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-
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- Player: The Energion Character Playing Program
- Version 2.10, 9-14-88
- Copyright © 1988 Rick Huebner
- Reproduction and distribution encouraged
-
-
-
- 0. Administrivia (let's get it over with early)
- -----------------
-
- 0.1 Copyright & distribution notices
-
- This document and the program it accompanies are Copyright © 1988 Rick
- Huebner. However, you are hereby granted permission to distribute and use
- this material freely. I'm not keeping the copyright in order to restrict
- distribution, but only to allow myself to keep ownership of the program and
- control over future versions. You may consider this software to be real
- freeware, i.e. really free, no strings attached. Not quite public domain,
- but close enough for most purposes. Please post this on RPG and Amiga
- BBS's, include it in appropriate software libraries, etc.
-
-
- 0.2 Warranty
-
- There isn't one. This is a gift, not a commercial product. However, I
- have tested this software pretty thoroughly, and I use it myself constantly,
- so it shouldn't cause anybody any big problems. If this software does
- somehow cause serious problems (though I can't imagine how it might), please
- contact me (see section 5), and I'll try to fix it ASAP. That's a better
- support policy than you usually get when you pay for it.
-
-
-
- 1. So what is this thing, anyway?
- ----------------------------------
-
- 1.1 What is Player?
-
- Player is a utility program to help with the creation, play, and
- maintenance of Energion characters. It is not, in itself, a game, but is
- rather a utility program which helps you to play a game (Energion).
-
-
- 1.2 (sigh) OK, so what's Energion?
-
- Energion is a fantasy role-playing game (FRPG) rules system which
- allows you to create fantasy characters and simulate their lives (or
- deaths), adventures, and exploits. It's similar in purpose to other RPGs
- such as Dungeons and Dragons(tm), RuneQuest(tm), Chivalry and Sorcery(tm),
- etc. It provides rules to handle the description of a character's
- capabilities and skills, and the effects of magic and combat. However,
- Energion's special emphasis is on in-character realism and easy rules
- computerization.
-
- In-character realism means that as much as possible, Energion tries to
- make the results of a character's actions self-consistent and logical within
- the character's game universe. For example, a warrior does not instantly
- become much more powerful by killing a monster or grabbing treasure; a
- warrior gains skill through training and practice. There are as few
- arbitrary restrictions and limitations as possible; the only limitations
- should be those dictated by common sense and the physics of the game
- universe. There's no rational reason why a character can't be expert both
- at picking locks and fighting, for instance, so Energion has no rigidly
- stereotyped character classes. Instead, there are skills of varying
- difficulties and capabilities, which may be learned by any sentient creature
- who invests enough time and effort into the task.
-
- Easy rules computerization means that where possible, Energion uses
- simple, smoothly-progressing mathematical formulas rather than look-up
- charts full of arbitrary numbers. Exceptions and special case rules are
- minimized. Energion characters can be stored, updated, and possibly even
- played using standard spreadsheet programs. Gaming utilities are much
- easier to write than for most other RPG systems, even in "stupid" languages
- such as primitive versions of BASIC. This makes it easier to automate a lot
- of the drudgery of role-playing games, like Player does.
-
-
- 1.3 But what does Player *do*?
-
- One of the biggest hassles of serious role-playing games is maintaining
- and updating the records of all your characters. The second-worst annoyance
- is usually the mechanics of the game system itself during play; rolling
- dice, computing hits, keeping track of damage points, etc. Player is
- designed to make the bookkeeping and game mechanics of Energion as easy and
- unobtrusive as possible, to allow you to spend more time thinking, planning,
- and playing your characters, and less time messing with dice, papers, rule
- books, and calculators.
-
- Using Player, a single player can easily maintain records for a score
- of characters, and run an entire medium-sized adventuring party complete
- with henchmen, where before they had their hands full playing a single PC.
- A gamemaster can use Player to run groups of NPCs during encounters, and to
- maintain records with much more detail than would be practical by hand.
- Player also makes certain kinds of normally impractical game play playable;
- how often have you had to stop game play for several minutes in the middle
- of a hot encounter because a PC lost half his levels to an undead and the
- poor player had to refigure most of the character sheet in mid-hack? What's
- worse, how often have you gamemasters screwed around with what ought to
- happen in order to avoid having to handle such out-of-character logistical
- nightmares?
-
- Player takes the form of a computerized character record sheet. You
- enter your character's stats, training points, weapons, etc., and Player
- automatically figures out their current skill levels, hit chances, avoidance
- rolls, and such. Player provides gadgets for automatically rolling and
- computing most anything needed during game play. Characters are stored as
- disk files, and can be easily updated and maintained. When your character
- earns more training points, you just enter them in, and Player automatically
- handles going up levels and computes in all the side effects. Player can
- handle up to 20 characters loaded at one time, and allows you to quickly
- switch between them so you can play multiple characters at once.
-
- Even if you don't have an Amiga available during games, Player can be
- used to keep track of your characters, with filled-in character sheets being
- printed out for use during play. A gamemaster with an Amiga could maintain
- the character files for the rest of the gaming group, and generate updated
- character sheets as needed for the players. And even if you don't use the
- Energion rules system, it might be worth your while to fire Player up once
- and play with it a bit, just to see what you're missing; a seasoned fantasy
- gamer will be able to get a pretty good idea of what the Energion system is
- like by twiddling with Player for a while, and you may decide to give it a
- try. It would be immodest to claim that you'll be tempted to switch game
- systems just so you can use Player, but it's true. B-)
-
-
-
- 2. Installation
- ----------------
-
- 2.1 Required files
-
- Player requires that three files be available in order to run: the
- skills, weapons, and armor data files. The names and locations of these
- files can be set by you, but they default to Skills.Dat, Weapons.Dat, and
- Armor.Dat, all in the current directory. You'll also need a character sheet
- print format file, default name Player.Prt, in order to produce printed
- character sheets. These default names, and a couple of other operating
- parameters, may be overridden by providing a Player configuration file
- (Player.Cfg).
-
-
- 2.2 Player configuration file
-
- When Player first starts up, it'll look for a configuration file called
- Player.Cfg, first in the current directory, and then in S:. If found, this
- file will tell Player what screen colors to use, and where to find the other
- necessary files. If Player.Cfg is not found, Player will use a set of
- built-in defaults, as specified above. Therefore, if you store Player in a
- directory in your CLI command search path, and you store Player.Cfg in S:,
- you can run Player from any directory you want without problems.
- Alternatively, you can just throw all the Player files together in a single
- directory, and always run it from there, and not bother with Player.Cfg at
- all. An example Player.Cfg which assumes all the Player files are kept on a
- disk (or ASSIGNed directory) called Player: has been provided.
-
-
- 2.3 Player startup script
-
- If you have ARexx, Player will attempt to execute the ARexx script
- Startup.Player when it starts. If this script doesn't exist, Player just
- ignores the error and goes on. This allows you to provide an automatically
- executed startup script for Player if you choose. ARexx will look for this
- script in the same standard locations as for any other script file, so
- you'll probably want to store this file in your assigned Rexx: directory.
- The script will begin execution with an implied "address player" command,
- so you can immediately begin issuing Player commands. An example
- Startup.Player script has been provided (which will need to be renamed due
- to ARC limits).
-
-
- 2.4 Character sheet format file
-
- The Print Character menu option uses a character sheet format file to
- lay out the format of the finished character sheet. This format file
- consists of a series of 'C' language "printf" format lines which are used by
- Player while printing your character sheet. The first line of the format
- file gives the name of the file to print the finished character sheet to.
- The example format file provided is set up to print to the PRT: printer
- device, and the file therefore uses embedded PRT: device control escape
- codes to do things like turn underlining on and off. If you have a good
- Preferences printer driver installed, and Preferences is set up properly,
- this should work fine for you. However, if you don't have a good printer
- driver available, or if you want to use some fancy feature of your printer
- which Preferences doesn't support, you can edit the format file with any
- standard ASCII text editor and redefine things as necessary. Just change
- the first line to PAR: (or SER:) to bypass the PRT: device, and change the
- PRT: device control codes to whatever your printer understands. All
- standard 'C' language '\' escape codes are recognized, plus the code '\e'
- for the Escape character. See section 4.6 for more details on customizing
- this file.
-
-
-
- 3. Usage
- ---------
-
- 3.1 General usage instructions
-
- Player is quite easy to use. Under normal manual operation, it works
- totally through the standard Amiga Intuition user interface (many thanks to
- RJ Mical!), and is almost completely mouse-driven with the standard menu
- commands, click buttons, and pop-up windows one expects on the Amiga.
- Basically, if you think something might do something, just click on it with
- the mouse to see. For example, to roll an avoidance roll, just click on
- the place on the character display where the avoidance rolls are printed,
- and an avoidance roll window will pop up. All gadgets use Intuition's
- release-verify option, so if you just want to see if something is a
- click-gadget without activating it, you can hold the left mouse button down
- to highlight the click zone, and then move the mouse pointer out of the
- highlighted click zone before releasing the mouse button, and the gadget
- will not be activated.
-
- The only non-Intuitive (ahem) thing about the Player interface which I
- can think of is the common practice of embedding string gadgets into the
- text of a pop-up window to save space. For example, in the aforementioned
- avoidance roll window, you'll notice that the Bonus value is blue, rather
- than black. This means that the avoidance roll bonus value is actually a
- string gadget, and may be clicked on and edited to enter any applicable
- bonus or penalty to your avoidance roll before you click on the appropriate
- selection button. Player always uses black text for normal print, and blue
- text for string gadgets, so you should be able to recognize these if you
- look for them. Since these are all standard Intuition string gadgets, all
- of the normal editing keys are available (right-Amiga-X & Q, shift left &
- right arrows, etc.). One thing which you must remember about all string
- gadgets in Player is that changes which you make will not be noticed until
- you hit the return key. If you click on a string gadget, edit it, and then
- click somewhere else before hitting return, your changes will not take
- effect.
-
- For automated operation, Player has a full-blown ARexx script language
- interface. This allows you to do just about anything from an ARexx script
- which can be done manually, plus use the ARexx programming language to
- automatically perform complicated or repetitive gaming chores, like rolling
- up new characters or performing major surgery on skills. Gamemasters can,
- with the right combination of cleverness and lazyness, use the script
- language to handle such things as mass combat or even a bit of "artificial
- stupidity" for NPC's. Some example ARexx scripts have been included, and
- more will most certainly be posted on our support BBS in the future.
-
-
- 3.2 Command line startup
-
- Player can be started from the CLI command line either directly or
- with the RUN command, and should work fine with around 4K of stack or more.
- STDIN and STDOUT ("<" and ">") are not used unless an error prevents Player
- from starting properly, or when ARexx reports an error in a script, so
- RUNBACK should usually work as well. Player accepts the names of character
- files to be immediately loaded upon startup as command line arguments.
- These arguments are processed before Player attempts to invoke the
- Startup.Player ARexx macro (if any).
-
- Player would probably run fine from the WorkBench if you attached an
- icon to it, but I only see the WorkBench maybe once a month, so I haven't
- bothered to provide one. If you need one, go for it.
-
-
- 3.3 Menu options
-
- The following menu options are provided by the Project menu. They
- allow you to perform all the standard loading and saving operations you'd
- expect:
-
- New character: Loads a new empty character sheet, which you can
- then edit to enter a new character into Player.
-
- Load character: Loads a previously-saved character file from disk.
- See the notes below for info about using the file requester.
-
- Unload character: Unloads the currently displayed character from
- Player's memory. Does NOT delete or otherwise affect any saved disk
- files. If you've edited any of the fundamental data for your character
- without saving yet ("unsaved" will be shown in title bar), Player will
- verify that you really want to discard your changes.
-
- Save character: Saves the currently displayed character to disk.
- If Player knows the filename for this character already (from a
- previous Load or Save As operation), the old file will be automatically
- overwritten with the new data. If Player doesn't know the filename yet
- (new character), this option acts as a Save As.
-
- Save character as...: Also saves the currently displayed character
- to disk, but prompts for the file name to use first. If there's
- already a file with the name you give, Player will verify that you
- really want to overwrite the old file.
-
- Print character: Prints out a filled-in character sheet for the
- currently displayed character. Player first looks for a character
- sheet format file with the same name as the character's file but with a
- ".PRT" suffix, and then defaults to the generic format file whose name
- was specified in Player.Cfg. This allows you to make customized
- character sheet format files for your characters, with the notes and
- personal data filled in. WARNING: Due to a bug in the Manx 'C' fopen()
- function, if you have printer problems while Player is trying to open
- the printer device Player will lock up. Once the printout has started
- everything is fine, and you'll be able to abort out of any printer
- problems as expected. Make sure your printer is ready before starting
- a print!
-
- About Player: Displays the obligatory boring copyright notice and
- version information, and a reminder of our BBS number. Since I'm
- planning on producing a steady stream of new versions for a long time
- to come, this option will mainly be useful for finding out how outdated
- whatever version you're currently using is.
-
- Quit: Unloads all currently loaded characters, and then halts
- Player. Equal to clicking on the main window's close gadget.
-
- A few notes about the file requester are in order here. The file
- requester is completely "live", meaning that you can go ahead and start
- doing things as soon as it shows up, without having to wait for it to finish
- reading the directory. In order to reduce the amount of mouse-tag required
- while the list is being updated, the list will stop updating if you click in
- it. You can restart the updates by clicking anywhere in the requester
- background, outside of the gadgets. The string gadget box at the top is for
- the directory to list; you may click in this box to type a new directory
- name, or you may click on a listed directory name to enter it into this box
- automatically. Hitting return within this box, or double-clicking a listed
- directory name, causes the requester to list the files in the new directory.
- The center box lists the files and/or subdirectories found within the
- directory being listed. Subdirectories are printed in red, and normal files
- are printed in black. The lower string gadget box is for the name of the
- file to be loaded or saved; as with the directory box, you may click in this
- box to type a filename, or you may click on a listed file name to enter it
- automatically. Hitting return within this box, or double-clicking a listed
- file name, finishes the file requester's job and is equivalent to clicking
- on the Load/Save button after entering the name.
-
-
- 3.4 Control buttons
-
- Once you've loaded a character into Player, you'll see the main page
- of the character sheet. Across the bottom of every page there's a row of
- control buttons. The buttons control those functions which need to be
- available at all times, no matter which page of the character sheet is
- currently displayed.
-
- Main: Displays the main page of the character sheet. The main
- page is the general-purpose quick-reference summary of the entire
- character, where you'll spend most of your time during games.
-
- Skills: Displays the skills page of the character sheet. This
- page is simply a list of all those skills which your character
- possesses, with a summary of data about each skill.
-
- Weapons: Displays the weapons page. This page lists the weapons
- which your character has available to use, with relevant info about
- each.
-
- Armor: Displays the armor page. This page displays info about the
- armor the character has available.
-
- Dice: Pops up a dice-rolling window. This window provides three
- buttons: 1d10, 1d100, and a customizable whateveryouwant button. The
- left string gadget within the custom button controls how many dice the
- button will roll, and the right string gadget controls what size each
- die will be. Click on the rest of the button outside of the string
- gadgets to roll again.
-
- Edit: Toggles Player between play and edit modes. In play mode
- (the usual state), Player does things needed while playing your
- character during a game, like roll hits or select which weapons you're
- using. In edit mode, Player lets you edit and update the fundamental
- data about your character, like stat values and what weapons are
- available. See the appropriate sections below for more data on exactly
- what can be done in each mode.
-
- Select: Lets you select which of the currently loaded characters
- you wish to work with at the moment, from a list of names. Just click
- on the one you want to switch to.
-
- Prev: Switches to the previous character in the stack of loaded
- characters. Wraps around from the beginning of the list to the end if
- necessary.
-
- Next: Switches to the next character in the stack, wrapping around
- to the beginning of the list if necessary.
-
-
- 3.5 Play-mode functions
-
- These are the functions which Player can perform while in play mode
- (Edit button turned off):
-
- Main page: The main page is divided into several info boxes. Some
- of these boxes are only for displaying info, such as the movement rates
- box. Others act as triggers for relevant pop-up windows to perform
- game-related rolls and calculations, as follows:
-
- Stat rolls: The Stats box brings up the stat roll window.
- Stat rolls are generic rolls against your character's stats, used
- at the gamemaster's discretion (for example, "Roll under half your
- agility to prevent slipping on the ice"). Sometimes these rolls
- are pass/fail, sometimes you need to make it by at least a certain
- margin, and other times you need to make it within a certain
- percentage of the stat. This window displays results using all of
- the above methods. The Bonus value is a string gadget, and may be
- edited to apply any relevant bonus or penalty before rolling.
-
- Perception/reaction rolls: The Senses box brings up the
- Perception/Reaction time roll window. Click on the appropriate
- button, and Player will tell you what category of perception roll
- you made, or how long you are delayed due to surprise.
-
- Weight carried accounting: The Weight box brings up the
- weight carried adjustment window. This is where you specify how
- much weight your character is carrying, other than the armor being
- worn. Player will compute how encumbered this makes the
- character, and penalize their AG and CO accordingly.
-
- Damage point accounting: This box brings up a window which
- lets you adjust your character's current damage points. A dice
- rolling button for healing spells is provided, which will roll any
- number of d10 required. Click in the string gadget to set how
- many dice to roll, or click in the rest of the button to roll
- again. The Change By string gadget lets you adjust your
- character's damage points by any specific amount required; usually
- you'll enter a negative number here to apply damage, and then
- click on the Heal button to heal again.
-
- Avoidance rolls: The avoidance roll box brings up a window
- which (surprise!) lets you attempt avoidance rolls. Both the
- pass/fail margin and the damage multiplier are displayed for use
- as appropriate. Note the ubiquitous Bonus string gadget.
-
- Spell level accounting: The Spells box brings up a window for
- adjusting how many spell levels you have on tap for magic-related
- skills. When levels are used, use the relevant string gadget to
- subtract them. As time passes, use the Recover string gadget to
- let Player compute your recharge progress.
-
- Weapon hit rolls: Last but not least, both of the two
- weapons-in-hand boxes bring up a hit roll window. Use the target
- range and target resistance string gadgets to prepare for the
- attack, and then click the Attack button. If you hit, Player will
- display the hit quality and net damage inflicted. Use the Bonus
- string gadget to apply special adjustments for relative motion,
- target size, etc.
-
- Skills page: The skills page lists one skill per line. Click on
- any skill line to bring up the skill roll window, which will allow you
- to attempt a roll against that skill percentage. 'Nuff said.
-
- Weapons page: The weapons page lets you select which weapons are
- considered in-hand and ready to use. Just click on the weapon info to
- toggle the readiness status. The main page only has room for two ready
- weapons at once, so if two weapons are already selected, you have to
- toggle one of them off before you can toggle another one on.
-
- Armor page: The armor page lets you select which sets or layers of
- armor your character is currently wearing. Click on the armor info
- column to toggle it on and off. The weight of all armor being worn
- will be computed, and appropriate penalties applied to AG and CO as
- required.
-
-
- 3.6 Edit-mode functions
-
- These are the things which Player will let you change while in edit
- mode (Edit button turned on):
-
- Main page: As in play mode, several of the info boxes on the main
- page bring up windows when clicked:
-
- Name & stats: Clicking on the Stats box brings up a window
- which lets you edit the character's name and stat values. Pretty
- straightforward.
-
- Vision penalty rebate: Clicking on the Senses box lets you
- edit the character's vision penalty rebate value. If you use
- Energion's optional rules for applying hit chance penalties at
- range, you should set this value as appropriate to the character's
- race. If you aren't using those rules, you should set this value
- to 100 to eliminate the vision penalty entirely.
-
- Avoidance roll bonus: Clicking on the avoidance roll box lets
- you edit your character's avoidance roll bonus value. Since the
- only way for a character to get a general-purpose bonus to all
- avoidance rolls is a special luck blessing from a god, that's what
- the window asks for. The bonus string gadget within the play-mode
- avoidance roll window is more appropriate for one-time special
- circumstances modifiers.
-
- Strategic point modifiers: Clicking in the bottom weapon info
- box lets you edit the character's strategic point value modifiers.
- These are part of some new optional rules we're playtesting, for
- handling generalized mass combat at the strategic level. Until we
- get those rules finalized and published, there's not much reason
- to bother messing with these values.
-
- Skills page: Once you get your character entered into Player, this
- is where you'll do most of your maintenance. Click on a skill line and
- the editing window will pop up. To enter a new skill, you first enter
- the skill number from the Skills.Dat file. The rest of the values will
- then be loaded with defaults from the data file. Edit the name of the
- skill if necessary. Then fill in the prime stats to use for this
- skill, chosen as specified in the skill description. Where possible,
- Player will supply default prime stats. If there's no choice, Player
- will fill in all of the stats (i.e. Spellcaster, Open Locks). Some
- skills have both mandatory and chosen prime stats (i.e. Sneak, Hide) or
- even all chosen stats (i.e. Combat), in which case Player will supply
- those it can, and leave the remainder empty. You can detect this by
- checking the stat weights; a weight of 0 means this stat is not used at
- all, while a weight of 1 with a stat abbreviation of 0 means that this
- stat is used, but Player doesn't know which stat it is yet. Prime stat
- weights above 1 may be used at the gamemaster's discretion; these allow
- the gamemaster to tailor how important each prime stat is to the
- character's overall aptitude for the skill. Finally, enter either the
- number of training points the character has earned in this skill, or
- the skill level which the character has achieved. When you're finished
- editing the skill, click the OK button to close the window, or click
- the forward or backward buttons to proceed through the character's
- skill list. NOTE: The first skill line must always be used to hold the
- character's Combat skill (even if level 0), since that's where Player
- will get the skill percentage when computing hit chances.
-
- Weapons page: Click on a weapon info box to bring up the weapon
- edit window. Enter a weapon number from the Weapons.Dat file to enter
- a new weapon into the list, and then edit the other values as
- necessary. The hit bonus value is the weapon's innate bonus to hit,
- not counting strength or skill. Likewise, the damage bonus is the
- weapon's innate bonus to damage. The strength of the weapon may be
- specified as 0, which will cause the weapon to always be used with the
- character's current ST (for hand-held melee weapons), or a specific
- non-zero strength may be entered (for fixed-strength weapons like
- crossbows [or rifles!] which don't get stronger even if the character
- does). This allows Player to gracefully handle temporary changes to
- the character's ST, like via a Mind-Master's hysterical strength
- ability. The telescopic sights value is useful only if you are using
- the optional range/vision penalty rules as mentioned above under Vision
- Penalty Rebate. And finally, the skill value is the character's extra
- skill with this specific class of weapon, if any.
-
- Armor page: Click on an armor layer info column to edit the
- character's armor, or click on the shield value display to edit that.
- As with skills and weapons, to enter a new layer of armor you first
- enter an armor chart entry number from the Armor.Dat file, and the
- default values will be read in. The parameters for armor are pretty
- much self-evident.
-
-
- 3.7 ARexx script language
-
- Player checks for the availability of ARexx when it first comes up, by
- attempting to open "libs:rexxsyslib.library". If it succeeds, Player
- assumes that ARexx is available, attempts to invoke Startup.Player, and
- prepares to receive Player commands from ARexx. If Player can't open the
- library, it will assume ARexx isn't available and will disable all further
- ARexx functions.
-
- There is (currently) no way provided to invoke ARexx scripts directly
- from within Player. Player scripts can be invoked from the CLI by using
- the ARexx command "address player" to direct the commands in the script
- file to the Player program. See the example ARexx scripts provided.
-
- The general command syntax is very simple. A command is a string
- consisting of one or more keywords (or unique abbreviations thereof) and
- possibly argument values, separated by any number of blanks, commas, or
- tabs. Quotation marks are never needed in the final command string which
- gets sent to Player, since any time that a random-content string is allowed
- (such as setting the character's name), it's at the end of the command line
- and Player just uses the whole tail end of the line. This saves you from
- messing with the often-confusing quotes-within-quotes problems which often
- occur with ARexx commands. Once again, see the example scripts provided.
-
- The following error codes may be returned by Player commands:
-
- 10: Unknown keyword ("get stat frog")
- 11: Non-unique keyword abbreviation ("get s")
- 12: No characters loaded
- 13: Too many characters loaded
- 14: Invalid argument value ("get armor 1386 name")
-
- The complete list of available Player commands follows. Command names
- are listed first, with all possible keywords indented below. Commands or
- keywords are in upper case, and user-supplied variables are described in
- lower case. Optional arguments are surrounded by brackets; all other
- arguments are required.
-
- LOCK (prevents manual intervention)
-
- UNLOCK (reenables mouse & keyboard)
-
- PROJECT
- NEW (selects new character)
- LOAD [filename] (prompts user if no name given)
- UNLOAD (prompts user if unsaved changes)
- SAVECHAR (prompts user if no filename set)
- SAVEAS (prompts user no matter what)
- PRINT
- QUIT
-
- SELECT (selects the current character)
- SLOT charnumber (loaded character # from 1-20)
- NAME charname (unique left substring of name)
-
- RECALC
- ALL
- SKILLS
- WEAPONS
- DAMAGE
-
- REDISPLAY (recalcs all and updates display)
-
- ROLL (returns requested value in RESULT)
- STAT
- ST through FO (returns points made/failed by)
- REACTION (returns seconds delay)
- PERCEPTION (returns perception type made)
- AVOIDANCE (returns points made/failed by)
- AREAATTACK
- POINTATTACK
- NECROMANTIC
- DOMINATION
- DECEPTION
- HIT readyweapon (damage done or MISS/FUMBLE/RANGE)
- SKILL skillline (returns points made/failed by)
-
- WINDOW
- DICE
- OPEN [x y]
- CLOSE
- SELECT
- (same keywords for all windows)
- STATS
- SENSES
- WEIGHT
- DAMAGE
- AVOIDANCE
- SPELLS
- WPN1
- WPN2
-
- SET
- NAME charname
- STAT
- ST - FO value (*1)
- STBONUS statrollbonus
- VISION rebatepercent (*3)
- CARGOWT kilograms (*1)
- CARGOEF factor (*1)
- DAMAGE currentdamage (*4)
- HEALDICE value
- HEALPTS value
- BLESS permavoidbonus
- AVBONUS avoidrollbonus
- READYWPN readynumber (*3) (either 1 or 2)
- NUM weaponline (from 1 - 15)
- TGTRANGE meters
- TGTRESIST value
- HITBONUS value
- STRATEGIC modnumber value
- SKILL skillline (*2) (from 1 - 43)
- NUM chartnumber (loads defaults from chart)
- NAME skillname
- PRIME primenumber (prime stats 1 - 4)
- DEFAULT (use default stat from chart)
- ST - FO
- abilitynumber
- WEIGHT primenumber
- DEFAULT (use default weight from chart)
- value
- TP trainingpoints
- SKBONUS skillrollbonus
- WEAPON weaponline (*3) (from 1 - 15)
- NUM chartnumber (loads defaults from chart)
- NAME weaponname
- HITBONUS value
- DMGBONUS value
- SKILL value
- STRENGTH value
- SCOPE value
- ARMORLAYER value (*1) (from 1 - 4)
- NUM chartnumber (loads defaults from chart)
- NAME armorname
- BONUS value
- WT kilograms
- EF factor
- WORN Y|N
- SHIELD value
- NDICE value
- DIESIZE value
- CURRDISP (causes recalc all & redisplay)
- MAIN
- SKILLS
- WEAPONS
- ARMOR
- CHANGED Y|N (whether to prompt user for save)
- FILE filename (full path of character file)
- PCPATH directory (default location of char files)
- PRTPATH printfile (default print format file)
-
- GET (returns requested value in RESULT)
- all SET keywords (sans last argument) plus...
- REALAG (base unencumbered agility)
- REALCO (base unencumbered coordination)
- REACTION (reaction-time adjustment)
- PERCEPTION (base perception)
- MOVE (base movement rate)
- LIFT (max liftable weight)
- ARMORNETWT (effective weight of armor)
- CARGONETWT (effective carried weight)
- ENCUMBRANCE (percent of encumbrance)
- MAXDAMAGE (fully-healed damage points)
- CONDITION ("Unhurt","Scratched",etc.)
- AVOIDANCE (total avoidance roll percentage)
- AREAATTACK
- POINTATTACK
- NECROMANTIC
- DOMINATION
- DECEPTION
- RESISTANCE weapontype (from 1 - 17)
- FULL
- NOSHIELD
- SURPRISED
- READYWPN readynumber (in addition to SET keywords)
- INIT
- SPEED
- STRBONUS
- RANGE rangenumber (1=point blank - 5=extreme)
- HITCHANCE rangenumber
- DAMAGE rangenumber
- STRATPTS
- SKILL skillline (in addition to SET keywords)
- AVG (average weighted prime stat value)
- NTP (training pts for next level)
- PCT (current skill percentage)
- FACLVLS (factored levels)
- LEVEL (current skill level)
- SLOT (loaded character position number)
- NCHARS (number of characters loaded)
- NSKILLS (number of entries in Skills.Dat)
- NWEAPONS (entries in Weapons.Dat)
- NARMORS (entries in Armor.Dat)
-
- *1: Recalc all after changing
- *2: Recalc skills after changing
- *3: Recalc weapons after changing
- *4: Recalc damage after changing
-
- Examples:
- select name fred
- set stat st 100
- set skill 4 num 10
- set skill 4 prime 1 st
- set skill 4 weight 1 1
- get skill 4 num
- get skill 4 weight 1
- get readywpn 1 range 1
- get resist 14 full
- roll avoid area
- roll hit 1
- window damage open 20 20
- window senses o
- w wpn1 c
- recalc all
- redisp
- project load fredfile
- pr l df0:fredfile
- p q
-
-
-
- 4. Customization
- -----------------
-
- 4.1 Philosophy
-
- Energion is not intended to be a complete set of rules detailing
- everything needed to run a campaign, nor is the gamemaster intended to be
- locked into any particular set way of doing things. It's meant more as a
- skeletal set of basic rules which the gamemaster can use to implement
- his/her own idea of a fun campaign universe. The gamemaster is encouraged
- to customize things to suit. Accordingly, Player attempts to give the
- gamemaster as much design freedom as possible. All of the data which Player
- uses and generates is stored in easily customized plain ASCII text files.
- Gamemasters are encouraged and expected to add/delete/tailor skills,
- weapons, and armor as appropriate for their own campaigns.
-
-
- 4.2 General data file format
-
- The first item on the first line of the file must be the number of
- skills, weapons, or armor types in the file. Player uses this value to
- compute how much memory to allocate before reading in the rest of the data.
- The rest of the first line is ignored, and is generally used for column
- title comments.
-
- The rest of the file is read as a free-form series of data items,
- separated by any number of commas, blanks, tabs, newlines, carriage returns,
- and/or formfeeds. It's generally easier to maintain the file if you put one
- skill or whatever per line, but Player doesn't really care how the data is
- arranged as long as it's all there in the right sequence.
-
- Text items which contain embedded commas, blanks, or tabs must be
- enclosed in either single or double quotation marks. Text items which
- contain quotation marks must be enclosed in the other kind of quotation
- marks. Other items may be placed in quotes if you like, but it doesn't
- matter.
-
- Fair warning: Player does almost no error checking or validation of
- data items while reading the data files. If Player reads a text string when
- it expects a number, it will generally be interpreted as a 0. Messing up
- the data files can lead to some pretty bizarre errors, so be careful. As
- long as you stick to the format of the distributed data files you should be
- OK.
-
-
- 4.3 Skills data file format
-
- Each skill in the file is described by the following list of items:
-
- Skill number: Ignored by Player, which counts the skills as it
- reads them. Only provided for humans to read, but must be present.
-
- Skill name: The first letter flags what type of skill this is; use
- P, M, A, or O for Physical, Mental, Ability, or Other as appropriate.
- The second letter is ignored, and the rest of the string is the default
- skill name.
-
- Base TP: Number of training points required for a character with
- average primes of 100 to reach first level, multiplied by 100.
-
- Base skill percentage: Self-explanatory.
-
- Skill gained per level: Also self-explanatory, except values are
- multiplied by 10 to allow one decimal place without floating point.
-
- Level factor: Percentage of skill level counted towards total
- factored levels.
-
- Default prime stats: Use the standard stat name abbreviation, or
- "--" if the stat is unknown or non-applicable. Non-ability skills can
- also specify the skill number of an ability, in order to use the
- character's skill percentage in that ability as a prime stat. All four
- potential prime stats must be specified.
-
- Prime stat weighting factors: Normally, a weight of 1 means that
- the corresponding prime stat slot is used, and a weight of 0 means the
- stat slot isn't used. Optionally, the gamemaster may use weights
- greater than 1 to adjust the relative importance of each stat to the
- overall prime stat average.
-
- Spell level prime stats: Allows the gamemaster to use different
- stats to determine the daily spell levels multiplier than are used for
- TP calculations. Use the same notation as for prime stats. If no
- stats are specified the general prime stats are used. Only relevant
- for magic-related skills.
-
-
- 4.4 Weapons data file format
-
- Each weapon is described by the following list of items:
-
- Weapon number: Ignored by Player, the same as for skills.
-
- Weapon name: Self-explanatory.
-
- Weapon type: Which of the 17 basic weapon types this one fits.
-
- Handedness: Whether used 1 or 2 handed.
-
- Mechanical: 0 for non-mechanical weapons, meaning those powered
- directly by the character's muscles, like a sword. 1 for mechanical
- weapons which are self-powered once activated, like a bow.
-
- Base initiative: Average number of seconds for a totally average
- person to prepare the weapon for use from a completely-unprepared
- state.
-
- Base speed: Average number of seconds between useful attacks when
- wielded by a totally average person.
-
- Base ranges: The normal average-strength range in meters for each
- of the 5 weapon range categories. Use 0 for touch-range weapons, like
- swords, and use -1 for non-applicable ranges.
-
- Base damage: Average number of points of damage done by the weapon
- at short range when used by a totally average person.
-
- Default strength: Default weapon strength to use when entering new
- weapons into Player. For mechanical weapons, 0 means to default to a
- hard-coded value of the character's ST; this assumes that the character
- will buy a bow (or whatever) of the maximum strength they can properly
- use. For non-mechanical weapons, 0 means to default to a 0 in the
- weapon editing box, which causes Player to use the character's current
- ST whenever the weapon is used. For any weapon, a non-zero value means
- to default to that hard-coded strength value for the weapon; this is
- useful for weapons which have innate strengths which make it irrelevant
- how strong the character is, like firearms.
-
-
- 4.5 Armor data file format
-
- Each type of armor in the file is described by the following items:
-
- Armor number: Ignored by Player, as for skills and weapons.
-
- Armor name: Self-explanatory.
-
- Resistances: A set of 17 values giving the resistance of this kind
- of armor to each of the 17 basic categories of weapon.
-
- Armor weight: The weight in kilograms of an average, normal
- quality set of this kind of armor, fitted for an average-size human.
- Multiplied by 10 to allow one decimal place without getting stuck with
- floating-point numbers.
-
- Armor encumbrance factor: The encumbrance factor of this style of
- armor; i.e. how well distributed is the weight, how much does it hamper
- normal activities, etc. A value of 1 is equivalent to dead-lifting
- that much weight above your head and carrying it around, while 5 means
- the armor fits like skin. Once again, multiplied by 10. Must NOT
- equal zero.
-
-
- 4.6 Character sheet format file
-
- The character sheet format file is not a standard-format data file like
- those described above. It's a special kind of merge file used by Player
- when printing a character. The first line of the file gives the filename to
- print the character sheet to; this is usually either PRT:, PAR:, or SER:,
- but could just as easily be any other valid filename. The remainder of the
- file is a series of 'C' language "printf" style format lines. Player goes
- through the file, copying those lines which don't contain any spots for
- variables straight to the output, and using the other lines to format and
- print the variables involved in printing the character sheet. You can make
- any changes you want to this file, so long as you don't change the sequence,
- grouping, or expected data type of the variable formatting codes in the
- file. For instance, the first line which contains a formatting code must be
- ready to print a text string variable, namely the character's name. The
- next line which contains formatting codes must be ready to print 4 decimal
- integers, namely the character's ST and HE stats and bonuses. As long as
- the variables which Player expects to print can be printed in the expected
- sequence and groupings, you can change anything you want. You can change
- the width of the printed fields, the background text or notes contained in
- the line, the control codes used, etc. Basically, you have total control
- over the fine details of the character sheet, as long as you stick to the
- same overall design.
-
-
-
- 5. Upgrades, bug fixes, related Energion info, and other support
- -----------------------------------------------------------------
-
- 5.1 Energion Support BBS
-
- You may send enhancement suggestions, bug reports, or questions to the
- Energion support BBS, The Wind Dragon Inn. You can also obtain future
- versions of this program, other useful Energion support software, and
- Energion-related text files and articles, or participate in Energion or
- general FRP discussion areas. This is the best way to contact us; messages
- are usually answered within one or two days. The number is:
-
- The Wind Dragon Inn
- 402-291-8053 (FidoNet node 1:14/614)
- 300/1200/2400 bps, 8N1, 24 hrs.
-
- P.S.: The Wind Dragon Inn also features one of the better libraries of
- general Amiga PD software in the MidWest, so it may be worth a call even if
- you aren't looking for more Energion info!
-
-
- 5.2 Energion Publications mailing address
-
- Those of you who can't call our BBS may send correspondence to:
-
- Energion Publications
- P.O. Box 1147
- Bellevue, NE 68005
-
- However, there are currently no plans for distributing free software or
- text files via the mail. This address is intended primarily for placing
- orders; other inquiries will be answered as time permits.
-
-
- 5.3 Future plans
-
- There are a lot of major enhancements to Player in the works; this is
- the program which we use for our own games, so it will automatically
- receive a lot of attention and work. Next on my list is a tactical
- situation display capability, which will show where characters are in
- relation to each other and to other objects, handle automatic movement, do
- range/area-of-effect/line-of-sight calculations, etc. Kind of an
- intelligent tactical display map to go with the intelligent character
- sheet. And in the future I'd like to implement some kind of simple
- networking to allow multiple copies of Player to exchange info so that they
- can automatically roll hits against each other's characters, show each
- other's characters in a shared tactical display, and generally act as
- intelligent gaming workstations.
-
- And of course, other Energion software and information will be
- appearing regularly on our BBS along with future versions of Player, so be
- sure to keep in touch. And if you come up with anything which might be
- useful to other Energion players, be sure to upload it; the more goodies
- people upload, the more goodies will be available for download.
-
-
- 5.4 Version History
-
- 1.00, 5-30-88: Playtesting version, not fit for public distribution.
-
- 2.00, 8-28-88: First publicly distributed version; complete rewrite,
- with fixes and enhancements too numerous to mention.
-
- 2.10, 9-14-88: Added ARexx interface and command language.
-