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-
-
- Fantasy World Builder(TM)
- Copyright (c) 1996 Perry Horner
-
-
- Software Agreement:
- -------------------
- Thank you for your interest in a Perry Horner (PERware) product.
- This software is provided "as-is" without warranty of any kind.
- PERware and the author of the program(s) expressly disclaims liability
- for any direct, indirect,consequential or incedental damages arising out
- of the use or inability to use such software. You may copy the software
- for backup purposes only; all other copying of the software or any
- written materials is expressly forbidden.
- --------------------
-
- DISCLAIMER:
- --------------------
- "This software is provided as-is. There are no warranties,
- expressed or implied."
-
- PERRY HORNER DISCLAIMS ALL WARRANTIES RELATING TO THIS
- SOFTWARE, WHETHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT
- LIMITED TO ANY IMPLIED WARRANTIES OF MERCHANTABILITY AND
- FITNESS FOR A PARTICULAR PURPOSE, AND ALL SUCH WARRANTIES ARE
- EXPRESSLY AND SPECIFICALLY DISCLAIMED. NEITHER PERRY HORNER NOR
- ANYONE ELSE WHO HAS BEEN INVOLVED IN THE CREATION, PRODUCTION,
- OR DELIVERY OF THIS SOFTWARE SHALL BE LIABLE FOR ANY INDIRECT,
- CONSEQUENTIAL, OR INCIDENTAL DAMAGES ARISING OUT OF THE USE OR
- INABILITY TO USE SUCH SOFTWARE EVEN IF PERRY HORNER HAS BEEN
- ADVISED OF THE POSSIBILITY OF SUCH DAMAGES OR CLAIMS. IN NO EVENT
- SHALL PERRY HORNER'S LIABILITY FOR ANY DAMAGES EVER EXCEED THE
- PRICE PAID FOR THE LICENSE TO USE THE SOFTWARE, REGARDLESS OF THE
- FORM OF CLAIM. THE PERSON USING THE SOFTWARE BEARS ALL RISK AS
- TO THE QUALITY AND PERFORMANCE OF THE SOFTWARE.
-
- Some states do not allow the exclusion of the limit of liability for
- consequential or incidental damages, so the above limitation may not
- apply to you. This agreement shall be governed by the laws of the State of
- Arizona and shall inure to the benefit of Perry Horner and any successors,
- administrators, heirs, and assigns. Any action or proceeding brought by
- either party against the other arising out of or related to this agreement
- shall be brought only in a STATE or FEDERAL COURT of competent jurisdiction
- located in Maricopa County, Arizona. The parties hereby consent to in
- personam jurisdiction of said courts.
-
- This software and the disks on which it is contained is licensed to you,
- for your own use. This is copyrighted software. You are not obtaining title
- to the software or any copyrights. You may not sub license, rent, lease,
- convey, modify, translate, convert to another programming language or
- platform, decompile, or disassemble the software for any purpose.
- You may make as many copies of this software as you need for back-up
- purposes. You may use this software on more than one computer, provided
- there is no chance it will be used simultaneously on more than one computer.
- If you need to use the software on more than one computer simultaneously,
- please contact the author for information about site licenses.
- --------------------
-
- The Fantasy World Builder(TM) is a SHAREWARE product. Shareware is a
- "try before you buy" means of marketing software. Many shareware products
- are created by individuals who use their spare time to creatively produce
- unique products that are generally not available through the normal
- market. These one-of-a-kind programs are usually created to fill a hole
- in a need that others have failed to identify. By registering a shareware
- product you help the programmer in many ways. you are saying "thank you",
- "good job", etc. for the efforts put into the project. You have an
- open door to suggestions and comments for future releases and projects.
- Your registration fee goes towards hardware, software, compiler, utility,
- and reference material upgrades for the programmer to produce future
- products. Shareware products usually are well below any off-the-shelf
- program cost for a similar product. The Fantasy World Builder(TM) has
- many long hours, sleepless nights, verbal abuses, etc. expended in its
- creation (not to mention my wife telling me I am ignoring her).
- This program is fully functional. Only a delayed screen at the end
- of the program is added. This is just a reminder to you that if you
- find this program of use to you, please take the time to register it.
- Thank you for your interest in the Fantasy World Builder(TM).
-
-
-
-
-
- Registration cost: $20.00 US dollars
- Shipping/Packaging: $03.50
- Total cost: $23.50
-
- Registration includes the Fantasy World Builder without
- "nag" screens on two 3 1/2" high density disks, a printed
- instruction manual, and the latest version of the Fantasy
- War Simulator- a DOS program to simulate both sides of a
- large scale fantasy battle.
-
- Please send US Check, Money Order, or International Bank Money Order to:
-
- Perry Horner
- PO BOX 2282
- Peoria, AZ 85380-2282
- USA
-
- Allow 2-3 weeks for delivery (based on shipping location)
-
- If you have any questions or comments, please mail to the address above or
- P_HORNER@ASU.EDU.
-
-
-
-
-
-
-
- Hardware Requirements:
-
- Minimum Recommended
- --------------------------------------------------------------------
- 386 MS-DOS based PC 486/66 or faster processor
- MS-DOS 6.xx MS-DOS 6.22
- 570K conventional RAM 580K conventional RAM
- 2 meg Expanded Memory (EMS) 4 meg Expanded Memory (EMS)
- 256 color VGA 1 meg SVGA
- Microsoft compatible mouse Microsoft compatible mouse
- Dot-matrix printer Laser Printer
- MPU-401 compatible wavetable
- sound card
-
-
-
-
- Description of Program:
- ----------------------
- The Fantasy World Builder(tm) is aimed to aid fantasy role-playing
- game masters in the design of a campaign QUICKLY.
- Requiring a 386 MS-DOS based PC with 585k conventional RAM, and 2meg
- of Expanded Memory (EMS), 256 color VGA, and a Microsoft Compatible mouse,
- the Fantasy World Builder requires little time to get a finished product.
- Using a graphical point-and-click interface with minimal keyboard use, the
- program will generate random maps for 2 types of dungeons (natural or cut),
- cities, and terrain. Whenever a city or dungeon is created, information
- on the new creation is stored on disk. When a world map is generated,
- you are given the option to include the previously generated file information
- in the generation of the world. This allows the computer to randomly place
- the cities and dungeons in the world.
- All city, dungeon, and world maps are saved as 256 color .PCX graphic files
- that can be viewed by an external viewing program, edited by a paint
- program, or printed out.
- Text files are generated describing the cities, dungeons, and the world map.
- All output can be directed to a file on disk, Epson compatible dot-matrix
- printer, or a Level 4 Hewlett Packard laserjet printer or compatible. This
- includes both text files and graphic files.
- All city and dungeon generation rely on resource information files. These
- files are user editable. This allows for versatility in customizing to
- your own world. The Dungeon generation has an on-line monster database that
- allows you to enter or delete monsters that are used to stock your dungeons.
- For your enjoyment, sound is supported. Some users with slower machines
- may find it comforting to listen to music while the random generation
- process takes place. The music requires an MPU-401 General MIDI compatible
- sound card. Music can be turned on or off from within the program.
- Colorful screens and a mouse driven interface should make this program
- easy and attractive.
-
-
- History:
- -------
- Many of us would love to win the lottery and play role-playing games
- for the rest of our lives. Most of us can not find the time to create
- adventures, campaign, maps, dungeon-hacks, etc. What this program does
- is help you by creating the "skeleton" with which you can add to with
- your own creativity. The Fantasy World Builder was designed to aid a
- gamemaster in the outline. This allows the gamemaster to then use
- creativity to expand the outline into a playable scenerio. It can also
- be used for those situations where friends come over and decide at the
- spur of the moment to play a role-playing game. Not much time needs to
- be invested into creating a playable adventure. Cutting creation from
- days to hours/minutes takes much of the burden off being a gamemaster.
- The Fantasy World Builder is not a paint program. There are many programs
- on the market that help you design maps using a library of objects and
- some custom drawing tools. These can be used as supplements to the
- Fantasy World Builder to refine the maps generated. For the past 5 years
- the focus that built up to the creation of the Fantasy World Builder was
- on "random" generation. A fantasy setting is just that... fantasy.
- Real-world logic is sometimes thrown out the door. This is what makes
- fantasy settings such a thrill to develop. Making a program that could
- be customized to fit many fantasy RPG mechanics was a must. Standard
- text files are used as resources for the Fantasy World Builder. These
- files can be modified to meet the needs of the gamemaster. The world
- generation component of the program was created for those who want to
- create a new campaign setting. By creating many dungeons and cities,
- you can then have the program place them on a randomly created map.
- For only a couple days invested, you have created an entire campaign
- setting with cities and dungeons ready for the next two years of game
- playing! Please take the time and read the documentation before
- using the program.
-
-
-
-
-
-
-
- ============
- INSTALLATION
- ============
-
- STEPS
- -----
- 1. Read this documentation first
- 2. Run the file INSTALL.EXE
- 3. After installation is complete, run the file SETUP.EXE
- 4. Select the options that you wish to use
- 5. Select MENU
-
-
-
-
- ===================
- RUNNING THE PROGRAM
- ===================
-
- Intro Screen
- ------------
- The introduction screen can be bypassed by pressing the left mouse button.
-
-
- Main Menu
- ---------
- The MAIN MENU screen gives a selection of builders and utilities.
-
- CITY BUILDER creates maps of hamlets, villages, towns, and cities.
-
- DUNGEON BUILDER creates playable dungeons in either "natural rock"
- or "cut: man-made" style format.
-
- WORLD BUILDER creates terrain maps that can utilize previously generated
- cities and dungeons to "populate" the world map.
-
- UTILITY/SETUP lets you modify, print, and configure various program aspects.
-
- QUIT will end the Fantasy World Builder program.
-
- Use the mouse to select the function you wish to use and press the left
- mouse button.
-
-
-
- ====================
- CITY BUILDER UTILITY
- ====================
-
- CITY SELECTION MENU
- -------------------
- The city selection menu offers many options for city attributes.
-
- SIZE POPULATION MARKET CASTLE KEEP WALLS
- -------------------------------------------------------------
- Hamlet no no no no
- Village no no no no
- Town yes no yes no
- Small City yes yes yes yes
- Medium City yes yes yes yes
- Large City yes yes yes yes
-
- TERRAIN DESCRIPTION WORLDMAP COLOR
- -------------------------------------------------------------
- Forest Light & Thick Light Green & Dark Green
- Mountains Hills & Mountains Light Grey & Dark Grey
- Desert Dry/Arrid Regions Brown
- Plains Flat, Grassy Yellow
- Coastal Near Water Next to Blue Areas
-
- Use the left mouse button to select the CHANGE button next to each option
- you wish to change.
- Select the DONE button when all desired options are set. A mini map is created.
- Select the QUIT button to exit back to the MAIN MENU.
-
- MINI MAP
- --------
- This screen shows a minature map of a random city created based on the options
- set in the CITY SELECTION MENU. Colors represent different types of
- buildings. If you wish to keep the current randomly created city, press
- the KEEP button. If you would like to randomly generate a different city
- map, press the REDO button. If you want to exit the CITY BUILDER and
- return to the MAIN MENU, press the EXIT button.
-
- NAMING THE CITY
- ---------------
- You can name your city using up to 40 characters in length.
-
- SAVE CITY TO ARCHIVE DATA FILE
- ------------------------------
- City information can be saved to a datafile that keeps track of what and
- how many cities you have generated. This information is used by the
- WORLD BUILDER utility to "populate" a world with the previously generated
- cities. By selecting the YES button, the current city information will be
- appended to this archive data file. If you select the NO button, the
- current city information will not be saved for use by the WORLD BUILDER
- utility.
-
- WRITING CITY INFORMATION
- ------------------------
- The CITY BUILDER utility will create a text file that shows the location,
- description, and business name of each building in the city. This
- process uses the files located in the \TABLES\CITY subdirectory on your
- hard drive. (See TABLES section)
-
-
- CITY MAPS
- ---------
- City maps are saved as 256 color .PCX graphics files. They are located in
- the \CITYMAP subdirectory on your hard drive.
-
-
-
-
-
-
- =======================
- DUNGEON BUILDER UTILITY
- =======================
-
-
-
- CHARACTER LEVEL
- ---------------
- By using the mouse, you can select on the up and down menu bars to change
- the number of character levels. Character level is important for the
- program. The level of monsters that are generated use the character level
- as a base. The amount of treasure and magic generated is also based on
- the character level.
-
- Character Level
- Monster Level = ---------------------
- 3
-
-
-
-
- Magic Item Generation
- ---------------------
-
- Monster Level # of Items File Used (.TBL)
- ----------------------------------------------------
- 1 1 MAGIC1.TBL
- 2 2 MAGIC1.TBL
- 3 2 MAGIC1.TBL
- 1 MAGIC2.TBL
- 4 2 MAGIC1.TBL
- 2 MAGIC2.TBL
- 5 3 MAGIC1.TBL
- 2 MAGIC2.TBL
- 1 MAGIC3.TBL
- 6 3 MAGIC1.TBL
- 3 MAGIC2.TBL
- 1 MAGIC3.TBL
- 7 3 MAGIC1.TBL
- 2 MAGIC2.TBL
- 3 MAGIC3.TBL
- 1 MAGIC4.TBL
- 8 3 MAGIC1.TBL
- 2 MAGIC2.TBL
- 2 MAGIC3.TBL
- 1 MAGIC4.TBL
- 9 3 MAGIC1.TBL
- 3 MAGIC2.TBL
- 2 MAGIC3.TBL
- 2 MAGIC4.TBL
- 10 4 MAGIC1.TBL
- 3 MAGIC2.TBL
- 3 MAGIC3.TBL
- 2 MAGIC4.TBL
-
-
-
-
- ATTACK DIE
- ----------
- The ATTACK DIE is the type of dice you use in your game to roll for how many
- life/attack points the monster has.
-
-
- EXAMPLE:
- Lets say a GOOBER (type of monster) has an ATTACK DIE of
- 3. And the gaming system it is in uses a 10 sided die
- to roll for ATTACK POINTS. We would then roll the 10
- sided die 3 times and add each result for the total
- amount of ATTACK POINTS.
-
- AD = 3
- DIE USED 10 sided
-
- roll 1 = 4
- roll 2 = 8
- roll 3 = 2
- +___
- ATTACK POINTS = 14
-
-
-
- You will want to move the mouse pointer over the type of dice used for this
- means of determining ATTACK POINTS and press the LEFT mouse button. A window
- will show what your current die selection is. Press DONE when you have
- completed your selection.
-
-
-
-
-
-
-
- MONSTER SELECTION
- -----------------
- After the Attack Die Menu, you will be presented with a menu screen for
- MONSTER SELECTION. A list of available monsters for the character level you
- had previously selected will appear on the screen. This list of monsters is
- read from the files called LEVELx.TBL in the TABLES sub directory. The
- monster menu has these options:
-
- LEVEL The level buttons (UP/DOWN) allow you to
- increase or decrease the monster level that you
- wish to view
-
- [UP ARROW] Moves the list of currently displayed monsters
- back one
-
- [DOWN ARROW] Moves the list of currently displayed monsters
- forward one
-
- ALL The ALL button will select/deselect all of the
- monsters for the current monster level
-
- DONE This will exit you from the Monster Selection
- menu
-
- By moving the mouse pointer over the name of a monster and pressing the LEFT
- mouse button, you can select or deselect the monsters you wish to populate
- randomly throughout your dungeon. This gives you the ability to "seed" your
- dungeon with appropriate monsters for your game or scenario.
-
-
-
- DONE
- By selecting the DONE button, you are stating that you wish to build the
- dungeon and all parameters have been set.
-
-
-
- MINI MAP
- --------
- The program will randomly generate a level to your dungeon and display it on
- the screen in the form of a small map. You have the option to accept or
- reject this random map by moving the mouse to the YES or NO buttons. You
- then press the LEFT mouse button to make your selection. After selecting
- YES, the program will save a copy of this small "mini" map to the MAPS sub
- directory with a filename called MINIMAP.PCX The program will then start
- saving maps of the current dungeon to the sub directory DUNMAP in the form
- of files called DMAPx.PCX where x is the map number (A,B,C...)
-
- NOTE: MINIMAP.PCX file does not print while using the normal print
- utility. You can use the PRINT FILE option to select this
- file in the print utility menu.
-
- SAVING DUNGEON
- --------------
- The Saving Dungeon screen will display while a text file called DUNGEON.TXT
- is being created. This file is located in the TEXT sub directory and
- contains the text and descriptions to the maps generated. The files used
- by this stage of the program are all of the.TBL resource files for room
- descriptions, traps, containers, container traps,magic items, and
- miscellaneous items.
- The dungeon maps will include a room number on them. This will correspond
- to the room numbers in the DUNGEON.TXT file. The text file will also
- create a "roaming monster" table that will list 6 monsters that could
- be encountered anywhere in the dungeon.
-
-
-
- NAMING THE DUNGEON
- ------------------
- This screen will ask for a name for your dungeon. It can be up to 40
- characters long (including spaces). This will create a data file in the
-
-
-
-
-
- =====================
- WORLD BUILDER UTILITY
- =====================
-
- The WORLD BUILDER utility generates a random terrain map. The map is
- divided into 4 sections. Each section is generated separately.
-
- Each terrain type is represented by a color:
-
- ICE White
- DESERT Brown
- PLAINS Yellow
- WATER Blue
- HILLS Light Grey
- MOUNTAINS Dark Grey
- LIGHT FOREST Light Green
- HEAVY FOREST Dark Green
-
- Generation time may vary depending on your computer system. If you have
- an MPU-401 compatible sound card and have selected music in the SETUP
- menu, music will play while generation takes place. If you have not
- selected music in the SETUP menu, generation will take place without
- giving you any notification on status. each of the 4 sections will
- appear on the screen after generation of the section.
-
- After all 4 sections are generated you can select:
-
- KEEP- Use the currently displayed map as the world
- CREATE- Create a different random map as the world
- QUIT- Exit back to the MAIN MENU screen
-
-
- POPULATE WORLD OPTIONS
- ----------------------
- You can use any previously "saved to archive file" cities and dungeons to
- populate your world. Each type of city and all dungeons will be totalled
- and listed. You can select the option USE PREVIOUSLY SAVED FILES or
- NO FILES to create your world maps. If you select USE PREVIOUSLY SAVED
- FILES, city and dungeon icons will be placed on your world maps.
-
-
- HEX GRID
- --------
- You can select to have your world maps generated with a hex grid or
- without.
-
- NOTE: Hex grid generation may overlay some map detail.
-
-
- WORLD MAPS
- ----------
- World maps are created with a LEGEND and COORDINATE system. They are
- saved as 256 color .PCX files in the \WORLDMAP subdirectory on your
- hard drive. A text file is created showing map locations of any cities
- and dungeons that have been saved to data files (Only if USED PREVIOUSLY
- SAVED FILES option had been selected.) This text file shows coordinates
- and descriptions of cities and dungeons in the newly created world. The
- text output file is named MLEGEND.TXT and is located in the \TEXT
- subdirectory on you hard drive.
-
-
-
- ==================
- UTILITY/SETUP
- ==================
- The Utility/Setup screen allows you these options:
-
- SETUP Set printer and sound options
- PRINT Print maps and/or text files
- ERASE DATA Delete previously saved archive files
- MONSTER EDITOR Create/edit monsters used by DUNGEON BUILDER
- MENU Exit to MAIN MENU screen
-
-
- SETUP
- -----
- The SETUP screen allows you to change printer and sound options.
-
- PRINTERS SUPPORTED:
-
- LASER Any Hewlett Packard LaserJet level 4
- compatible laser printer.
-
- DOT-MATRIX Any Epson FX-80 compatible dot-matrix printer.
- (NOTE: Some inkjet printers will accept this mode)
-
- SOUND OPTIONS:
- The Fantasy World Builder allows background music during generation times.
- This sound support only works with MPU-401 capable sound cards. These
- are usually what are known as WAVETABLE sound cards. The music uses the
- extended sounds available through General MIDI specification.
-
- AdLib May be selected for non-MPU401 soundcards
- that support the AdLib emulation
- Gravis UltraSound
- MPU-401 General MIDI
- Soundblaster MIDI
- No Sound No sound or soundcard
- Exit Exit to SETUP screen
-
-
-
-
- PRINT
- -----
- Printer output can be up to 80 pages. It would be advisable to make
- sure that your printer has sufficient paper before printing.
-
- PRINT ENTIRE MAP All sections of the map
- PRINT INDIVIDUAL MAP Prints a single map file
- CITY TEXT Prints the text to a newly generated city
- DUNGEOON TEXT Prints the text to a newly generated dungeon
- WORLD TEXT Prints the text to a newly generated world
- EXIT Exit back to MAIN MENU screen
-
- The maps printed out may need to be taped or pasted together to form the
- complete map. This may mean adding the coordinates or legends to a single
- map. This may also mean placing many map sections together. The maximum
- size of the maps may be:
-
- CITY 2' x 2'
- DUNGEON 2' x 3'
- WORLD 6' x 4.5'
-
- Each map is named and numbered and can be placed together following the
- legend in the MAPS section of this document.
-
- You can select to print ALL MAPS to print the entire city, dungeon, or
- world. Or you can select an INDIVIDUAL MAP which will present you with
- a file selector. The file selector allows you to move to the map
- directory of your choice and select an individual file to print.
-
- Text output can be selected for printing. This will print a formatted
- text output that includes page numbering.
-
- NOTE:
- If you have a SVGA Vesa compatible graphics card, you can exit the
- Fantasy World Builder program and run the optional included file named
- HIRESPR.EXE. This program will switch to hi-res mode and load 4 map files
- at a time and place them all on one sheet of paper at a time.
-
-
- ERASE DATA
- ----------
- This utility will erase any previously saved cities and/or dungeons that
- you have selected to be placed in the archive data file. The archive data
- file is used by the WORLD BUILDER utility to place cities and dungeons on
- a newly created world. Erasing this data will allow you to start with a
- clean world.
-
- MONSTER EDITOR
- --------------
- The DUNGEON BUILDER utility uses monster resource data files to "stock" a
- dungeon. These files are located in the \TABLES\DUNGEON subdirectory on
- your hard drive. The Monster Editor allows you to modify,delete, or create
- monsters. There are 10 levels of monsters. Each level can contain a
- maximum of 60 monsters. The lower the level of monster, the weaker the
- monster is. The higher the level of monster, the stronger the monster is.
- Generally, fantasy role-playing games have certain similar monster
- characteristics: a form of life-force points, an armor rating, and a
- frequency of numbers appearing. This information can be placed into the
- Monster Editor to allow customization to your own fantasy world.
-
- Editor Screen
- -------------
-
- LEVEL UP/DOWN Increases or decreases current monster level
- SCROLL UP/DOWN Scroll through monsters at current level
- ADD Add new monster
- DONE Exit Monster Editor
-
- You can move the mouse and left button click on a monster to turn it dark
- grey. This means that you have selected to permanently remove this monster
- from the monster database. If you select a dark grey monster, it will turn
- white again. This means that you have selected to keep the monster in the
- monster database.
-
-
-
-
-
-
-
- =========================
- AFTER THE PROGRAM ENDS...
- =========================
-
- After the program exits back to DOS, you can go into the TEXT sub directory
- and use a text editor to examine/print/modify the output text files. These
- files contain all the necessary information (skeleton modules) to start your
- adventure or campaign. You might want to rename the file and place it
- elsewhere on another disk or another directory on your hard drive.
- The associated map files will have the extension.PCX after them.
- These files can be printed out or modified by using a paint or graphics
- display program or the utility built into the Fantasy World Builder.
- Some other common ways of doing this are:
-
- Function Program
- ---------------- -------------------------
- text editing EDIT.EXE (DOS)
- WRITE (Windows)
- paint/printing PaintBrush (Windows)
-
- This way you can modify the files to your liking before printing them out.
-
-
- =====================
- EDITING/PRINTING CITY MAPS
- =====================
-
- The maps are arranged in the following format:
-
-
- -------------------------------------------------
- | CMAPA.PCX | CMAPB.PCX |
- | | |
- | | |
- | CMAPC.PCX | CMAPD.PCX |
- | | |
- -------------------------------------------------
-
- Each map will connect with the other. You might want to use a paint
- program to draw in landmarks or items.
-
- After you are finished modifying the maps, you can print them out.
- The maps are in 256 colors and have been "textured" to different shades
- of gray for those who only have dot-matrix printers. This conserves on
- ribbon/ink and extends the life of the print-head.
-
- Using tape or glue, and possibly some scissors or blade, you can put
- together your finished map and get to work on the text file output.
- The text file is just a skeleton outline and should be modified and
- added to.
-
-
- =====================
- EDITING/PRINTING DUNGEON MAPS
- =====================
-
- The maps are arranged in the following format:
-
-
- -------------------------------------------------
- | DMAPA.PCX | DMAPB.PCX |
- | | |
- | | |
- | DMAPC.PCX | DMAPD.PCX |
- | | |
- | |
- | DMAPE.PCX | DMAPF.PCX |
- | | |
- | | |
- | DMAPG.PCX | DMAPH.PCX |
- | | |
- -------------------------------------------------
-
- Each map will connect with the other. You might want to use a paint
- program to draw in landmarks or items. You can even remove walls or
- make corridors connecting rooms or areas together (This may be wise
- since the program may generate "non-obtainable" rooms or hallways").
-
- After you are finished modifying the maps, you can print them out.
- The maps are in 256 colors and have been "textured" to different shades
- of gray for those who only have dot-matrix printers. This conserves on
- ribbon/ink and extends the life of the print-head.
-
- Using tape or glue, and possibly some scissors or blade, you can put
- together your finished map and get to work on the text file output.
- The text file is just a skeleton outline and should be modified and
- added to. This will make a well-rounded playable adventure for your
- players.
-
-
-
-
- ===========================
- EDITING/PRINTING WORLD MAPS
- ===========================
-
- The maps are arranged in the following format:
-
-
- -------------------------------------------------------------------------
- | | | | |
- | MAPxA.PCX | MAPxB.PCX | MAPxC.PCX | MAPxD.PCX |
- | | | | |
- | | | | |
- | MAPxE.PCX | MAPxF.PCX | MAPxG.PCX | MAPxH.PCX |
- | | | | |
- | | | | |
- | MAPxI.PCX | MAPxJ.PCX | MAPxK.PCX | MAPxL.PCX |
- | | | | |
- | | | | |
- | MAPxM.PCX | MAPxN.PCX | MAPxO.PCX | MAPxP.PCX |
- | | | | |
- -------------------------------------------------------------------------
-
- x = Map Section Number
-
-
- Map Section Layout
- -------------------------------------
- | | |
- | 1 | 2 |
- | | |
- -------------------------------------
- | | |
- | 3 | 4 |
- | | |
- -------------------------------------
-
-
-
- Each map will connect with the other. You might want to use a paint
- program or colored pencils to draw in landmarks, rivers, etc.
-
- After you are finished modifying the maps, you can print them out.
- The maps are in 256 colors and have been "textured" to different shades
- of gray for those who only have dot-matrix printers. This conserves on
- ribbon/ink and extends the life of the print-head.
-
- Using tape or glue, and possibly some scissors or blade, you can put
- together your finished map and get to work on the text file output.
- The text file is just a skeleton outline and should be modified and
- added to.
-
-
-
-
-
- =============================
- Modifying the Resource Files
- =============================
-
- The versatility of this program is shown by it's ability to let you tailor
- the monsters, treasure, traps, etc. to your own world or gaming system.
- This is done through the use of .TBL files. These files are located in
- the TABLES subdirectory.
-
- =======================================
- DUNGEON TABLE FILES: \TABLES\DUNGEON
- =======================================
-
-
- Filename function
- ---------------- --------------------
- CONTAINR.TBL containers
- CONTRAP.TBL container traps
- NATDESC.TBL room descriptions for natural dungeon
- CUTDESC.TBL room descriptions for cut dungeon
- TRAP.TBL traps
- CONTENTS.TBL misc. items in room
- LEVEL1.TBL monsters level 1
- LEVEL2.TBL monsters level 2
- LEVEL3.TBL monsters level 3
- LEVEL4.TBL monsters level 4
- LEVEL5.TBL monsters level 5
- LEVEL6.TBL monsters level 6
- LEVEL7.TBL monsters level 7
- LEVEL8.TBL monsters level 8
- LEVEL9.TBL monsters level 9
- LEVEL10.TBL monsters level 10
- MAGIC1.TBL magic items level 1
- MAGIC2.TBL magic items level 2
- MAGIC3.TBL magic items level 3
- MAGIC4.TBL magic items level 4
-
- These files are used by the DUNGEON BUILDER utility.
-
- All of these files are standard ASCII text files and should remain that way!
- DO NOT USE WORD-WRAPPING!!! Each file must have a [carriage return] at the
- end of each line of text. It is illegal to use the \ in any .TBL file.
-
- NOTE:
- All dungeon related .TBL files have an "@" symbol at beginning of the last
- line of the file. THIS IS NECESSARY! Please do not create a dungeon
- related .TBL file without placing an @ symbol at the end of the file.
- The program may not work correctly without it.
- [The program uses the @ symbol as a file terminator]
-
-
-
-
- CONTAINR.TBL
- ------------------------------------------------------------------------------
- This file is where you can list different types of containers for treasure.
-
- This file starts with an asterisk and ends with an asterisk and @ symbol.
- If you examine the sample file, you will see that each item is separated by
- an asterisk. This allows you to use multiple line descriptions of
- containers.
-
- EXAMPLE:
- *
- Green colored bottles
- *
- A very strange looking chest that if examined closely will
- reveal small etchings on the sides.
- *
- Jars
- *
- @
-
-
-
- CONTRAP.TBL
- ------------------------------------------------------------------------------
- This file is where you can list different types of traps that are placed on
- containers.
-
- This file starts with an asterisk and ends with an asterisk and @ symbol.
- If you examine the sample file, you will see that each item is separated
- by an asterisk. This allows you to use multiple line descriptions for
- each container trap.
-
- EXAMPLE:
- *
- When the lid is opened, a poisonous gas is release. All
- persons within 10 feet of the container must make a save
- against the gas.
- *
- When the container is moved, darts fire from the walls.
- *
- Contact poison
- *
- @
-
-
-
-
- NATDESC.TBL & CUTDESC.TBL
- ------------------------------------------------------------------------------
-
- This file is where you can list different room descriptions for natural
- made dungeons and cut "man-made" dungeons.
-
- These files starts with an asterisk and ends with an asterisk and @ symbol.
- If you examine the sample file, you will see that each room description is
- separated by an asterisk. This allows you to use multiple lines for each
- room description.
-
- EXAMPLE:
- *
- This room looks very unkept. There are broken boxes strewn
- everywhere and dust covers the floor. The ceiling has a
- single chain link placed in the center. The floor below the
- chain link has a duplicate set into it. There is also a
- strange smell here.
- *
- This room has wooden walls and is dark.
- *
- When the party enters this room, they find pictures of their
- friends on all of the walls. These pictures actually speak
- to the party as if they were the real characters.
- *
- @
-
-
- Notice the @ symbol at the end of the file? This is a must.
-
-
-
-
- TRAP.TBL
- ------------------------------------------------------------------------------
- This file is where you can list different types of traps.
-
- This file starts with an asterisk and ends with an asterisk and @ symbol.
- If you examine the sample file, you will see that each trap is separated
- by an asterisk. This allows you to use multiple lines for each trap
- description.
-
- EXAMPLE:
-
- *
- 6 Arrows shoot forth from the walls when a person comes
- within 2 feet of a wall. These arrows do 1-6 points of
- damage each.
- *
- Poison drips from the ceiling. All characters must save
- against it or die!
- *
- @
-
-
-
-
- CONTENTS.TBL
- ------------------------------------------------------------------------------
- This file is where you can list different types of miscellaneous items.
-
- This file DOES NOT start with an asterisk. It is just a list of ONE-LINE
- worth of words listing different items. These can range from a broom to a
- chair to a feather. Whatever miscellaneous items you want. Just be sure
- to have an @ symbol at the end of the file.
-
- EXAMPLE:
- brush
- comb
- table
- chair
- nail
- hammer
- @
-
-
-
-
-
-
- MAGICx.TBL
- ------------------------------------------------------------------------------
- This file contain a list of magic items.
-
- This file DOES NOT start with an asterisk. It is just a list of ONE-LINE
- worth of words listing names of magic items. Since there are 4 different
- MAGIC text files in the REGISTERED VERSION of this software, this will allow
- you to choose which one would be best for your items. A magic item that
- would go in file MAGIC1.TBL would be lesser in power and value than one
- going into file MAGIC4.TBL where power magic would go. Just be sure to
- have an @ symbol at the end of the file.
-
-
- EXAMPLE:
- Witch's flying broom
- Wand of rabbit changing
- Sword of good omens
- Blanket of warming the body
- @
-
-
-
- LEVELx.TBL
- ------------------------------------------------------------------------------
- These files range in numbers from 1 to 3.
-
- The x in the filename corresponds to the monster level. Each file is
- arranged in the following order (one entry per line):
-
- MONSTER NAME
- ARMOR RATING
- ATTACK DICE
- FREQUENCY
-
- Monster Name is one line up to 80 characters naming the monster.
-
- Armor Rating is the number associated with the type of armor. This is a
- value given to different types of armor and can go into negative numbers
- i.e.. -5
-
- Attack Dice is the number of times the attack die is rolled to calculate the
- number of Attack Points the monster has, i.e.. a value of 3 for Attack Dice
- means rolling 3 times on the attack die for a total number of attack points.
-
- Frequency is the maximum number of monsters of this type to appear together
- i.e..a value of 5 would mean there could be anywhere from 1 to 5 monsters
- of this type in this room or area.
-
- Each monster should follow the other. Again, an @ symbol should be the
- last line of the file.
- EXAMPLE:
- Tiny Men name of monster
- 7 armor rating
- 2 attack die
- 10 frequency 1-10
- Poison Frogs name of monster
- 9 armor rating
- 2 attack die
- 12 frequency 1-12
- Tiger name of monster
- 3 armor rating
- 2 attack die
- 1 frequency 1
- @ End-of-File terminator
-
- It would be wise to keep monsters of similar attack dice or strength grouped
- in the same LEVELx.TBL file. Weak monsters should go into the lower
- numbered files, where as stronger more powerful monsters should go into
- the higher numbered files.
-
- NOTE:
- You cannot use any values other than whole integers.
- This is illegal: 5+6
- You may want to round any values of this nature to: 6.
-
-
-
-
-
-
- ================================
- CITY TABLE FILES: \TABLES\CITY
- ================================
-
- Filename function
- ---------------- --------------------
- ADJ.TBL adjectives
- NOUN.TBL nouns
-
- These files are used by the CITY BUILDER utility to generate random names
- of businesses. You can add nouns and adjectives to these files to expand
- the word lists to suit your own campaign world.
-
- All of these files are standard ASCII text files and should remain that way!
- DO NOT USE WORD-WRAPPING!!! Each file must have a [carriage return] at the
- end of each line of text. It is illegal to use the \ in any .TBL file.
-
- NOTE:
- All city related .TBL files have a "*" asterisk symbol at the beginning of
- the last line of the file. This should be the only item on the last line.
- THIS IS NECESSARY! Please do not create a .TBL file without placing
- a * symbol at the end of the file. The program may not work correctly
- without it.
- [The program uses the * symbol as a file terminator]
-
-
- ================================
- TROUBLESHOOTING & TIPS
- ================================
-
- *MY MOUSE DOESN'T WORK:
- You may need to load a DOS mouse driver. This driver comes with your
- mouse hardware on disk. It usually is called through your CONFIG.SYS or
- AUTOEXEC.BAT startup files. Make sure you have it loaded before running
- the Fantasy World Builder. Also, all mouse selections and operations use
- the LEFT mouse button.
-
- *I HAVE SELECTED SOUND YET NO SOUND COMES OUT:
- Your sound card may be set to a non-standard IRQ and/or DMA setting.
- The Fantasy World Builder assumes your card is set to the standard
- IRQ:7 DMA:1 for Sound Blaster compatibility and IRQ:5 for MPU-401
- General Midi Wavetable compatibility. Check your soundcard settings
- and use the SETUP.EXE program to set the Fantasy World Builder to
- match those settings. Check your cables and speakers. Make sure they
- are in working order. If sound still fails, there may be a conflict
- in memory. It would be advisable to NOT use sound (select NO SOUND
- in SETUP) if this is the case. This will ensure the program runs
- correctly.
-
- *THE PROGRAM LOCKS UP ON ME!!!:
- This is a tough one to diagnose. Thorough testing has been done to
- ensure compatibility with a wide range of CPUs and configurations.
- But not every computer behaves and/or is set up the same. The
- main problem with any program usually has to do with memory conflicts.
- Many TSRs (Terminate and Stay Ready) programs that are loaded up during
- bootup from the CONFIG.SYS and AUTOEXEC.BAT files use upper memory
- space. Some may conflict with the program. You may also not have enough
- conventional RAM for the program to execute correctly. Try running DOS's
- MEMMAKER.EXE and select CUSTOM SETUP. Be sure to select yes to EMS
- memory. Also do NOT optimize for WINDOWS by using the monochrome region
- of memory. You may want to create a special "boot disk" for this program.
- Format a disk using FORMAT /S command option to create a bootable system
- disk. Copy your AUTOEXEC.BAT and CONFIG.SYS files to the new disk.
- Edit these two files and only keep necessary statements in them.
- Here is an example:
-
- CONFIG.SYS
- -----------
- DEVICE=C:\DOS\SMARTDRV.EXE /Q
- DEVICE=C:\DOS\HIMEM.SYS /TESTMEM:OFF
- DEVICE=C:\DOS\EMM386.EXE RAM
- BUFFERS=25,0
- FILES=30
- DOS=UMB
- LASTDRIVE=G
- FCBS=16,0
- BREAK = ON
- SHELL=C:\DOS\COMMAND.COM C:\DOS\ /E:512 /p
- STACKS=9,128
-
- AUTOEXEC.BAT
- ------------
- VERIFY ON
- PROMPT $P$G
- SET Path=C:\DOS;
- c:\mouse\mouse
-
-
- You will need to enter in any optional statements allowing for sound, etc.
- Be sure to use the DOS command MEM to confirm you have at least 570K of
- conventional memory free.
-
- Other Conflicts:
- Some CD-ROM device calls/drivers may not allow the program to work.
- If your MSCDEX.EXE call in AUTOEXEC.BAT has a /E in it, it is
- using EMS memory for buffer storage. Remove the /E in the statement.
- Some systems may have a problem using SMARTDRV.EXE or similar drive cache
- utility. Remove calls to any caching program.
- If you are using a third party memory manager other than that which came
- with DOS, you may run into some conflicts. EMS memory handling by third
- party memory managers use their own methods of allocation and may not
- be compatible with this program. A possible solution would be to create
- a "boot disk" using the standard DOS EMM386.EXE memory manager.
-
- *MY PROGRAM LOCKED UP AND I HAD TO RESTART MY MACHINE:
- Some files may still have been left open when the lock-up took place.
- Run DOS's SCANDISK to correct any damage that may have took place.
-
- *I CAN'T USE THE EXTRA HI-RES PRINT PROGRAM
- The program HIRESPR.EXE is designed to work with VESA compliant video
- cards. Your video card or video driver may not understand the command
- set the program is using to access video. You may also not have enough
- video RAM to display a higher resolution image. An upgrade to the video
- driver or a newer video card may fix the problem.
-
-