Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
The Create New Design and Game Settings options are virtually
identical. All options within are the same. The main difference is
that the first option will let you create a brand new design, while
the second only lets you edit the primary characteristics of an
existing design.
PAGE 1
ADVENTURE DESIGN NAME
Type the full name as the PLAYER will see it. If you are creating a
new design (as opposed to just editing Game Settings), UA will
automatically make a directory name which fits (if a similar name
exists, it alters enough letters to make it unique).
THE ADVENTURE BEGINS IN [Dungeon 01] AT ENTRY POINT [1 to 8].
Select one of 36 dungeons or 4 overland areas in which to start. A
starting entry point (as opposed to a coordinate location) must be
designated.
EACH PARTY MEMBER STARTS WITH
[0 to 30 million] EXPERIENCE POINTS
STARTING EQUIPMENT [none to +4]
PLATINUM [0 to 5000]
Gems [0 to 5000]
Jewelry [0 to 5000]
Experience points determine the starting level of each new character
(multi-class characters have their experience divided by the number of
classes before figuring out the starting level). Platinum, Gems, and
Jewelry determine starting wealth. The equipment that a party starts
with is determined by the option selected. The possible options for
Starting Equipment are None, Poor, Modest, Average, Prosperous, and +1
through +4. Note that no magic items at ALL are given (even to magic
users/clerics) until the +1 Equipment level. For a complete list of
the items each character class receives at each setting, see Appendix
A.
Protection Password
This will cause your adventure to become LOCKED. Once this is done,
the only way someone (including you) can modify (select any of the
right hand buttons) the game is by entering the same password. For
convenience, a designer should avoid using this feature until the
adventure is completed.
PAGE 2
Keys in Special Inventory
These are item names for special keys used to in getting through
various locked doors (or opening special chests, etc.) in the game.
They never actually exist as items in a character's ITEM inventory,
but are listed in the party inventory (shown by selecting INV at the
main menu in the game). They don't even necessarily have to be called
"keys" - that's just a convenient reference.
PAGE 3
Other Special Inventory Items
Similar to the keys above, but in a more generic manner. These are
"Quest" items which can be checked for in various EVENTS. As with the
keys, the actual names are up to you (samples are shown as defaults).
ART GALLERY
This affects things like the number and type of spells possible to
memorize. Note that you can put visual contradictions here. For
example, you may have a monster defined as a "Thief" on the previous
page, but give it some level of ability as a Mage and/or Cleric which
gives it some spell-casting ability (perhaps for a new race of
creatures which are not literally mages, but can all cast Shocking
Grasp several times a day).
Misc Options
The party gets [0 to 65000] experience when monster is killed.
This is PER creature involved, so be sure to avoid unbalancing the
game this way.
UNDEAD TYPE [NOT UNDEAD through SPECIAL]
This does not change the monster's literal abilities, but anything
except "Not Undead" may allow a Cleric or Paladin to TURN the monster,
causing it to flee or be destroyed. ("Special" undead are a class
almost impossible to TURN, even under normal circumstances.)
PAGE 3
ATTRIBUTE OPTIONS
Multiple, even contradictory (e.g., Mammal and Snake) options may be
selected.
Form
* MAMMAL
Indicates whether the monster is vulnerable to the second level Druid
Spell "Charm Person or Mammal."
* ANIMAL
Determines whether the monster is susceptible to the first level Druid
spell "Invisibility to Animals."
* SNAKE
Determines whether the monster is vulnerable to the second level
Clerical spell "Snake Charm."
* TRUE GIANT
Indicates whether the monster takes extra damage from a Long Sword vs
Giants.
* LARGE EVEN IF ICON 1 BY 1
Monster receives weapon damage based on the "Large" column on the
damage table. All monsters with wide, tall, or big icons are
automatically considered larger than man-sized.
Penalties
* DWARF AC
Indicates that creatures with the effect "Dwarf AC bonus" (e.g.
dwarves) get an AC bonus of +4 when attacked by the monster.
* GNOME AC
Indicates that creatures with the effect "Gnome AC bonus" (e.g.
gnomes) get an AC bonus of +4 when attacked by the monster.
* DWARF THAC0
Indicates that creatures with the effect "Dwarf THAC0 +1" (e.g.
dwarves) get a THAC0 bonus of +1 when attacking the monster.
* GNOME THAC0
Indicates that creatures with the effect "Gnome THAC0 +1" (e.g.
gnomes) get a THAC0 bonus of +1 when attacking the monster.
* RANGER DAMAGE
Indicates that creatures with the effect "Ranger Gnt Bonus" (e.g.
rangers) get a damage bonus equal to their ranger levels whenever they
hit the monster.
IMMUNE TO
* POISON
Indicates that the monster is immune to poison, including "stinking
cloud".
* DEATH
Indicates that the monster is immune to all death magic, including
"Cloudkill."
* CONFUSION
Indicates that confusion wands, spells, and gazes have no effect on
the monster.
* VORPAL SWORDS
Indicates that the monster cannot be decapitated by a vorpal blade.
MISC OPTIONS
* MAY BE HELD OR CHARMED
Indicates that the monster is vulnerable to charm or hold spells.
Note that the monster is also invulnerable to "Hold Person" spells if
it is of race "monster"; only humans and similar races are susceptible
to "Hold Person."
* AFFECTED BY DISPEL EVIL
Indicates that the monster is summoned from another plane of existence
and may be affected by the fifth level clerical spell "Dispel Evil".
PAGE 4
MONSTER ATTACKS
ATTACK TYPE 1
[0 to 50] BLOWS EVERY 2 ROUNDS
OF [0 to 50] [1 to 99] SIDED DICE + [0 to 99]
For example, "5 10 sided dice + 6" will cause a damage computation as
if a 10-sided die was rolled five times, summed up, and then 6 points
added to the final total. Note that this allows for a maximum damage
PER ATTACK of 5049 points of damage! Use with care - remember the
maximum player HP is also 255.
An odd number of blows causes a blow to be skipped (or added) every
second round. E.g., 3 Blows per 2 rounds causes 1 blow the first
round, 2 the second, 1 the third, etc.
ATTACK TYPE 2
This is structured just like Attack Type 1. This is meant to be the
monster's secondary attack. For example, a lion might have Attack
Type 1 set as 4 blows per 2 rounds (indicating 2 claw attacks each
single round) and Attack Type 2 set as 2 blows per 2 rounds
(indicating one bite attack each round).
PLAY CHARS
These effects are attributes of various player character races and
classes. They must be explicitly given to monsters of those races or
classes.
DEFENSE BONUSES
The effects can make monsters more difficult, or even impossible, to
attack by various means, as well as adding other protective
capabilities.
ATTACKS
Some attacks are contingent upon attack #1 hitting or attack #2
hitting. Other attacks are conducted independently of normal melee
attacks.
HAZARDS
These effects introduce special vulnerabilities to the monsters.
MEMORIZED [0 to 140]
The number of spells currently memorized by this monster. The monster
must be at least Level 1 in Magic-User (for Mage spells), Cleric (for
Cleric Spells), Paladin (for Cleric Spells), and/or Ranger (for Mage
and Druid spells) to receive certain spells. Class level does NOT
affect the number of spells or spell-levels permitted to be memorized.
(E.g, a 1st-level mage can learn 9th-level spells, for example).
However, be aware that most spells have durations, ranges, and effects
based on the ACTUAL level of the spell-caster - so low-level mages
casting high-level spells are either wasting their time (a 1 die
"Fireball" is good for toasting marshmallows, and not much else) or
endangering their lives (a 1st level mage cannot cast "Cloudkill" far
enough away to exclude his breathing space).
EDITING NPCS
If you select to edit an NPC (a monster with a "#" in front of its
name), you are immediately asked:
RE-CREATE NPC? [YES/NO]
Selecting NO (i.e., edit the CURRENT NPC - do not create a new one)
takes you through the following two pages:
PAGE 1
The ONLY thing a designer can change on this page is the name of the
NPC (the only light-grey field). Other fields on this page are
identical to those of regular monsters, although they are not editable
at this time (only when creating a new NPC).
PAGE 2
PLATINUM, GEMS, and JEWELRY are editable as with regular monsters.
ITEMS are also treated the same way except that an NPC can start with
up to 8 total items (compared to 3 for a regular monster and 6 for a
complex monster).
SPELLS MEMORIZED [0 to 140]
This option works the same way as spells for regular monsters.
Selecting YES on the Edit Monster screen indicates that you wish to
create an entirely new NPC. (Note that a bug in version 1.0 creates
NPCs with a very low morale. The effect of this bug is that NPCs will
almost always immediately flee or surrender in combat unless
controlled by a high-level player character.) You are now asked a
number of questions:
EXPERIENCE[0 to 99999999]
This will determine the NPC's level (if multiclass, experience is
divided by the number of classes before levels are determined). Press
ENTER when ready.
PICK RACE/ALIGNMENT/GENDER/CLASS
Same restrictions as if you were creating a regular character. Select
DONE when finished on this screen.
REROLL STATS
Determines the NPC's statistics. MODIFY is permitted here (didn't
work in 1.0). Select DONE when you are satisfied with the NPC's stats
or EXIT to stop creating a new PC (goes to Page 1 of the "Edit Current
NPC" series of pages).
CHARACTER NAME
15 characters permitted, just like regular characters. The name must
start with a letter, but numbers can be used elsewhere in it.
TRY TO CHANGE CLASS
This option only appears if NPC is a Human. This, if successful, will
create a Dual-Classed NPC. Normal Dual-Class restrictions apply.
PICK NEW CLASS
Only appears if NPC is Human, YES is chosen for the previous question,
and the NPC meets AD&D's dual-classed human requirements with his or
her statistics. A list of eligible classes will appear.
EXPERIENCE [0 to 99999999]
If a new class is selected above, the experience earned in that second
class is required. Note that a dual-classed human does not regain the
abilities of the original class unless he or she surpasses the old
class level in the new class, so be sure to assign the original class
experience low enough that the NPC will be at least one level higher
in the new class.
PAGES 1 and 2 follow, and are identical in function and appearance to
the pages which appear if you are only editing an existing NPC.
EDIT MODULES
The options described below are all covered in varying degrees of
detail in the original Designer's Guide. Extra detail has been added
where it seems useful.
FILE MENU
OPEN
Opens a new module (overland or dungeon). If you have not saved your
current module, you will be prompted to:
SAVE (and open the new module)
DON'T SAVE (and open the new module anyway)
CANCEL (return to the current module).
SAVE
Saves all changes in the current module to disk, and returns to the
edit screen.
WRITE TO
Save the data from this module under one of the other module names
(effectively duplicating the module).
COPY FROM
Copy data from another module into the current module (effectively
duplicating the other module).
REVERT TO SAVED
Ignore all changes and reload this module from disk.
GLOBAL INFO
Information changed in here applies to all locations in the current
module.
PAGE 1
ADVENTURE MODULE NAME
For the designer's purpose only. Players do not see this name.
HEIGHT/WIDTH [11 to 50]
(Dungeon modules only) The total area (Height times Width) must be 576
or less.
* ALLOW AREA VIEW?
(Dungeon modules only) Selecting this option will allow players to see
a basic overhead map of the module they are currently traversing.
SUMMONED MONSTER [goblin]
Determines which monster appears to fight for the party if a mage
casts the 9th level spell "Monster Summoning."
ZONE NAMES [zone 1 through zone 8]
Again, only for the designer's viewing. See the Designer's Guide for
the use of Zones. Naming them here permits the designer to be able to
better discern different needs and areas within the modules.
PAGE 2
(The next two options exist for OVERLAND modules only.)
PICK MAP ART
Choose one of the five maps available. (Note that you can import new
maps. See ART GALLERY section for a discussion on importing graphics.
Importing a new map will replace one of the current maps.)
PICK OUTDOOR COMBAT ART FOR EACH ZONE
One function of Zoning is to allow combat graphics to be altered
universally. These selections will choose what art is used during
combat for locations marked as "Outside."
(The next three options are for DUNGEON modules only.)
PICK WALL ART SETS
Selects up to three wall sets (maximum 15 different walls) . These
are the pictures seen in the 3-D view by the players.
For example, Zone 8 could be internally called "SAFE REST ZONE" with a
Rest Event defined for Zone 8 areas as No Event. Single locations of
Zone 8 could be scattered throughout the dungeon (in closets and other
out of the way places) to signify quiet and safe places for the party
to heal and rememorize spells.
EVENT PLACEMENT
Allows the placement of events and event chains throughout the module.
Individual Events are described at the end of this document.
MOVE THROUGH WALLS
Only valid in 3-D mode. When this selection is active (checked), the
designer can move the mark (yellow arrow) around without consideration
of the Obstruction status of any location. This does not affect
actual game play.
UTILITIES MENU
DISPLAY ACCESS
Dungeon modules only. Selecting this shows where a player can travel
from the current MARK. Access is color-coded by type (freely
accessible, locked - key needed, etc.). Because a recursive,
memory-constrained algorithm is used to to calculate accessible areas,
the IBM version may not correctly show access in very large open areas
or very long corridors.
REPLACE GLOBALLY
Dungeon modules only. This function permits wholesale replacing of
entire wall pictures, backdrops, and zones with a different selection.
It is not UNDOable. You cannot globally replace events. Select the
the new art or zone BEFORE choosing "REPLACE GLOBALLY." After
selecting the new art and then activating Global replacement, choose
the art or zone to replace.
CLEAR MODULE
[CLEAR AND RESIZE THE ENTIRE MAP]
This erases everything from the module and sizes it to the
specifications entered below.
[CLEAR EVENTS ONLY]
Leaves all sections of the map untouched, but removes all events
defined for the module.
NEW HEIGHT/WIDTH [0 to 49]
Same effect as the Global Info. Only has an effect if the first
option is chosen above.
ENTRY POINTS
Up to 8 entry points can be defined. These entry points theoretically
permit shortcuts to be taken with teleports, stairs, and transfer
module events. However, with IBM version 1.0 only the TRANSFER MODULE
event actually uses entry points correctly. Select a map location,
then select an entry point from the list which appears. Entry points
can only exist in one location at a time, although multiple entry
points can share the same location (although only the lowest-numbered
entry point is shown on screen).
PLACE ENTRY POINT
This places an entry point (from a vertical list) at the MARK's
not at the indicated stage. The chain control options also allow you
to select the type of event you wish to chain to (if any) in the
standard chain.
EVENT CONTROL
* DO EVENT ONLY ONCE
If this option is selected, the event will only happen a single time
during game play, and never again.
EVENT HAPPENS IF...
[ALWAYS HAPPENS]
No criteria is applied. If the party reaches this point in the chain,
this event will always occur.
[PARTY HAS SPECIAL ITEM]
Activates "Item/Quest" option described below. This item must be in
the party's possession in order for the event to happen.
[PARTY DOESN'T HAVE SPECIAL ITEM]
As above, except the event only happens if the party does NOT have the
item defined in Item/Quest.
[DAY TIME]
Event only occurs during daytime hours (6 AM to 8 PM).
[NIGHT TIME]
As above, but only occurs from 8 PM to 6 AM.
[RANDOM PERCENT CHANCE]
Activates the "Percent Change" option described below. Each time this
part of the event chain is reached, a random number from 1 to 100 is
compared against the value given below. If the random number is equal
to or below the number specified, the event occurs.
[PARTY IS SEARCHING]
Event only occurs if the party is moving with the SEARCH function
turned on.
[PARTY IS NOT SEARCHING]
As above, but party is moving without searching.
[FACING CORRECT DIRECTION]
Activates "Facing" below. The party must be facing the indicated
direction(s) in order for this event to happen.
[QUEST COMPLETE]
Activates "Item/Quest" option. Quests can only be set to Completed or
Failed in a Quest Stage event.
[QUEST FAILED]
As above. However, the party must have had the quest set to "Failure"
in a Quest Stage event.
[QUEST IN PROGRESS]
A "Quest in Progress" state will be valid if the quest variable has a
non-zero value but the quest has neither been completed nor failed.
[PARTY IS DETECTING TRAPS]
Party must have a "Detect Traps" effect or spell activated for this
event to occur.
[PARTY IS NOT DETECTING TRAPS]
As above, but no "Detect Traps" effect or spell is activated.
[PARTY CAN SEE INVISIBLE]
The party must have a "See Invisible" spell or effect activated for
this event.
[PARTY CANNOT SEE INVISIBLE]
As above, no "See Invisible" active.
[SPECIFIED CLASS IS IN PARTY]
Activates "Class" option described below. At least one character or
party NPC must be of the defined class and have an OK state in order
to trigger this event.
[SPECIFIED RACE IS IN PARTY]
Activates "Race" option described below. At least one character or
party NPC must be of the defined race and have an OK state in order to
trigger this event.
ITEM/QUEST [item 1]
Only triggered by certain qualifications above. Selecting this pulls
up a vertical list of possible keys, items, and quests. Only a single
selection is possible, and it should match the qualification type.
PERCENT CHANCE [1 to 99]
Only triggered by the RANDOM PERCENT CHANCE qualification.
FACING [front]
Only triggered by the FACING CORRECT DIRECTION qualification. Every
possible combination of facing choices (from 1 to 4 directions) is
selectable here.
CLASS [cleric]
Only triggered by the SPECIFIED CLASS IS IN PARTY qualification.
Select one of the six primary classes.
RACE [elf]
Only triggered by the SPECIFIED RACE IS IN PARTY qualification. Select
one of the six primary races.
CHAIN CONTROL
CHAIN [ALWAYS/IF EVENT HAPPENS/IF EVENT DOESN'T HAPPEN]
This control determines whether or not the chain of events continues
after the current event is reached.
CHAIN EVENT [NO EVENT]
The chain ends here unless another event is selected (and all
conditions are met for continuing).
ADD NPC
Allows the designer to add an NPC "monster" into the party at this
point. If the party already has that NPC, or the party is full (8
total characters), this event is ignored and the page 1 chaining
behaves as if the condition was not met.
PAGE 2
PLAYER SEES: [vala]
Any monster art can be shown at this point. It is not necessary to
show the player a picture of the actual NPC about to be added. Note
that you cannot display sprites in an overland module.
DISTANCE - [Up Close/Nearby/Far Away]
This only has an effect if the art chosen above is a sprite. In other
cases, this option is ignored.
PLAYER READS
Text shown when the picture is displayed.
ADD NPC - [vala]
Selecting this option brings up a list of only NPCs (monsters with a
"#" to the left of the name). [NO NPC] can be selected, in which case
the player gets the message but no addition to the party. (The same
thing can be accomplished with a TEXT event.)
WITH [1-100] % OF MAX HIT POINTS
Less than 100% indicates that the NPC is injured in some way. Maximum
hit points are still obtainable by the player through healing of the
NPC or resting.
CAMP
This event FORCES the party into Encamp mode, but the effect is the
same as if the player had manually selected to Encamp, except that
different artwork and text may be shown. By chaining a WHO PAYS event
to a CAMP event, you can create a simple inn.
PAGE 2
PLAYER SEES [camp 1]
Select the artwork to be displayed while the party is camping.
* BACK UP ONE STEP WHEN LEAVING
Forces the party to retreat to the location they were in previous to
the current location (after exiting Camp).
PLAYER READS
Text shown as the party encamps.
CHAIN
This event is used to branch a chain to two different sequences of
events. If the event control conditions allow the event to happen,
the page 2 chain will be followed; otherwise, the page 1 chain will be
followed.
PAGE 2
CHAIN TO [no event]
Select an event to activate if the qualifications on Page 1 are met.
COMBAT
This is the only way to trigger combat in the game, outside of the
TYPE [goblin]
The specific monster in the encounter. NPCs are not available for
these selections.
PAGE 4
MONSTERS ENCOUNTERED 4-6
This page acts just like the previous one (and monsters selected are
counted towards the maximum of 50). The main difference is that one or
more monsters selected can be "friendly" towards the party. Note that
it is NOT required to have all three monster selections on Page 3
activated before choosing Monsters 4 through 6.
NUMBER [0 to 31]
As Page 3.
TYPE
As Page 3.
* FRIENDLY
If selected, monsters fight on the side of the party unless charmed.
PAGE 5
MORE COMBAT OPTIONS
* NO TREASURE FROM MONSTERS
No matter what items exist on the monster definitions, no treasure
will be gained from the monsters after this battle. Note that if a
COMBAT TREASURE event occurs anywhere before this battle, that
treasure will still be given out. This option ONLY affects specific
monster treasure.
* PARTY NEVER DIES
The party cannot be wiped out in this battle. If the party loses the
battle, all characters who were conscious at the beginning of the
battle are restored to life after the battle with 1 hit point each.
* MAGIC DOESN'T WORK
No spell-casting is possible. This includes item effects! (The CAST
and USE functions do not appear at all in the combat menus.)
MONSTER MORALE [1 to 100]
This determines how much damage the monsters must sustain before they
flee combat or surrender, measured as a percentage of their total
starting hit points. The higher the morale, the more damage the
monsters will take before giving up; monsters at 100 morale should
never surrender or flee. Some slow, stupid monsters may not flee or
surrender even after their morale has been exceeded, and many powerful
monsters and types of monster such as undead have their own personal
morale, which may keep them fighting after other monsters have fled or
surrendered.
ADDITIONAL DIFFICULTY IN TURNING UNDEAD
[None/Harder/Difficult/Impossible]
This affects Clerics and Paladins using the TURN option. The number
shown is added to the number required to be "rolled" for the attempt
to succeed. This reduction is cumulative with any additional
difficulty specified in the module's Global Information.
COMBAT TREASURE
This is treasure found above and beyond that specified by each Monster
description. (Monster treasure is always received unless the
appropriate option is selected on Page 5 of the Combat event.) This
event should be placed immediately before the combat event. If more
than one combat treasure event is placed before a combat event, the
party will receive the complete set of treasure.
PAGE 2
THE PARTY FINDS
PLATINUM
[0 to 1 million]
GEMS
[0 to 50000]
JEWELRY [0 to 100000]
THE ITEMS THEY GET
Up to 8 different items can be added to the treasure list. Unlike the
Monster items, you cannot control the quantity of charges (wands) or
multiple items items (arrows).
* ITEMS ARE IDENTIFIED
No effect on non-magical items. However, magical items will normally
be unidentified (e.g., a WAND OF MAGIC MISSILES would normally be
shown as WAND) unless this option is selected.
PAGE 3
Text explaining the use of a Combat Treasure Event.
DAMAGE
This event is used to inflict damage on the party outside of combat,
from traps, avalanches, or thrown boulders, for example. A WHO TRIES
event chained to a DAMAGE event, under appropriate conditions, can be
used to represent a simple, unavoidable trap, and a QUESTION-BUTTON
event chained to a combination of events, including WHO TRIES/DAMAGE
chains, may be developed for a more complex trap.
PAGE 2
PLAYER SEES [no art]
Choose a picture, if appropriate.
[UP CLOSE/NEARBY/FAR AWAY]
Only valid for sprites. An example of use is an event where a Goblin
shoots an arrow at the party from the end of the hall and then runs
away. In that case, FAR AWAY would be chosen along with the GOBLIN
art.
PLAYER READS
Any text you wish displayed.
ATTACKS
Number of Complete Attacks [1 to 100]
The number of attempts made to damage the party (all attempts will be
tried, although not all may succeed).
[IS ON THE ENTIRE PARTY]
If it succeeds, the whole party takes the damage,
Introductory text.
PLAYER MUST ENTER
PASSWORD
1 to 25 characters in length.
NUMBER OF TRIES [1 to 50]
Indicates how many times the password can be entered incorrectly
before a FAILURE event is triggered.
TELEPORT DESTINATION
There is only one teleport destination, regardless of whether it is
used on Success, Failure, both or neither.
COL/ROW [0 to 49]
Must be legitimate coordinates for the current module.
FACING [North/East/South/West]
Direction the party will be facing at the new location.
* EXECUTE EVENT AT DESTINATION
If the party is teleported onto a location which also contains an
Event, that event is only triggered if this option is active.
Otherwise, the party must leave the new location and return to it in
order to receive the new event.
PAGE 3
IF PASSWORD ENTERED CORRECTLY, PLAYER READS
Text to be displayed.
AFTER TEXT...
[DO NOTHING]
No additional effect.
[CHAIN]
Execute the event specified below.
[TELEPORT]
Move the party to the coordinates and facing specified on Page 2.
[BACKUP ONE STEP]
Move the party to its previous location.
SUCCESS CHAIN [No Event]
Select an event to occur if "CHAIN" is selected above.
PAGE 4
IF PASSWORD ENTERED INCORRECTLY
Settings on this page perform identically to those on Page 3.
However, they are only triggered if a password FAILURE occurs (i.e.,
the wrong password is entered on all tries permitted).
GAIN EXPERIENCE
This event is useful for giving the party experience for completing
major or special portions of the game (rescuing the fair monsters from
PAGES 3 and 4
TEXTS 2 through 5
Second through fifth text sections. Note that text is linked directly
following previous text defined, unless PRESS RETURN is indicated, so
be sure to put a space at the end of each text section, or they will
run together on screen.
* MUST PRESS RETURN
As above.
* HIGHLIGHT
As above.
PASS TIME
A way to force the party to wait a certain period of time (or indicate
that several days go by in travelling, to make spells on party members
wear off, etc.).
PAGE 2
PLAYER READS
The text to be displayed.
HOW MUCH TIME SHOULD PASS...
DAYS [0 to 250]
HOURS [0 to 23]
MINUTES [0 to 59]
PICK ONE COMBAT
NOTE - This event is referred to in the DESIGNER'S GUIDE as a "RANDOM
COMBAT EVENT." This event like the COMBAT event, except there are no
friendly monsters possible, and ALL monsters do not appear in each
battle. Instead, the computer randomly picks a monster group
(numbered 1 through 6) and presents the party with only a single group
to fight. Groups containing no monsters will not be selected. Note
that only one sprite or picture can be shown to the player, so a more
complex event chain consisting of several different PICK ONE COMBAT
events may be necessary to present the players with a wide variety
pictures and different monster types. Options shown below are
identical to the COMBAT event except where noted.
PAGE 2
BEFORE COMBAT BEGINS
PLAYER SEES [no art]
Choose any artwork in the game.
PLAYER READS
Text displayed before each combat.
IN COMBAT
MONSTERS ARE [UP CLOSE/NEARBY/FAR AWAY]
Select the starting distance for the monsters.
AND [IN FRONT/various compass positions] OF THE PARTY.
SURPRISED [NEITHER/PARTY/MONSTER]
* AUTO APPROACH
Monsters "run" up to the party and enter combat Up Close.
* OUTDOORS
Uses outdoor combat terrain.
PAGE 3
There is a brief explanation of PICK ONE COMBAT event on this Page.
* NO TREASURE FROM MONSTERS
The party will not gain any of the treasure carried by the monsters;
only treasure specified in a previous COMBAT TREASURE event.
* PARTY NEVER DIES
As discussed before - if the party is defeated, the game doesn't end.
* MAGIC DOESN'T WORK
Disables (removes) CAST and USE functions from combat.
MONSTER MORALE [1 to 100]
The higher the morale, the more damage the monsters must take before
they attempt to flee or surrender.
ADDITIONAL DIFFICULTY IN TURNING UNDEAD [0 to 100]
Gives normal, hard, difficult, or impossible chances for Clerics and
Paladins to turn Undead. This is in addition to the difficulty set in
the module's Global Information.
PAGE 4 and 5
MONSTERS THAT MAY BE ENCOUNTERED (1-3 and 4-6)
These sections work just like pages 3 and 4 in the COMBAT Event
description, except Monsters 4-6 cannot be selected as FRIENDLY.
QUEST STAGE
This is the event which guides the party through the various Quests in
the game. A Quest can only be set as COMPLETED through this Quest,
and it can only be advanced (for multi-stage Quests) through this
stage. With up to 44 Quests in one adventure, and up to 100 stages
with each Quest, much can be done through the use of this single
event. A QUEST STAGE event only occurs if the Quest in question (set
on Page 2) is at the previous stage marked on Page 2. (For example,
if on Page 2 you set the Stage to 5, the Quest's current stage must be
4 in order for this event to occur.)
A simple heroic quest generally starts with an "accept on yes" QUEST
STAGE (the queen asks the party to rescue her son, who has been
kidnapped by a dragon), which may have "quest fails upon rejection"
selected (*loud belch* from under volcano); followed by one or more
"accept automatic (no question)" QUEST STAGEs associated with heroic
deeds (locating the shepherd who knows the secret path to the dragon's
lair, slaying the fearsome beast, and striking the chains from the
prince before the volcano explodes); and finally an "accept automatic
(no question)" QUEST STAGE with "quest completed upon acceptance"
selected (reuniting the tearful, happy royalty and hauling off the
loot before lava covers palace). For a complex example of this sort
PAGE 2
PLAYER SEES [no art]
Choose any artwork from the game.
PLAYER READS
Up to 36 characters to be displayed as a heading or one-line
description.
ANSWER 1
Up to 34 characters of descriptive text.
CHAIN EVENT [no event]
The next event if this answer is selected.
AFTER CHAIN...
* RETURN TO QUESTION EVENT
If selected, the game returns to the original question after event
chains are completed.
* BACKUP ONE STEP
After all events are completed, backup the party to its previous
location.
PAGES 3 and 4
ANSWERS 2 through 5
Same options are Answer 1.
QUESTION-YES/NO
For giving the player a simple Yes or No question. YES and NO buttons
are automatically displayed. (This event is labeled "ASK A YES/NO
QUESTION" on its edit pages.)
PAGE 2
PLAYER SEES [no art]
Choose any artwork, if desired.
PLAYER READS
Text to display.
PAGE 3
IF PLAYER ANSWERS "YES" THEY READ
Text to display.
CHAIN TO [no event]
Event to chain to on a YES answer.
AFTER CHAIN...
[NOTHING]
Perform no additional action.
[REPEAT QUESTION]
Return to the start of the event.
does not change the appearance of the items in the list. NOTE: If you
set all Types to NONE (and do not customize the default settings), a
shop with only VIEW POOL APPRAISE EXIT will appear in the game.
PAGES 3 through 6
A list of all the items in the group chosen for each TYPE appear here.
A TYPE set to NONE shows a list of the objects from +0 WEAPONS A (with
all items unselected). If a specific item group was chosen, all items
are initially selected (red button). The designer can deselect any
combination of items to customize the shop.
SMALL TOWN
Use this event to provide a town's services and supplies to travellers
on the Overland maps (although it can be used in Dungeon modules as
well) without the need to build a full-blown town. You may want to
chain a QUESTION-YES/NO event to a SMALL TOWN (via the "yes" chain) to
provide some description of the town and offer the party the choice of
whether or not to enter the town.
PAGE 2
PLAYER SEES [TOWN 2]
All artwork is available.
PLAYER READS
The text to be displayed above the button choices.
WHAT IS IN THE SMALL TOWN...
Each of the following items are initially selected (red button).
* TEMPLE
Where healing spells may be purchased.
* TRAINING HALL
Where the party can train for higher levels, and also where character
and game functions may be used (Add/Delete character, Save/Load game,
etc.)
* SHOP
Where items may be purchased, identified, and sold. Only two
categories of items may be sold at any SMALL TOWN shop.
* INN
Same functions available as ENCAMPING, but with no chance of
encounters.
* TAVERN
Small version of TAVERN event (no drink choices, only one tale)
* VAULT
Where characters may store items and money (the party may recover the
items and money at any vault, not just the vault where they deposited
their possessions).
PAGE 3
COST FACTORS
SHOP [Free to Normal to Multiplied by 100].
Affects only items in the shop.
PLAYER READS
Text to be displayed.
[GIVE ITEM TO PARTY]
Adds the selected item to the party's inventory list.
[TAKE ITEM FROM PARTY]
Removes the selected item from the party's inventory list.
ITEM [item 1]
Brings up a list of 8 keys and 12 items to select.
STAIRS
Used to let the party move to different locations within a single
module. A STAIRS event happens as the party tries to enter the
location containing the event, so the party never actually enters the
location. This allows you to put a STAIRS event behind a wall-set
image of a stairway and have the STAIRS event happen when the party
attempts to move across the "stairway" wall, without letting the party
see what's on the other side of the wall. Note: ENTRY POINTS do not
work for Stairs in IBM version 1.0.
PAGE 2
BEFORE ENTERING STAIRWELL
PARTY SEES [NO ART]
All artwork is available.
* ASK "YES/NO" QUESTION
Display the text entered below and give YES and NO buttons.
TRANSFER ON [YES or NO]
Determines which answer causes the transfer.
ASK
Text to display. Note that this is displayed whether or not ASK
"YES/NO" QUESTION is selected. If not selected, a PRESS RETURN prompt
is given and transfer takes place immediately afterwards.
PAGE 3
WHEN ENTERING STAIRWELL
PLACE [DIRECTLY (COL, ROW)/AT AN ENTRY POINT]
See warning above about the Entry Point bug in IBM version 1.0.
COL/ROW [0 to 49]
Must be a valid coordinate for the module. Only used if PLACE
DIRECTLY is selected above.
FACING [EAST/SOUTH/WEST/NORTH]
Only used if PLACE DIRECTLY is selected above.
ENTRY POINT [1 to 8]
Only valid if AT AN ENTRY POINT is selected above.
THE PLAYER READS
Text to be displayed AFTER the transfer takes place and the party is
at the new location.
* EXECUTE EVENT AT DESTINATION
If there is an event on the new location, selecting this option will
automatically execute that event (otherwise, the event is only
triggered if the player leaves the location and re-enters it).
TAVERN
This event is used to create a public house where the party may
socialize with the inhabitants of the local demesne (start a fight),
share tales of wondrous events (eavesdrop), and sample local
concoctions (use your imagination). The party's options in a tavern
are indicated by buttons at the bottom of the screen. This event can
be modified by placing a TAVERN TALES event immediately preceding it
(to add up to six more tales to those defined within).
PAGE 2
PLAYER SEES [BARTENDER]
All artwork available.
PLAYER READS
Text displayed on entry. This is not a Tale -- it is usually a
description of the Tavern.
FIGHTS...
* ALLOW FIGHTS
If selected, a FIGHT option is available in the Tavern.
ON FIGHT, CHAIN TO [no event]
Select an event (usually combat, but can be anything).
* BACK UP ONE STEP WHEN LEAVING
If selected, players are returned to their previous location.
PAGE 3
SHOW TAVERN TALES...
[IN ORDER]
With each successive TALK selection, the next Tale in order will be
shown. If a TAVERN TALES event directly precedes the TAVERN event,
those additional TALES are shown AFTER the tales defined in this
event. Only one TAVERN TALES event can precede a TAVERN event. If
more exist, only the most recent set of Tales are used.
[AT RANDOM]
Randomly chooses a tale (including any in a preceding TAVERNS TALES
event) to display. Tales can be repeating without seeing the entire
list (each time TALK is selected, the entire list of possible tales is
randomly searched).
TAVERN TALES 1 and 2
Text of those two tales.
PAGE 4
TAVERN TALES 3 and 4
As above.
[THIEF-MOVE SILENTLY]
As above.
[THIEF-HIDE IN SHADOWS]
As above.
[THIEF-HEAR NOISE]
As above.
[THIEF-CLIMB WALLS]
As above.
[THIEF-READ LANGUAGES]
As above.
[COMPARE TO DIE]
If selected, a die is rolled with the number of sides indicated to the
right. The "Check" option above must be equal to the resulting number
or higher than it for SUCCESS.
[MUST HAVE]
If selected, there is no random element. The character must have the
indicated amount in the "Check" option above or a higher amount for
SUCCESS.
[0 to 100]
The number of sides on the die, or the number the character must match
or beat in the chosen skill/statistic for SUCCESS.
% STR [0 to 100]
Only valid if STRENGTH is chosen above and 18 is entered to the left.
This is the percentile of 18/xx strength a character must have for
SUCCESS.
NUMBER OF TRIES [1 to 100]
Number of attempts which can be made until a FAILURE is the result.
(Really useful with a COMPARE TO DIE selection above. Without a
random element, any given character will FAIL every try if he fails on
the first try but other characters may still try.)
TELEPORT DESTINATION
Only used if the SUCCESS or FAILURE options demand it.
COL/ROW [0 to 49]
Must be a valid destination in the current module.
FACING [EAST/SOUTH/WEST/NORTH]
Party facing in the new location.
* EXECUTE EVENT AT DESTINATION
If there is an event at the new location, it will be triggered
automatically if this option is active. Otherwise, the party must
leave the location and return to activate the new event.
PAGE 3
ON SUCCESS
These actions are only taken if a SUCCESS result is determined on Page
2.
PLAYER READS
Text to be displayed.
AFTER TEXT...
[DO NOTHING]
Take no further action.
[CHAIN]
Active the event specified below.
[TELEPORT]
Move the party to the destination specified on Page 2.
[BACKUP ONE STEP]
Return to the party to its previous location.
SUCCESS CHAIN [NO EVENT]
Event to chain to on a SUCCESS result and if CHAIN is selected above.
PAGE 4
ON FAILURE
Same types of actions as on Page 3, except they are only triggered
with a FAILURE result on Page 2.
APPENDIX A - Item List for Starting Characters;
Under Game Settings, equipment for new characters can be defined as
"None" up through +4. If None is selected, no equipment is received
at all for new characters. The following lists show exactly what
equipment is received by each character class at all other levels.
Clerics - This list includes full Clerics and Cleric/Magic-Users.
Poor - Helm, Club
Modest - Shield, Ring Mail, Mace
Average - Hammer, Shield, Chain Mail, Mace
Prosperous - Shield, Plate Mail, Staff Sling, Flail
+1 - Staff Sling +1, Shield +1, Banded Mail +1, Mace +1
+2 - Helm +2, Shield +2, Hammer +2, Banded Mail +2, Mace +2
+3 - Helm +3, Shield +3, Staff Sling +3, Banded Mail +3, Mace +3
+4 - Helm +4, Staff Sling +4, Shield +4, Banded Mail +4, Flail +4
Fighters - This list includes full Fighters, Paladins, Rangers,
Cleric/Fighters, Cleric/Fighter/Magic-Users, Cleric/Rangers,
Fighter/Magic-Users, Fighter/Thieves, and Fighter/Magic-User/Thieves.
Poor - Ring Mail, Spear
Modest - Shield, Scale Mail, Broad Sword
Average - 20 Arrows, Long Bow, Shield, Banded Mail, Long Sword
Prosperous - 20 Arrows, Composite Long Bow, Plate Mail, Two-Handed
Sword
+1 - Helm +1, Shield +1, 10 Arrows +1, Composite Long Bow +1, Plate
Mail +1, Long Sword +1
+2 - Helm +2, Composite Long Bow +2, 40 Arrows +2, Shield +2, Plate
Mail +2, Long Sword +2
+3 - Helm +3, Shield +3, Composite Long Bow +3, 10 Arrows +3, Plate
Mail +3, Long Sword +3
+4 - Composite Long Bow +4, 10 Arrows +4, Helm +4, Shield +4, Plate
Mail +4, Long Sword +4
Magic-Users - This list includes only full Magic-Users (no
multi-classed characters).
Poor - 10 Darts
Modest - Dagger, 10 Darts
Average - Robe, Quarterstaff, 10 Darts
Prosperous - Robe, Cloak, Quarterstaff, 10 Darts
+1 - Cloak of Prot. +1, Bracers of AC 6, 10 Darts +1, Dagger +1
+2 - Cloak of Prot. +2, Bracers of AC 4, 40 Darts +2, Quarterstaff +2
+3 - Cloak of Prot. +3, Bracers of AC 2, 10 Darts +3, Dagger +3
+4 - Cloak of Prot. +4, Bracers of AC 2, Dart of Hornet's Nest, Dart
of Hornet's Nest, Quarterstaff +4
Thieves - This list includes full Thieves and Magic-User/Thieves.
Poor - Club
Modest - Leather Armor, Short Sword
Average - Sling, Leather Armor, Broad Sword
Prosperous - Elfin Chain, 20 Arrows, Composite Short Bow, Long Sword
+1 - 10 Arrows +1, Composite Short Bow +1, Elfin Chain +1, Long Sword
+1
+2 - Elfin Chain +2, Sling +2, Long Sword +2
+3 - Elfin Chain +3, Sling +3, Long Sword +3
+4 - Cloak of Prot. +4, Bracers of AC 2, Sling +4, Long Sword +4
APPENDIX B - Monster Effects List;
The following list describes in detail each effect which can be used
in the Monster Editor on Page 6.
SPELLS
[Blink] This is the effect of the third level mage spell "Blink."
[Invisible] This is the effect of the second level mage spell
"Invisibility." It is dispelled when the invisible character attacks.
[Iron Skin] This is the effect of the fifth level mage spell "Iron
Skin."
[Prot vs Evil] This is the effect of the first level clerical spell
"Protection from Evil."
[Prot vs Good] This is the effect of the first level clerical spell
"Protection from Good."
[Prot vs Evil 10 ft] This is the effect of the fourth level clerical
spell "Protection from Evil, 10 Foot Radius."
[Prot vs Good 10 ft] This is the effect of the fourth level clerical
spell "Protection from Good, 10 Foot Radius," (which does not actually
exist in gold box games).
[See Invisible] This is the effect of the second level mage spell
"See Invisible."
ITEMS
attacks.
[Immune Disease] Cannot be diseased (via spell or mummy)
[Immun Drag Brth] Cannot take damage from dragon breath effects.
[Immun Norm Weap] Takes no damage from non-magical weapons or from
attacks by monsters under 5 hit dice.
[Immune Paralyze] Cannot be paralyzed.
[Immun Psn/Paral] Cannot be paralyzed or poisoned.
[Immun Slep/Chrm] Unaffected by sleep and charm spells.
[Immune to Cold] No damage from cold attacks like CONE OF COLD.
[Immune to Elec] No damage from Lightning & similar electrical
attacks.
[Immune to Fear] No effect from Cause Fear, Dragon Fear.
[Immune to Fire] No damage from fire effects (fireball,etc.)
[Immune to Weap <+2] Takes no damage from weapons less than +2 and
monsters with fewer than seven hit dice.
[Immune to Weap <+3] Takes no damage from weapons less than +3 and
monsters with fewer than nine hit dice.
[Iron Golem MR] Healed by Fireballs, Slowed for 3 rounds by
Lightning. Immune to ALL other spells.
[Prot vs Gaze] Cannot be affected by Gaze attacks.
[Rakshasa MR] Unaffected by spells lower than 8th level.
[Res Fire & Cold] Takes half damage from fire or cold if saving throw
failed; no damage if saving throw made.
[Troll Get Up] Monster comes back to life with full hit points 3-6
rounds after being killed, if not slain by fire or acid and nobody is
standing where monster was standing when slain.
[Troll Regen HP] All damage is regenerated at the rate of 3 HP per
combat turn.
ATTACKS
[+2D6 Fire Dam] If attack #2 hits, target takes 2-12 extra points of
magical fire damage; target may save for half damage.
[+4D6 Fire Dam] If attack #2 hits, target takes 4-24 extra points of
magical fire damage; target may save for half damage.
[Marilith Attack] The first six attacks from attack #1 each round do
damage as different weapons: the first is a 2-Handed Sword +4; the
second is a Bastard Sword +4; the third is a Long Sword +4; the fourth
is a Scimitar +4; the fifth is a Dagger +4; and the sixth is a Spear
+4.
+0 ARMOR
Belt (2), Boots (2), Cloak (2), Robe (2), Banded Mail (36), Chain Mail
(30), Helm (6), Leather Armor (2), Plate Mail (160), Ring Mail (12),
Scale Mail (18), Shield (6), Elfin Chain (100), Mirror (8)
+1 WEAPONS
10 Arrows +1 (60), Battle Axe +1 (1000), Composite Short Bow +1
(1400), Composite Long Bow +1 (1600), Light Crossbow +1 (1400), Dagger
+1 (200), 10 Darts +1 (200), Flail +1 (1600), Hammer +1 (1000), 2
Javelins +1 (1600), Mace +1 (1200), 10 Bolts +1 (60), Scimitar +1
(800), Sling +1 (1400), Quarter Staff +1 (800), Staff Sling +1 (1600),
Long Sword +1 (1000), Short Sword +1 (800), Two-Handed Sword +1
(1000), Trident +1 (800)
+2 WEAPONS
10 Arrows +2 (120), Battle Axe +2 (2000), Composite Short Bow +2
(3000), Composite Long Bow +2 (3600), Light Crossbow +2 (3000), Dagger
+2 (600), 10 Darts +2 (500), Flail +2 (3600), Hammer +2 (2400), 2
Javelins +2 (4000), Mace +2 (1800), 10 Bolts +2 (120), Scimitar +2
(2400), Sling +2 (3000), Quarter Staff +2 (1600), Staff Sling +2
(3600), Long Sword +2 (2000), Short Sword +2 (1600), Two-Handed Sword
+2 (2000), Trident +2 (1600)
+3 WEAPONS
10 Arrows +3 (180), Battle Axe +3 (3600), Composite Short Bow +3
(5000), Composite Long Bow +3 (6000), Light Crossbow +3 (5000), Dagger
+3 (1000), 10 Darts +3 (2400), Flail +3 (3200), Hammer +3 (3200), 2
Javelins +3 (6000), Mace +3 (4000), 10 Bolts +3 (180), Scimitar +3
(4000), Sling +3 (5000), Quarter Staff +3 (2800), Staff Sling +3
(6000), Long Sword +3 (3600), Short Sword +3 (2800), Two-Handed Sword
+3 (3600), Trident +3 (2800)
+4 WEAPONS
10 Arrows +4 (240), Battle Axe +4 (5000), Composite Short Bow +4
(4000), Composite Long Bow +4 (5000), Light Crossbow +4 (4000), Dagger
+4 (4000), 10 Darts +4 (2000), Flail +4 (3200), Hammer +4 (4000), 2
Javelins +4 (10000), Mace +4 (8000), 10 Bolts +4 (240), Scimitar +4
(8000), Sling +4 (4000), Quarter Staff +4 (4000), Staff Sling +4
(5000), Long Sword +4 (5000), Short Sword +4 (4000), Two-Handed Sword
(5000), Trident +4 (4000)
+5 WEAPONS
10 Arrows +5 (300), Battle Axe +5 (8000), Composite Short Bow +5
(8000), Composite Long Bow +5 (10000), Light Crossbow +5 (8000),
Dagger +5 (8000), 10 Darts +5 (3200), Flail +5 (11000), Hammer +5
(12000), 2 Javelins +5 (20000), Mace +5 (12000), 10 Bolts +5 (300),
Scimitar +5 (12000), Sling +5 (8000), Quarter Staff +5 (6000), Staff
Sling +5 (10000), Long Sword +5 (8000), Short Sword +5 (6000),
Two-Handed Sword +5 (8000), Trident +5 (6000)
+1, +2 ARMOR
Cloak of Prot +1 (4000), Banded Mail +1 (1800), Chain Mail +1 (1400),
Helm +1 (1000), Leather Armor +1 (800), Plate Mail +1 (2000), Ring
Mail +1 (1000), Scale Mail +1 (1200), Shield +1 (1000), Elfin Chain +1
(3000), Cloak of Prot +2 (8000), Helm +2 (2000), Leather Armor +2
(3000), Plate Mail +2 (4200), Ring Mail +2 (2400), Scale Mail +2
(2700), Shield +2 (2000), Elfin Chain +2 (5000)
+3, +4 ARMOR
Mage Scroll 3 Spells (6000) - 3rd Level: Dispel Magic. 2nd Level:
Stinking Cloud. 3rd Level: Invisibility, 10' Radius