is also used to contribute to the outcome. The net
effect of the encounter will be a reduction in both parties #STAMINA as
displayed in the encounter message box.
Repeated attacks may take place, initiated either by the player or the
character. The attacking party always has a slight advantage through
surprise. The ultimate outcome of continued attacks will be that one
of the characters will run out of #STAMINA and will die - if it is you
your game is then over. If it is the character, any objects they
possess will be dropped on the ground at that point.
FILE MENU FUNCTIONS
-------------------
Games can be loaded and saved, and the application exited. Under the
FILE menu heading, the following can be actioned:
SAVE: Up to nine different versions of the same adventure game can be
saved, and given descriptive names.
LOAD: Any of the saved games can be loaded, as well as loading a new
game with the player at the start location.
EXIT: The application can be exited, although you are asked if you
wish to save first.
----- Use the Game Authoring Facility --------------------------------
On the main window, you can either select an existing game to edit, or
have no selection to create a new game. Then click the button 'Game
Author Facility'. In the shareware version you will not be able to
load games larger than 10x10 cells - the training game is this size,
but the full-size game is not loadable.
As the interest in this facility may not lie with everyone who takes
the shareware program, the documentation is NOT included in this file.
HOWEVER, full and comprehensive documentation is given under help in
this area of the PROGRAM.
----- Release History -------------------------------------------
Version 1.0 - 31 July 1995 - Initial Release
----- HEY! Authors Vendors and Distributors, S@@ our INSTALL PROGRAM
We think that authors, vendors and distributors of Windows software
should look at our installation program. This is a generic piece of
Windows software which can be used to install any application. It has
the added advantage of also being used to create a distribution
diskette from a hard disk installation.
**************************
** INSTALLATION PROGRAM **
**************************
The program is designed specifically for propogating shareware and its
features provide considerable benefits to authors and distributors of
software written in any language.
* Generic program, installation controlled by a standard file:
PEPYINST.LST. Your construction of this file defines the
installation.
* Install option features (defined in pepyinst.lst) include:
- Wildcard file installations - handle 0,1 or many files meeting
the same wildcard specification (eg *.bmp)
- Installs specified dll's, vbx's, etc to /windows/system
only if not present already.
- User selectable options supported
- Small data files created from pepyinst.lst directly.
- One-on-one small file creations can be linked to wildcard file
installations.
* The installation program can be used to propogate the program.
It can successively be used to do a user installation and then a
distribution diskette or BBS Upload production and over again.
* Can handle more than one application on one distribution disk.
* The user can specify any valid drive\directory for installation
* An installation log is produced on-screen and can be printed.
* Pepyinst.lst files are encrypted to prevent tampering.
The program can be sold to you at one of two levels:
* The object code with the encrypter and a description of the
PEPYINST.LST standard. This could be used to install any Windows
software, not just Visual Basic.
* The Visual Basic 3 source code with the above package. Authors
would have the freedom to modify the package (ie introduce new
features, change logos, etc) and to issue Copyright on the object
code provided that:
- It is distributed as Freeware
- No attempt is made to re-sell the source code.
- No changes are made to existing elements of the PEPYINST.LST
standard.
- Any ADDITIONS and EXTENSIONS made to the standard must be
communicated back to Pepys Ltd.
----- !! ATTENTION !! Windows Software Authors - L@@k at our ORDER FORM
This is a generic Visual Basic 3 form which can be added to any VB3
application to enhance the look and feel of your whole product and
provide a valuable marketing tool.
****************
** ORDER FORM **
****************
The Order Form is a Visual Basic form which helps the user review your
products and place an order quickly and easily. It can be used to
order ANY software product:
* To register a shareware copy
* To order add-on files
* To purchase other registered programs
* To order (for a disk/postage charge) other shareware programs
Nothing could be simpler to incorporate it into your software. Merely
add the form to your VB3 application, provide a buton or menu
command for the user to access the order form, and set a Tag on the
calling form.
Features of the order form itself include the following:
* Up to 1000 characters, a graphic, license status and price of each
application can be displayed.
* Users can select items to order by point and click.
* Price, quantity discount and distribution charges and total cost
automatically calculated
* User details quickly taken
* Choice of payment methods including credit card
* Choice of media
* Print screen for order form to be posted when finished
* Return to calling form or End application on quit.
Pepys Ltd offers the source code to other VB3 developers with complete
freedom to modify and incorporate it within in your software, with the
only limitations being the requirement for a credit to Pepys and your
agreement to not further distribute the source code in either
unmodified or modified format.
----- Company Information ------------------------------------------
Pepys Ltd. is a private limited company registered in England.
Registered number 2960001.
Registered offices: Bridgewater House, Century Park, Caspian Way,
ALTRINCHAM, WA14 5HH
----- Viewing this File in Full ---------------------------------------
The heading at the foot of the document announces the VENDINFO
compressed data section. This communicates, in a structured