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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
USA/FLT United Software Association USA/FLT
Fairlight PC Division
USA-DoX Department
F
I Proudly Presents
X
E B Complete Dox for Bard's Tale Construction Set
D Y R
- Y By
G
A Interplay
R
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Bard's Tale Construction Set - Interplay Productions
Table of Contents
Getting Started.............Page 2
Item Editor.................Page 4
Spell Editor................Page 6
Monster Editor..............Page 8
Map Editor..................Page 10
Draw Map....................Page 11
Specials....................Page 13
Utilities...................Page 16
Tips For Creating A World...Page 18
Technical Information.......Page 26
Playing Your Game...........Page 33
Sample Scenario.............Page 37
Getting Started NOTES
The Bard's Tale Construction Set requires 640K of free memory.It
requires about 1.2 MB of hard disk space.When you create a dungeon with
the Set, you will need blank disks to hold the data or hard disk space
available.The amount will vary greatly upon the size of your dungeon
that you create.
Loading Instructions
1. Boot your computer with DOS.If you have a mouse, make sure
it is connected and the driver is installed.
2. Insert the disk marked STARTUP into your disk drive.
3. Change the disk prompt to the drive that your STARTUP disk is
in by typing A: <enter> (or B:) depending on where your STARTUP
DISK is.
4. First you should read the README file for any additional
information not included in this manual. Type README<enter>
5. After reading the README file, you will want to install the
Bard's Tale Construction Set to either your hard disk or to
floppies.Type INSTALL<enter>
6. Follow the instructions there to install the Bard's Tale
Construction Set.
7. When finished installing, type BTCS<enter> to load the program.
TheMainMenu
After the title screens appear, the Main Menu will appear on your
monitor.The options at the Main Menu are as follows:
1. Item Editor --create your own items
2. Spell Editor --create your own magic spells
3. Monster Editor -- create creatures to inhabit your world
4. Map Editor --design your own cities, dungeons, and specials
5. Utilities -- save information to disk, test a dungeon level,
print out spell lists, import your own pictures, and Build
Your Dungeon!
If you select any of the Editors from the Main Menu, you will then
be shown a selection of the currently available items, spells,
monsters, or maps previously created or you can create a new one
altogether.
Once you have selected which one you will be working with, a separate
menu will appear containing all the editing information.Each item on the
list can be selected by (1) clicking on it with the mouse, (2) moving the
highlight bar up and down and pressing <enter> to select, or (3) pressing
the first letter of the desired selection.
A NOTE ABOUT MENUS AND WINDOWS
Many of the selections contain choices in n < > brackets.These can
be selected with the mouse or by pressing the first letterof that choice.
For example to <Draw Map> simply press "D" or click on the <Draw Map > with
the mouse.The "up" and "dn" in the lower left corner represent "Page Up"
and "Page Down".You can page up and down through these menus by clicking
on them or pressing the "Page Up/Down"keys.Some also have a "lft" and
"rgt" in the corners signifying left and right arrows to scroll the text
in the window.
ItemEditor
The Item Editor contains the following options:
Name -- Choose a name for your weapon.The name can be up to 24
characters long but only the first 12 letters will appear on item lists
during game play.
Item Type -- Your choices are as follows:
1. Miscellaneous
2. Hand Weapon
3. Shield
4. Armor
5. Helm
6. Gloves
7. Figurine
8. Instrument
9. Ring
10. Wand
11. Bow
12. Arrow
13. Thrown Weapon
User Class -- Select which class can equip the item.You can select
one class, all classes, or any combination of the classes below:
1. Warrior
2. Paladin
3. Rogue
4. Bard
5. Hunter
6. Monk
7. Conjurer
8. Magician
9. Sorcerer
10. Wizard
11. Archmage
Price -- From 1 to 32,000 gold pieces or sell to Gum for half price.
Armor Plus -- From 1 to 15 points to lower a character's AC if equipped.
Any item type can have an armor plus.
Hit Plus -- From 1 to 15 points to increase a character's chance of
hitting an opponent The Hit Plus makes a difference for only hand weapons,
bows, arrows, or thrown weapons.
Damage Dice -- How much damage the item will do if equipped and used to
attack (only true for hand weapons, arrows, or thrown weapons)
X-Special -- An item that does damage can do one of the following
types of damage in addition to its normal damage:
1. Poison
2. Level Drain
3. Insanity
4. Aging
5. Possession
6. Stoned
7. Paralyze
8. Critical Hit
Likelihood of X-Special
The percentage chance of doing the X-tra Damage above if the weapons hits.
Times Usable - If the item casts a spell when Used, this will
determine how many charges it has before it cannot be Used anymore.Set
from 0 to 255, with 255 meaning that its Uses are unlimited.This number
is also used for thrown weapons and bows.
Spell Cast -- Choose from any spell off the spell list (that you
create).
Cause - Text that occurs when the weapon attacks (eg."swings at",
"aims at", "slices at", etc.)
Effect -- Text that occurs when the weapon hits (eg."hits foe,
"punches foe, "cuts foe, etc.) So that a combat message would look like
"Rusty slices at Orc and cuts for 10 points of damage."
Spell Editor
Maximum number of definable spells is 100. Maximum number of
simultaneously running spells is 100. Spells have the following
qualities for you to define:
Name -- The name you have chosen to give magic spell.Your spell name
can be up to 24 characters long.
Code -- The four letter code that the mage uses to cast the spell.
Mage Class -- Which class of magician can use this spell:
1. Magician
2. Sorcerer
3. Conjurer
4. Wizard
5. Archmage
Level -- What level of the particular mage class can use this spell
(1 through 7).Setting level 8 makes the spell one that mage's cannot
cast.
Points Needed -- How many points are drained from the mage when he/she
casts the spell.
Range -- How far the spell will work for (10 to 90 feet).
Effective Range -- Normal or Double. If Double is selected, then the
spell will work at twice the range but at half the damage.
Type -- Select one effect from the list below:
1. Heal
2. Resurrect
3. Cure Poison
4. Cure Insanity
5. Youth
6. Dispossess
7. Stone to Flesh
8. Cure Paralysis
9. Restore Lost Levels
10. Damage
11. Kill
12. Poison
13. Cause Insanity
14. Age
15. Possess
16. Flesh to Stone
17. Paralyze
18. Summon Monster
19. Summon Illusion
20. Dispel Illusion
21. Scry Sight
22. Light
23. Armor Class Bonus
24. Hit Bonus
25. Trap Destruction
26. Secret Door Detection
27. Phase Door
28. Dispel Magic
29. Regenerate Bard Song
Area/Target --
NA Not applicable; no target is needed or used SINGLE A single target,
in either the party or a monster group, is affected GROUP An entire group,
the party or a monster group, is affected ALL MONSTER GROUPS All of the
monster groups are affected
Damage/Healing - How much damage the spell does or how many points
it heals.This is determined by a dice roll. (eg 4 6-sided dice).
Duration -- ONE one round (6 seconds or 1 combat round)
SHORT 2-4 minutes (or 20-40 rounds, since there are 10 rounds in a
minute)
MEDIUM 3-6 minutes
LONG 4-8 minutes
COMBAT run until combat is over (cannot be cast outside of combat)
PERMANENT start only (i.e. effect is permanent)
CONTINUOUS run until dispelled, then just stop (don't end effect)
INDEFINITE run until dispelled, then end effect
Note that different permutations of these options will create vastly
different spells.For example, a spell that does Continuous Damage on your
Party will continue to damage your party every round or movement turn until
it is dispelled.This can make for some pretty nasty spells.See the Spell
Effects Chart on page 26 in the technical Section of this manual.
If a spell is cast at a magic resistant monster, it gets to use its
magic resistance when the spell is cast and each subsequent round (if any)
that the spell operates.A group of monsters gets one roll for the entire
group.If all monster groups are affected, the group with the highest
magic resistance rolls.In any case, a resisted spell shatters and ends
immediately.
Monster Editor
Name -- Give your wonderful creation a name.
Starting Distance -- If encountered randomly, what is the maximum
distance this monster can appear at? (from 10' to 90')
Moves Per Round -- How many feet (in increments of 10') can this
monster move forward each round.
Rate of Attacks -- How many attacks per round this monster gets.
Illusion -- Yes/No toggle to determine if this creature is real or
illusion.
Picture Number -- Select what the monster looks like (from our
list of about 40 or your own).
Combat Options -- Choose from the list below what the monster
will do for 4 rounds (after the 4 rounds are finished the monster
repeats the list again starting at 1):
1. Attack
2. Move and Attack (if possible to move)
3. Dependent Attack (attack if close enough)
4. Special Attack (do monster's special attack)
5. Random Attack (monsters chooses best option or random)
6. Nothing (do absolutely nothing)
Extra Damage -- Select one from the list below if you want your
monster to do X-tra Damage:
0. None
1. Poison
2. Level Drain
3. Insanity
4. Aging
5. Possession
6. Stoned
7. Paralysis
8. Critical Hit
9. Item-Zot
10. Point Phaze (take spell points)
Base AC -- What the monster's armor class is.
Upper Limit Appearing -- In random encounters, what is the maximum you
can find in a group (1-99).
Hit Points -- Dice range to determine how many points of damage the
monster can take before being killed.
Damage Dice -- Dice range that determines how many points of damage
the monster does.
Attack Msg. -- Text that describes what the monster does in combat
(eg."attacks", "bites at", "whips", etc.) To create a combat message
such as: "Monster whips Hayato for 10 points of damage."
Level -- What level the monster is.Used for determining which
monsters appear randomly on which dungeon levels (ie. if a monster is
level 3, and the monster difficulty is defined as 3, then this monster
may randomly appear on that level).
Thaumaturgical Resistance -- Percentage that the monster will resist
any spell cast upon it
Xtra Ranged Attack --
1. Type (can be a Magic Spell, Group Range, or Single Foe)
2. Message (such as "breathes at")
3. Damage (if a spell, overrides spell information)
4. X-tra damage (see X-tra damage above)
S. Range (10'-90'.Again, overrides spell information)
Gold -- Random gold for killing monster multipliedby the number in the
group.
Map Editor
Name -- The name of the dungeon (or city)
Type of Dungeon -- Select from four types of walls for this dungeon.
Level -- What level of the dungeon the party is on.
Chance of Wandering Monster -- Percentage that a wondering monster
encounter will occur after each action.
Wandering Monster Difficulty -- What random monsters can appear on
this level determined by the Monster Level. (see monsters) For example,
if a monster is defined as Level 2, then he can appear randomly only on
levels with Monster Difficulty of 2
File Name -- Name to save this dungeon level to disk under.
Draw Map
When you select draw map, you will be shown a large 22 X 22 grid on
which you can draw your map (representing a dungeon level, city, etc.)The
default map is blank with walls all around it if you remove the walls
around the edges, a "wraparound" effect will occur such that characters
walking off the edge will reappear on the other side of the map.Remember
that you can wall off sections of the map creating many "levels" on just
one map.
To move around the map you can use the mouse or the arrow keys.
MOUSE: First select the wall type.
Your choices are:
Clear
Wall/Tree
Door/Hut
Invisible Door/Secret Trail
(The secondary choices are for the Wilderness Wall Set)
Click on the word until the wall type you desire is showing.
Then move the arrow cursor onto the map and click the left mouse
button to drop the wall type.Press the right mouse button to change
the facing of the arrow.
KEYBOARD: Select from the various wall types listed above with the
<SPACE BAR>.
Move the arrow cursor with the arrow keys or the keys on the
numeric keypad.The numeric keypad arrows will move the cursor around
without changing direction.The standard arrow keys will change the
pointer direction and move the cursor forward.Press <enter> to drop
the selected wall type where desired.
Dropping Specials:
Press "S" to drop a special on the square where the arrow cursor
is located.
The list of available specials will appear in a window.Select the
desired one and press <enter> or click with the mouse.
Press "C" to clear a special located on the square where the arrow
cursor is located.
Press "L" to drop the last special placed on the map on the current
location of the arrow cursor.If no special has been placed yet, the
first one on the list is selected.
Exiting Draw Map:
When you are finished with your map, press <F1> to exit
Specials
Thirty (30) different specials are allowed per map. You can place as
many combinations of these thirty anywhere on the map.
Specials can be up to twenty lines long. Each line can be an Action or
Conditional.Actions consist of DO followed by one of the following:
1. Nothing
2. Stop
3. Spin Party
4. Darkness Zone
5. Silence Zone
6. Anti-Magic Zone
7. Get Input
8. Set Local Flag #F (where F is 0-15)
9. Clear Global Flag #F *where F is 0-15)
10. Take <item>. (from ITEM LIST)
11. Give <item>. (from ITEM LIST)
12. Sell <item> for <#> gold
13. Cast <spell> for <#> gold. (Used to create Healing templates, etc.)
14. Print "____"
15. Regenerate <#> spell points.
16. Take < # > spell points
17. Heal < # > hit points
18. Damage < # > hit points plus < X-TRA DAMAGE>
19. Regenerate < # > bard songs
20. Take < # > bard songs
21. Move back one square
22. Move one square forward
23. Teleport to X: < # >, Y.<#>, in <DUNGEON FILE NAME >
24. Exit to Guild
25. Exit to Review Board
26. Exit to Garth's Shoppe
27. Trap Flag (required for Trap detection and disarming)
28. Draw Picture < P# >
29. Clear Special Square at (where F is 0-15) X:<#>,Y<#>
30. Make < SPECIAL NAME> at X:<#>, Y:<#>
31. Print"-" under picture
32. Have <MONSTER>join party
33. Have all monsters leave party
34. Turn monsters in party HOSTILE
35. Play sound < #S >
36. Set Counter to < # > (from 1 to 255)
37. Add < # > to Counter (from I to 255)
38. Set Encounter. <MONSTER NAME>
39. Set Encounter. < # > <MONSTERNAME>
40. Begin Combat (Must have to start combat encounter, this allows for a
combat to have up to four groups involved in the encounter.
41. Chest containing <item>, <DAMAGE DICE> + <X-TRA DAMAGE TYPE >
42. Set Global Flag #F (where F is 0-15)
43. Clear Global Flag #F (where F is 0-15
43. Give < # > gold
44. Give < # > experience
45. "Press Any Key" to continue
46. Have monster named <MONSTERNAME> leave party
47. Turn party in direction
48. Clear this special
49. Change this special to < special name >
Conditionals consist of IF followed by a conditional listed below,
followed by THEN DO <ACTION>, ELSE DO <ACTION>:
1. Anyone is carrying <item>.
2. Everyone is carrying <item>.
3. Last input is "____"
4. Answer to "____" is YES.
5. Local Flag < F > is set
6. Local Flag < F > is clear
7. Group is facing <DIRECTION>.
8. Monster named"____" is in party
9. Class < CLASS > is in party
10. It is DAYTIME
11. Counter is greater than <#>
12. Counter equals < # >
13. Party won last combat
14. Global Flag < F > is set
15. Global Flag < F > is clear
16. If random -100
17. If < RACE > in party
SAMPLE SPECIAL SQUARES:
Name:Pit
1. DO Trap Flag
2. DO Print "You have fallen into a pit!"
3. DO Play Sound #3
4. DO Damage 8 hit points
5. DO Stop
-----------------------------------
Name: Breath Riddle
1. DO Pant "What is light as a feather, but cannot be held for long?"
2. DO Get Input
3. IF Last Input is "BREATH"
THEN Move One Square Forward
ELSE Move Back One
4. DO Stop
----------------------------------
Here's a more complex one - see if you can figure it out.
Name:Princess Quest
1.DO Draw Picture #56
2.DO Print "King Oswald" Under Picture
3.IF Flag #2 is set THEN Print "Oswald wishes you well on your quests."
ELSE Nothing
4.IF Flag #2 is set
THEN Stop
ELSE Nothing
5.IF Monster named "Leigh-Ann" is in party
THEN Print "Thank you for rescuing my daughter, Princess Leigh-Ann."
ELSE Print "Help me, oh brave ones! Evil orcs have kidnapped my
daughter, the Princess Leigh-Ann. Return her to me and you will be
greatly rewarded."
6.IF Monster named "Leigh-Ann" is in party
THEN Give 5000 gold
ELSE Stop
7.DO Give Sword of Manliness
8.DO Have monster named "Leigh-Ann" leave party.
9.DO Set Flag #2
10. DO Stop
EDITING SPECIALS
All specials are created through the use of the normal window system.
However, if you would like to insert a line to arrow special, move the
highlight bar to the number where you would like your new line and press
<insert>.You can delete lines with <Delete> in the same manner.
Utilities
The utilities for The Bard's Tale Construction Set are as follows:
1-6. LOAD/SAVE ITEMS, SPELLS, and MONSTERS -- when finished creating
a list of the above,you will need to come to the Utilities to
save the list to disk. You will also need to go to the Utiliies
for Loading a preexisting file.
7. PRINT SPELLS to Printer or Disk File -- print all the spells
by class to printer or disk (for editing).
8. TEST MAP --Test a level that you are currently working to test
for items, monsters, spells, or specials.
9. BUILD GAME -- puts all the files on a separate disk (or to a
separate path) that you specify for your dungeon.This will in-
clude marking a starting location (Guild) for all parties in the
game.Since a level can only be accessed through teleports, you
can change the file name of a dungeon level and put it with the
old dungeon thus creating a different level.However, all
teleports from that dungeon and to that dungeon will have to be
synchronized. (For example, I have a city that, when you enter
this one building, teleports you to the catacombs level one.If
I decide at a later date that I want this building to teleport
you to a castle, I would just have to change the file name of
the castle to match that of the catacombs level one.) This
would also apply to item lists, spell lists, and monster lists.
Q. QUIT -- Quits the Construction Set to DOS.
Make sure that you have saved all items, spells, and monsters
before quitting.
INCLUDE DPAINT(tm) PICTURE
Inserts a picture that you have drawn from Deluxe Paint Enhanced (tm)
or Deluxe Paint Animator (tm) to be included in the monster set There will
be about 30 slots available before overwriting existing ones.Follow the
instructions on screen.Remember that you may overwrite a picture you
have already imported.It is up to you to keep track of which monster
slots you have filled and with what pictures.
To use this feature, type import<enter> at your DOS prompt while in your
BTCS directory or the STARTUP DISK is in the disk drive and you are
at the appropriate prompt.
Tips for Creating a Bard's Tale World
We've, given you a lot of power and flexibility to design your own world,
but with that power comes responsibility for game balance.You can
control most aspects of the game, but you should try to maintain a
reasonable limit.
Don't give every monster special attack damage or ranged attacks,
and don't make every item have a spell it can cast. You *can* make an Axe
of the Dwarven King that does 10d100 damage, but that doesn't mean you
*should*.If you must put such items in the game, balance them somehow
(perhaps the Axe is - 10 to hit since it's so big, Or maybe local shops
won't let you come in if you are wielding it).
Of course, you could put in a room with 99 MegaOrcs with 20d200 hit
points, but then the game becomes an "arms race" of who can build the
better item or monster.
Items ----
Take a look at the ten default items and use them as a guide for
creating your own.
Plan out what items you are going to have in your dungeon and enter
them accordingly.One way to organize your items is by first do all
your hand weapons, then armor, etc.Once you have a list compiled, it
should make it easier to enter in the items. You may want to save the
Miscellaneous category for last as these types of items may be determined
as you create your maps.
Keep in mind extra damage and damage dice when determining price.
You don't want characters to be able to buy a powerful weapon
inexpensively.
Remember that Garth's sells only the first ten items on your list.
These will be normally be the ten default ones.However, you can
overwrite one of the default items with your own if you want Garth's to
carry it Also keep in mind that Garth will not sell items he buys from
you.Once you sell to Garth, it's gone for good.
You do not have to assign values to every category.If a sword does
nothing more than damage, then ignore the other categories.The defaults
are all set to the minimums.In fact, an item that uses every category
will be VERY powerful, so be careful.
Remember that if an item is set to 0 (ZERO) times usable, then it
cannot cast a spell.If you want an item to cast a spell, then change
the times usable category first. You may want to create your spells
first, since your items may cast them.
Use the monk damage chart as a basis for item and spell damage.
In other words, don't let a sword for a 1st level fighter do 13d8 damage;
that's equivalent to a monks damage at 32nd level!
Spells----
You can print out the codes for the game player(s) or you can
reveal them through specials.You can make the four letter codes as
intuitive or abstract as you like.
If you want to create a spell that a magician cannot cast
(this would be for monster-only or item-only spells), set the mage level
to 8. It does not matter what mage class you set the span for.Remember
that *really* powerful item, monster and trap spells should be level 8,so
that party members cannot cast them.
Be careful when setting the Duration.You can create vastly
different spells simply by changing the duration.Refer to the Duration
charts included in this manual to determine what effects different
durations have.You can create some devastating spells, such as a Con-
tinuous Kill spell.
There is no list of spells that comes up while playing the game.
This way you can create "hidden spells" or make your dungeon such that
the only way mages can learn spells is if you give them the codes through
specials.
You do not have to include a spell just because it is possible to
make it. You may not want spells to summon monsters in your game.It's
your game; if you don't want to use something, don't put it in the game.
Monsters----
You will find that creating a well-balanced scenario resides in
the creation of monsters.You will undoubtedly find that you will need
to change the monster values over and over again as you test out your
dungeon levels.
Try to match ur spell damage values and item damage values with
monster hit points.Obviously a monster with 200 hit points will not
stand a chance vs. weapons and spells doing 1,000 points of damage every
time they hit.
Remember that characters' hit points are raised as they gain levels, so
monsters should increase in difficulty as your dungeon progresses.
You can give the monsters some intelligence with the combat options
choice.For example, you could create a monster that would attack every
round no matter what, even if out of range, or you could have your
monster breathe every third turn if you wanted.
Maps----
Select the most appropriate of wall from the ones available.
Set the monster difficulty according to when the Players will
reach this level.Also, if a three level dungeon represents the sewers,
then all three levels may have the same monster difficulty asthey may
have the same monsters.But moving to another dungeon level called a
castle may have an entirely different set
Monster difficulty is not the only way (nor the BEST way) to make
levels successively difficult Special encounters, specials, and level
design are all better ways to control difficulty.
Create maps and specials according to the spells you have allowed.
For example, if many of your dungeons have areas you don't want players
to get into, you may not want to create a phase door spell.
Very rarely, don't use the trap flag on a special square trap.
There should be a few traps that can evade spell and thief detection.
The special square "cast $X for $# gold" where $# equals 0 is great
for setting traps that fire a spell at the whole party.
Specials
What follows is a more detailed description of what each ACTION and
CONDITIONAL does:
A special square line is either of the form
DO action
which performs the action, or
IF <condition>
THEN < action >
ELSE <action2>
which tests the condition.If it returns TRUE, then action1 is
performed, otherwise action2 is performed.
Input flags are set when the special is defined:
$I - pick a defined item
$$ - select a string up to 25 characters long
$F - select one of 16 flags numbered 0-15
$# - pick a number from 0 to 32000
$N - select the name of a defined map
$P - select a picture
$S - select a defined special square
$M - select a defined monster
$A - select a defined monster's name
$C - select one of the 13 classes
$X - select a defined spell
$T - select a trap type
$L - give X and Y coordinates, both ranging from 0-21
$D - select one of the four compass directions
Conditions:
"anyone is carrying $I" - return TRUE if at least one
party member has the item
"everyone is carrying $I" - return TRUE only if all of
the party members have the item "$$""
"last input = return TRUE if the last input received by the
get input action is equal to $$. Upper and lower case is
NOT considered different!
"answer to "$$" is yes" - print $$ and get input from
the party.Return TRUE if this input is "yes" or my".
Again, upper and lower case letters are considered
to be the same.Note that this condition does NOT
change the last input stored from the get input
action.
"local flag $F is set" - return TRUE if the flag is
set
"local flag $F is clear" - return TRUE if the flag is
clear
"group is facing $D" - return TRUE if the party is
facing in the specified direction
"monster named $A is in party" - return TRUE if
party member is a monster and is named $A
"class $C is in party" - return TRUE if any party
member is the specified class
"it is daytime" - return TRUE if it between 6am
and 6pm, inclusive.
"counter > $#" - return TRUE if the counter's
value is greater than $#
"counter = $#" - return TRUE if the counter's value
is equal to $#
"party won last combat" - return TRUE if the party
won the last combat initiated by the combat action (NOT
by a random encounter)
"global flag $F is set" - return TRUE if the global
flag is set
"global flag $F is clear" - return TRUE if the global
flag is clear
"random < 1-100 > - return TRUE if a random dice roll
from 1 to 100 falls on or below the number chosen from 1 to 100.
"Race $R is in party" - return TRUE if any party member is
the specified race
Actions:
"nothing" - do nothing
"stop" - stop executing the special square
"spin party" - face the party in a random direction
"darkness zone" - all light is extinguished and cannot
be activated
"silence zone" - all sounds cease and no sound can be made
"anti-magic zone" - all running spells are dispelled and no
magic may be cast
"get input" - the party can type in any input, up to 14
characters
set local flag $F" - set the local flag
"clear local flag $F" - clear the local flag
"take $I" - take the item from a party member If no party
member has the item, then nothing happens
"give $I" - give the item to the first party member who
can carry it If all party members have a full
inventory, nothing happens.
"sell $1 for $# gold" - any party member can buy item, if the
member has enough gold
"cast $X for $# gold" - if $# > 0, then any member can have the
spell cast with that member as target, if
the member has enough gold.If $# = 0,
then the spell is cast automatically,
targeting the party leader.In either case,
the span is cast at 0 range.
print "$$"" - print $$ in the upper right hand scroll
"regenerate $# spell points" - add $# spell points to all mages
in the party, subject to their maximum allowable manna
"take $# spell points" - subtract $# spell points from all mages
in the party, to a minimum of 0
"heal $# hit points" - heal everyone in the party by $#, up to
their maximum hit points
"damage $# hit points with $r" - damage everyone in the party by
$#points, with each person getting a saving throw for half damage and
additionally does specified X-Tra damage (such as Paralyzation, Flesh
to Stone, etc.) to the party (if any).
"regenerate $# bard songs" - add $# bard songs to all bards in the
party, subject to their level maximum
"take $# bard songs" - subtract $# bard songs from all bards in
the party, to a minimum of 0
"move back one space" - move party backwards without changing
their facing direction, if possible (ie. no wall behind them), and
stop execution of this special square
"move one square forward" - move party forward, if possible (ie.
no wall ahead of them), and stop execution of this special square
"teleport to $L dir:$D in $N" - teleport the party to a
particular location and facing direction in the specified map, and stop
execution of this special square
"exit to guild"-
"exit to review" -
"exit to garths" - These three actions all perform similar
functions.The party enters the appropriate area and performs their
transactions.When they leave these areas, they are turned around and
moved one square forward, and execution of this special square stops.
"trap flag" - If the party has a trap zap spell running a bard
is playing Sanctuary Score, or a thief makes his disarm trap roll,
then an appropriate message is printed and execution of this special
square stops.
"draw picture $P" - draw picture in the upper left hand window
"clear special at $L" - erase the special at the location.If
no special square is at the location, nothing happens.If the location
is the party's current location, then this special square will continue
running, but be erased when it completes.
"make $S at $L" - place the special square at the specified
location, overwriting the existing special, if any.If the location
is the party's current location, then the old special square will finish
running before the new one begins
"print "$$" under picture" - $$ is printed below the upper left
hand window
"have $M join party" - the monster asks to join the party
"have monsters leave party" - all monsters in the party leave
"turn monsters hostile" - all monsters in the party attack
"play sound $#" - brief sound $# is played
"set counter to $#" counter is set to equal $#
"add $# to counter" - $# is added to counter's current value
"set encounter. $M" - a monster encounter is generated.Up to
4 encounters can be generated for one combat Extra encounters cause
an error message and are ignored.
"set encounter. $# $M" - as above, but the number of monsters
is preset
"begin combat" - combat is initiated, if any encounters have
been set, and the result remembered (whether party won or not).If
no encounters have been set, an error message is printed and this
action is ignored.
"chest holding$I, trap $T,damage $#,message $$" - a chest is
created containing the item and a trap of type $T causing $# points
of damage.If the trap is not disabled (by spell, song, or a thief,
then a trap message is printed, followed by the message $$,
and the party suffers damage.
"set global flag $F" - global flag is set Global flags are saved
when the "Save Party" option is selected at the guild.
"clear global flag $F" - global flag is cleared.
"give $# experience" - give the amount of experience specified
to be divided among everybody in the party.
"give $# gold" - give amount of gold specified to be divided
among everybody in the party.
"Press Any Key" - Prompts the player to player to press any key and
waits for any keypress before advancing further or mouse click.
"have monster named $M leave party" - If there is a monster
with the specified name in the party, one will leave the party
immediately
"turn party in direction $D" - Turn the party in the direction
specified.
"clear this special" - Clears the special where the party is
standing.
"change this special to $S" - Changes the special where party
is currently located to the one mentioned, so that the next time the
party comes to this square, they will get the new special.
Technical Information
~~~~~~~~~~~~~~~~~~~~~
Spell Effects Chart
A cast spell has three effects - its start effect (occurs immediately),
its running effect(occurs each round of the spell duration), and its
ending effect (occurs when the spell ends). Depending on the duration
of the spell, the running effect and the end effect may not ever occur!
Start Run End
Heal heal damage same nothing
Resurrect raise the dead same nothing
Cure Poison. cure poison same nothing
Cure Insanity cure insanity same nothing
Youth cure age same nothing
Dispossess cure ion same nothing
Stone to Flesh cure petrification same nothing
Cure Paralysis cure paralysis same nothing
Restore Levels restore max level same nothing
*Damage do damage same nothing
*Kill kill same nothing
*Poison poison same cure poison
*Cause Insanity drive insane same cure insanity
*Age age (-1 each stat) same nothing
*Possess possess mind same cure possession
*Flesh to Stone petrify same cure petrification
*Paralyze paralyze same cure paralyzation
*Drain Level drain 1 level same nothing
Summon Monster<1> monster joins party nothing monster leaves
Summon Illusion<1> illusion joins party nothing illusion dispelled
Dispel Illusion target dispelled same nothing
Scry Sight<1> display map of area nothing nothing
Light<1> turn magic light on same turn magic light off
Armor Class Bonus AC changes nothing AC restored
Hit Bonus To hit changed nothing To hit restored Trap
Destruction<1> Trap destroyed same nothing
Secret Door Detect<1> find # secret doors same nothing
Phase Door<1> wall removed nothing wall replaced
DispelMagic<2> magic on target ended same nothing
Regen Bard Song bard songs changed same nothing
Spell marked with an asterisk (*), allow the target to save vs magic
to avoid the effect (or in the case of Damage, to take only half damage).
If thrown by a party caster on a monster in the party, the spell will
cause the monster to attack the party, regardless of whether it saves or
not.
< 1 > Target specification is ignored.
< 2 > If no target is given, ALL magic currently running is dispelled!
Class names:
Warrior, Paladin, Rogue, Racial starting attributes:
Bard, Hunter, Monk conjurer, Magician, Sorcerer,
ST IQ DX CN LK
Wizard, Archmage,Human
10 68 85
Monster, Illusion Elf
89 966
Dwarf 12 6710 3
2 letter class Hobbit 4612 510
abbreviations:Half-Elf98976
Wa, Pa, Ro, Ba, Hu, Mo, Half-Orc
1 1 3 8 1 1 4
Co,Ma,So,Wi,Am,Mn, IlGnome
9 1 0 7 3 4
Names of the races:
Human, Elf, Dwarf, Hobbit,
Half-Elf, Half-Orc, Gnome What each class needs to hit
armor class 0 at level 1:
V& Pa Ro Ba Hu Mo Co Ma So
Number of sides 20 20 22 20 2121 24 2424
on available dice: WiAm Mn Il
2,4,6,8,10,12,20,100 24 2420 20
Maximum number of items a member can carry:
How many levels to improve
Eight chance to hit armor class 0
by 1, by class:
Maximum possible gold Wa Pa Ro Ba Hu Mo Co Ma So
a member can carry:113122444
4000000000
Wi Am Mn Il
Experience value4 4 1 2
for a monster:
experience = (number of What each class needs to
attacks x max damage) make a saving throw at lev. 1:
+
(10 - monster[mon].baseac) Wa Pa Ro Ba Hu Mo Co Ma So
+ 17 13 15 17 15 15 12 12 12
max hit points, Wi Am Mn Il
12 12 17 17=
=====================================================================
How many levels to improve save by 1, by class:
Wa Pa Ro Ba Hu Mo Co Ma So Wi Am Mn Il
2 2 2 2 2 2 2 2 2 2 2 2 3
=====================================================================
Minimum experience needed for each class and level:
Class Level Minimum Experience
Wa 1 0
Wa 2 2000
Wa 3 4000
Wa 4 7000
Wa 5 10000
Wa 6 15000
Wa 7 20000
Wa 8 30000
Wa 9 50000
Wa 10 80000
Wa 11 110000
Wa 12 150000
Wa 13 200000
Wa 14 400000
Wa 15+ 200000 per level
**above scale is used for Paladins, Rogues, Bards, and Hunters as well
====================================================================
How many hit points (max) a member gets when advancing a level, based
on class:
Wa Pa Ro Ba Hu Mo Co Ma So Wi Am MN Il
16 16 8 16 16 8 4 4 8 8 8 10 10
====================================================================
Damage done by a monk's bare hands (by level):
Lvl Damage Dice
1 1 d2
2 2 d2
3 3 d2
4 4 d2
5 5 d2
6 4 d4
7 4 d4
8 5 d4
9 5 d4
10 6 d4
11 6 d4
12 6 d4
13 6 d4
14 7 d4
15 7 d4
16 7 d4
17 5 d8
18 5 d8
19 5 d8
20 5 d8
21 6 d8
22 6 d8
23 6 d8
24 6 d8
25 7 d8
26 7 d8
27 7 d8
28 9 d8
29 9 d8
30 9 d8
31 11 d8
32 13 d8
NOTE: after level 32, there's no more damage increase for monk's
====================================================================
Minimum experience needed for each class and level:
Class Level Minimum Experience
Mo 1 0
Mo 2 1800
Mo 3 4000
Mo 4 6000
Mo 5 10000
Mo 6 14000
Mo 7 19000
Mo 8 29000
Mo 9 50000
Mo 10 90000
Mo 11 120000
Mo 12 170000
Mo 13 230000
Mo 14 460000
Mo 15+ 230000 per level
** above scale is used for Conjurers and Magicians as well.
===================================================================
Minimum experience needed for each class and level:
Class Level Minimum Experience
Mn 1 0
Mn 2 2000
Mn 3 4000
Mn 4 7000
Mn 5 10000
Mn 6 15000
Mn 7 20000
Mn 8 30000
Mn 9 50000
Mn 10 80000
Mn 11 110000
Mn 12 150000
Mn 13 200000
Mn 14 400000
Mn 15+200000 per level
==================================================================
Minimum experience needed for each class and level:
Class Level Minimum Experience
So 1 0
So 2 7000
So 3 15000
So 4 25000
So 5 40000
So 6 60000
So 7 80000
So 8 100000
So 9 130000
So 10 170000
So 11 220000
So 12 300000
So 13 400000
So 14 800000
So 15+ 400000 per level
Wi 1 0
Wi 2 20000
Wi 3 50000
Wi 4 80000
Wi 5 120000
Wi 6 160000
Wi 7 200000
Wi 8 250000
Wi 9 300000
Wi 10 400000
Wi 11 600000
Wi 12 900000
Wi 13 1300000
Wi 14 2600000
Wi 15+ 1300000 per level
Am 1 0
Am 2 100000
Am 3 220000
Am 4 400000
Am 5 600000
Am 6 800000
Am 7 1100000
Am 8 1400000
Am 9 1800000
Am 10 2200000
Am 11 2600000
Am 12 3000000
Am 13 4000000
Am 14 8000000
Am 15+ 4000000 per level
Illusions cannot go up levels!
NOTE: maximum possible experience a member can get is 4,000,000,000
Extra-damage
effects:
Poison - target loses 1 point of damage per round
Level drain - target loses 1 level, experience set to minimum for
that level, and spell level is reduced (if necessary)
Insanity - target will attack members of same group in combat
Aging - for party members, each stat reduced by 1, to a minimum
of 1 for monsters, aging acts as a level drain
Possession - target's mind is controlled.If target is a party
member: target will attack other party members monster: party can direct
target's attack
Stoned - target is petrified.No actions possible.
Paralysis - target is paralyzed.No actions possible.
Critical hit - target is slain.
Item-zot - one of target's carried items loses 5 charges, to a
minimum of 0.Item selected randomly.
Point Phaze - target loses 5 magic points, to a minimum of 0
Spell Point
Regeneration:
Spell points regenerate at the rate of 1 point every 5 minutes
(50 rounds), if the mage is outside in daylight.
Multiple running spells:
If several spells are running at once and attempting to affect the
same target, the result is unpredictable and can change from round to
round!(Ah ... magic).For example, a long running Age spell and long
running Youth spell are both cast on a member.Nothing may happen for
a while, then his stats may start to decrease from age, then they may
suddenly go back to normal.Remember, magic is not fully predictable.
Otherwise, it would be science!
Dispelling summoned monsters/illusions:
During combat, summoned monsters or illusions disappear only at
the end of a combat round, even if they are dispelled in the middle of
the round.It takes a few moments for the ethereal link to dissolve...
Monsters as party members:
They act as act actual party members, carrying items and fighting,
except that they will only use the "Attack" option in combat and will
never use their ranged attacks for the party.Remember, if another
party member attacks a monster member, it will immediately become
hostile and attack, entering intraparty combat if necessary.
Starting character info:
Starting gold is 110-170 coins
Spell casters start with 10-17 span points, +1 per point of IQ
over 14
Rogues start with a 15% chance of disarming traps and a 10% chance
of hiding in shadows, + 1 per point of DX over 14
Hunters start with a 5% chance of dealing a critical hit, + 1 per
point of DX over 14
Bards start ready to sing 1 song (assuming they find an instrument)
When anyone goes up a level:
Hit points go up based on class
Extra hit points: + 1 per point of constitution over 14
One attribute whose value is less than 18 is increased by 1
When spell casters go up a level:
Extra spell points: 14 +1 per point of iq over 14
When rogues go up a level:
Disarm traps: improves 1-3% + 1 % per point of dexterity over 14
(maximum 99%)
Hide in shadows
Improves 1-3% +1% per point of dexterity over 14 (maximum 99%)
When hunters go up a level:
Critical hit: improves 1-3% + 1% per point of dexterity over 14
(maximum 99%)
When warriors, monks and paladins go up a level:
Number of attacks goes up by 1 EVERY OTHER LEVEL, to a maximum of
7 Attacks per round at 15th level
How much a spell level costs to buy in the review board, by spell
level:
1000
2000
4000
7000
10000
20000
40000
Playing Your Game
Once you have created your game, you may want to actually play it
The BUILD GAME utility creates a file called BARDGAME.EXE. You can rename
it if you'd like with the DOS REName command.To start your game, simply
go to the path where you installed your game and type BARDGAME<enter>.
After answering some configuration questions, you will find yourself
in the GUILD.Here you will need to create your characters and send them
on their quest
Menu selections are made by typing their first letter or by clicking
on them with the mouse.
The Adventurer's Guild
In the Guild you have the following options:
Add Member - Add a member to join the quest
Remove Member -- Remove a member from the quest and save him to disk
Create Member -- Create a new member for the guild
Save Party -- Save the current quest members as a party with all
global variables
Quit -- Exit the game
Edit Guild -- Leave the guild to the map where it is located
Disk Options -
Delete Member -- Delete member permanently from guild
Rename Member -- Rename a guild member
Garth's Equipment Shoppe
Garth's will sell the first ten items in your saved item list.
Garth will first ask you who wants to enter.After you select a
party member, you will be given the following choices:
(B)uy -- Buy one of the items Garth has for sale
(S)ell -- Sell an item from your inventory for half of what it's
worth to Garth who will then sell it to somebody else for double its
value.Once you sell to Garth, the item is gone for good.
(I)dentify -- Have an Item in your inventory identified for a
price.Tells valuable information about the item.
Review Board
At the Review Board, you can have each party member reviewed to
see if advancement is appropriate.You will first be asked to see who
wants to be reviewed.After selecting a character, you have the
following choices:
(A)dvancement -- if the character has gained enough experience
points, he will be raised a level.
(S)pell Acquiring -- Magic-Users can check to see if they are able to
advance to the next magic level, and, if allowed, can pay a large sum
of gold to gain that level.
(C)lass Change -- Magic-Users can change classes.However, once
you leave a magic-user type, you will not be allowed to return to that
type.
Outside
Outside of the Guild, you can move around with the arrow keys or
the mouse.
To move...
up arrow - go forward
down arrow - turn around
left arrow - turn counter clockwise
right arrow - turn clockwise
Other commands outside of the Guild are as follows:
(B)ard song --Have a bard play a bard song
(C)ast spell --Have a magic-user cast a spell
(N)ew Party Order -- Rearrange the party's marching order
(P)arty Attack -- Initiate intraparty combat
(Q)uit --Leave the game without saving at a guild
(U)se item -- Have any party use an item from inventory
(V)olume on/off -- Toggle to turn the music on and off
(?) -- Print current time
HOME -- Pause the game
Keys 1-7 will initiate viewmode on that character During viewmode:
d - drop item (not available during combat)
e - equip item/unequip item
p - pool gold (not available during combat)
n - new order (not available during combat)
t - trade item (not available during combat)
< space bar > or < esc > will quit viewmode
Combat
Once an encounter has taken place you have the option to attempt
to (A)dvance (if the monster(s) are farther that 10 feet away), (R)un
Away, or (M)elee with the monsters (if they are within 10 feet).
If you Advance, you will move ahead 10 feet
If you Run Away, your party leader will be checked, and if he
passes, the combat will be terminated.
If you decide to Melee, you have the following options:
(A)ttack - First four Party members only use equipped hand weapons
or bare hands
(P)arty attack -- Attack a member in the party
(D)efend --Defend from monster's attacks at improved rating
(C)ast spell -- Magic-users can attempt to cast a spell
(U)se Item -- Use an item from inventory
(B)ard Song -- Bards only can sing a bard song
(H)ide in shadows -- thieves only can attempt to hide from combat
and possible achieve a critical hit
During combat-
v - volume (sound on/off toggle)
? - print current time
HOME - pause the game
keys 1-7 will initiate view-mode on that character
Bard Songs
1. Safety Song
-- protection from attacks from random monsters
-- in combat, relieves insanity and possession
2. Sanctuary Score
-- does a trap zap
-- in combat, lowers armor class for that round (level/2, max 15)
3. Bringaround Ballad
-- Rejuvenates bard's hit points
-- in combat, rejuvenates everyone's hit points in the party
(from 1 to 5*level of bard points)
4. Rhyme of Duotime
-- Regenerates mages' spell points
-- in combat, gives the party an extra attack
5. Marcela's Melody
-- Creates light to walk around ... even in anti-magic zones
-- in combat, brings all monsters to within melee range
6. Kiel's Overture
-- Lets the party know what direction they are travelling
-- in combat, casts a monster damage spell (from I to 5*level of
bard points)
7. Cain's Carrack
-- Adds to character saving throws
-- in combat, prevents all monster spell attacks for one round
Sample Scenario
Sample Scenario included in this Construction Set is a sample
scenario for you to examine.
The game has been saved off in the GAME directory created from the
INSTALL procedure.To load the game, enter the GAME directory and type
BARDGAME<enter>.
You will be asked some general SETUP questions, and then enter the
GUILD.
Note that there is one item list called "ISIL.ITM" which contains
all the items included in the sample game, one spell list called
"ISIL.SPL", and one monster list called "ISIL.MON". There are fourteen
levels included which contain there own set of specials.The levels
are as follows:
ISIL.MAP --- the map of the city of Isil Thania
SEWONE.MAP -- level one of the sewers
SEWTWO.MAP -- level two of the sewers
SEWTIIR.MAP - level three of the sewers
TOWONE.NW -- level one of the tower
TOWTWO.MAP -- level two of the tower
TOTHR.MAP -- level three of the tower
FRED.MAP -- Castle Fred
DUNONE.NW -- level one of the dungeon
DUNTWO.MAP -- level two of the dungeon
CASTLE.MAP -- Interconnecting castle UN-
DRCT:MAP -- Map of the undercity
CRYPT.NW--- The Crypt
SURPRS.MAP -- The FINAL Level
Following is a brief background of the scenario.When creating your
own dungeons, you may want to use this scenario as a guide for your own
world.
Star Light Festival
The small rundown village of Isil Thania is the setting for our story.
Your band of adventurers has travelled from afar to witness the annual Star
Light Festival in which an eerie light comes down from a star for one night
only making the night into day.
While sitting at the RAINBOW BAR waiting for the day of the Festival,
a small twisted man approaches saying, "There's more adventure here for
the brave of heart than meets the eye.If you want a real challenge ask
the bartender about WINE." With that he giggles and disappears down a
sewage pipe.
Your first task will be to locate the RAINBOW BAR to the south of
the Guild and enter the sewers below the city.Those of you familiar
with The Bards Tale series will recognize these levels as the exact
ones found in Bards Tale 1: Tales of the Unknown.
From there, you will engage upon a quest that takes you from one
location in the day to the next, eventually to find the secret truths
behind the Star Cult and the town of Isil Thania.
Good Luck!!!
-=USA/Fairlight=-
FIXED BY RYGAR !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~