Here's an outline of basically what I envision the end result of this project being.
I imagine a shell system booted up that presents the person with the following options:
(A) Edit Wilderness map
(B) Edit Cities
(C) Edit Dungeons
WILDERNESS EDITOR
The Wilderness would of course be simply re-arranged from the default layout of BTII - trees, building faces, city wall faces, entry points for cities as well as putting in "specials".
Wandering monsters would be edited: monster tables; monster names, levels, pictures, experience, gold, item tables, special attacks, monster types (illusionary? mage [for MAGM]?), starting range...
An example of specials in the Wilderness:
- The Sage
- Kazdek's hut
- Fanskar's Fortress
- Grey Crypt
Consider Kazdek's Hut. It is a special contained within a building located at 19N, 25E on the Wilderness map. Upon kicking in the door, it loads up picture # (whatever represents the picture), followed by the caption underneath the picture, followed by the text:
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A stone man is here. He says, "Welcome friends. My home is, of course, your home. You may stay as long as you like." he then falls asleep. You can:
(S)peak to him
(E)xit
If "S" is selected, it prompts the keyboard for an input string.
- If "KAZDEK" and noone has 'Item of K' in inventory:
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"Yes? Oh you need something of mine." He pulls something from nowhere and gives it to you.
- Else:
If "E" is selected, the party is moved back into the Wilderness 1 square backwards...
Of course, you could put text strings on empty squares in the Wilderness too. Suppose you wanted the party to notice a particular tree that actually housed a dungeon entrance at 18N, 14E. At 17N, 14E you might place text:
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There is a strange looking tree to the north. Shall you inspect?
(Y)es
(N)
If YES:
If an elven Hunter inspects:
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_______ has detected a trapdoor hidden amongst the roots of this tree. Shall you enter?
(Y)es
(N)o
If NO, end special.
If other party member inspects:
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As peculiar as this tree seems, _______ found nothing particularly unusual about it.
And so forth...
CITY EDITOR
As we know, the APAR spell labels the six cities with a number value (APAR to city +1 is Tangramaybe, +2 for Ephesus, and so on). A person could simple rename the city in slot #1 and possibly create more than just six cities (suppose selecting +7 teleports the party to Los Angeles, +8 to London, +9 to Helsinki, and so forth).
The following would be editable:
- city's name
- building faces (e.g. there's orange, blue, white, brown "faces")
- iron gates
- locations of the usual features (Bank, Guild, Garth's, Roscoe's, Review Board, etc)
- Taverns and tavern names, along with the "gossip table" - at specific ranges of gold given two text strings are given at random; these ought to be customizable
- each square in a city not occupied by a building needs a street name attached to it; unnamed squares would be named "an alleyway" by default.
- a "special" detailing an entrance into a dungeon...
- monster tables; monster names, levels, pictures, experience, gold, item tables, special attacks, monster types (illusionary? mage [for MAGM]?), starting range...
For specials leading to dungeons, these would have to refer to a dungeon disk name (suppose "Dungeon Disk E") and the track #, sector # and position for each half of the physical layout, the traps layout and the dungeon special layout....
DUNGEON EDITOR
Woo, my favourite.
The dungeon editor, well, for those of you who have been keeping up with me, will be an advanced version of what I've hammered out so far.
It would have to be broken up into five sub-modules:
- physical layout editor (walls/doors/secret doors) as well as denoting whether the dungeon is shielded as well as the dungeon name (appearing under the window)
- the wall types; e.g. the Tombs vs The Destiny Stone vs Maze of Dread
- traps/darkness/antimagic zones/silence zones/leech zones/spinners/"Odd"/stairs & portals
- specials themselves; i.e. magic mouths, Keymasters, boss encounters, weird & wonderful items
- monster tables; monster names, levels, pictures, experience, gold, item tables, special attacks, monster types (illusionary? mage [for MAGM]?), starting range...
That's my prospectus for the 8BBK Project. Am I missing anything? Probably.