Home of the original IBM PC emulator for browsers.
[PCjs Machine "ibm5170"]
Waiting for machine "ibm5170" to load....
The FRP GAME MASTER UTILITY is set up to be generally compatible with
Advanced Dungeons and Dragons and its many variants. FRP is very
flexible in its structure, and sacrifices some compatibility to maintain
flexibility.
FRP's utilities take the manual labor out of playing Dungeons and
Dragons. Everything done with paper, pen, and dice can now be done with
the keyboard. These utilities are compatible with Advanced Dungeons and
Dragons.
DICE ROLLING UTILITY -- critical hits, fumbles, double damage, D100,
D20, D12, D10, D8, D6, D4, any number of dice with modifiers, display
monster information, roll monster hit points, and edit hit points.
RANDOM ENCOUNTERS UTILITY -- generates random encounters for 10
different areas, each with different probabilities.
RANDOM TREASURE UTILITY -- treasure types A-Z, gem value, jewel value,
edit, and view treasure data.
GAME PARAMETER UTILITY -- lets you alter critical hit, fumble, double
damage, and encounter probabilities. The timer can be set, and combat
die is selectable for special damage tables (except fumble).
Disk No: 1063
Program Title: FRP GAME MASTER UTILITY version 2.12
PC-SIG version: 1.2
The FRP GAME MASTER UTILITY is set up to be generally compatible with
ADVANCED DUNGEONS AND DRAGONS(tm) and its many variants. FRP is very
flexible in its structure, and sacrifices some compatibility to maintain
flexibility. The program has the following features to begin play:
These utilities take the manual labor out of playing Dungeons and
Dragons. Everything done with paper, pen, and dice can now be done from
the keyboard. These utilities are compatible with Advanced Dungeons and
Dragons.
DICE ROLLING UTILITY critical hits, fumbles, double damage, D100, D20,
D12, D10, D8, D6, D4, any number of dice with modifiers, display monster
information, roll monster hit points, and edit hit points.
RANDOM ENCOUNTERS UTILITY generates random encounters for ten different
areas, each with different probabilities.
RANDOM TREASURE UTILITY treasure types A-Z, gem value, jewel value,
edit, and view treasure data.
GAME PARAMETER UTILITY lets you alter critical hit, fumble, double
damage, & encounter probabilities. The timer can be set and combat die
is selectable for special damage tables (except fumble).
Usage: DND Game Utility/Database.
Special Requirements: None.
How to Start: Type GO (press enter).
Suggested Registration: $20.00
File Descriptions:
FLOPPY BAT Floppy disk installation batch file.
FRPDATA ARC Archived data files.
FRPPROG ARC Archived program file.
HARD BAT Hard disk installation batch file.
INSTALL BAT Installation instructions batch file.
PKXARC COM Unarchiving program.
README TXT Text file.
PC-SIG
1030D E Duane Avenue
Sunnyvale Ca. 94086
(408) 730-9291
(c) Copyright 1988,89 PC-SIG, Inc.
CHARACTER GENERATION AND UTILITY
Version 1.2
By W. Jeff Meier & Bill S. Hitchcock
A SOFTWARE MINES PRODUCT
Copyright 1988, 1989
FIRST THINGS FIRST!
USE THE DOS DISKCOPY COMMAND TO BACKUP
CGU AND ITS ASSOCIATED FILES TO ANOTHER FLOPPY DISK
IBM PC is the registered trademark of
INTERNATIONAL BUSINESS MACHINES
ADVANCED DUNGEONS & DRAGONS and AD&D
is the registered trademark of
TSR Games
Software Mines
2401 Copperfield Ave.
Ponca City, OK 74604
DISCLAIMER
Software Mines, and/or the author(s) of this product
specifically disclaim all warranties, expressed, or implied.
In no event shall Software Mines, and/or the author(s) of
this product be held liable for any loss or damage including
but not limited to any incidental, or consequential damages.
LICENSE AGREEMENT
This product is copyrighted and all rights are reserved just
like a book. Copying this product for others is not allowed.
You may not sell this product.
Page 2
INTRODUCTION
Congratulations! You have just acquired Character Generation
and Utilities, CGU, for the IBM PC. Before beginning to use
CGU you should read this manual completely to fully to
understand CGU's capabilities.
CGU was designed to be fully compatible with ADVANCED
DUNGEONS AND DRAGONS(tm) (AD&D) and its variants. We
STRONGLY recommend the purchase of these rules from TSR, it
is our feeling that the game cannot be played without them.
CGU is not a game in itself and is only meant to be used
with AD&D or its variants.
This program is completely menu driven and provides the
following features to aid play:
* Character generation using any of the five methods
given in the DUNGEON MASTERS GUIDE and UNEARTHED
ARCANA.
This program will roll dice for abilities and allow you
to select: race, class, alignment, sex, and psionics
if abilities allow them.
The program automatically rolls for: age, height,
weight, secondary skill, level, hitpoints and starting
money.
* Storage of characters to disk.
FRP Version 2.0 interfaces with these stored
characters and future products from Software Mines
(Stores and Equipment Utility and Spell Book Utility)
will outfit these characters and create spell books for
them. A maximum of 128 characters may be stored.
* Output of the stored characters to printer.
* Complete menu driven editing of the stored characters.
* Game Parameter Utility that allows you to set minimums
of each character generation method and set limits on
starting level.
* Screen Parameter Utility that allows you to alter the
screen colors if a color display adapter is in use.
* Ability to evoke Fantasy Role Playing Utility and Spell
Book Utilities.
* An on-line help screen that describes editing utilities
and display color choices.
Page 3
CGU requires the following files:
CGU.EXE - Main program
CHRCTRS.CGU - Character list file (created by CGU)
DATA.CGU - Parameter file
CGU requires the following hardware:
IBM PC or Compatible w/ 320K, one 360K floppy disk
drive, MDA, CGA, or Hercules Display Adapters, DOS 2.1
or later.
Page 4
TABLE OF CONTENTS
INTRODUCTION ......................... 3
TABLE OF CONTENTS ......................... 5
STARTING CGU .............................. 6
HOW TO USE CGU ............................ 7
MAIN MENU ................................. 8
METHOD 1 .................................. 9
METHOD 2 .................................. 11
METHOD 3 .................................. 13
METHOD 4 .................................. 15
METHOD 5 .................................. 17
SCREEN PARAMETERS ......................... 18
CHARACTER GENERATION LIMITS................ 19
CHARACTER FILE UTILITIES .................. 21
Add Character ....................... 21
Delete Character ..................... 22
Display Character .................... 22
Print Character ...................... 22
Edit Character ....................... 23
Change to Dual Classed ............... 28
Increment All Character Ages ......... 29
Import Character And Print Files ..... 30
FILE STRUCTURE ............................ 31
DATA.CGU ............................. 32
CHRCTRS.CGU .......................... 44
RACE.PRN ............................. 45
CLASS.PRN ............................ 45
Page 5
STARTING CGU
If you are starting CGU for the first time, backup CGU to
another floppy using the DOS DISKCOPY command.
If you wish to install CGU on your hard disk, create the FRP
directory with the DOS MKDIR command. For example, if your
hard disk is C: then type MKDIR C:\CGU and press return.
Copy the CGU files to your harddisk with the DOS COPY
command, for example type COPY A:*.* C:\CGU and press
return.
** NOTE **
If you want, you can put CGU in another directory. FRP
(also SBU and SEU) can use the characters if you define a
path for it in your AUTOEXEC.BAT file. Do this with the
DOS SET command. For example, if your CGU files will be in
a directory named GAME and FRP in the FRP directory, then
put the following two lines in the AUTOEXEC.BAT file:
SET CGU=C:\GAME
SET FRP=C:\FRP
If you run out of environment string space, you can add
more by adding the following statement to your CONFIG.SYS
file if you have DOS 3.1 or greater.
SHELL=d:path\filename.ext d:path /P/E:para
d:path=drive name and full path name to the command
processor, filename.ext=file name of command processor,
/P=stay permenant (is required),/E:para=sets the initial
space reserved for the environment with [para] being the
number of 16-byte paragraphs or bytes.
example: SHELL=C:\COMMAND.COM C:\ /P/E:30
To start CGU:
Select the default drive by typing A: and pressing
return.
Type CGU and press return.
For harddisk users:
Select the default drive. For example, type C: and
press return.
Select the CGU directory by typing CD\CGU and press
return.
Type CGU and press return.
Page 6
HOW TO USE CGU
CGU is a menu driven program. To move through the program's
options the following system is used.
ENTER - Selects highlighted choice
on menu
UP ARROW - Moves highlight up
DOWN ARROW - Moves highlight up
RIGHT ARROW - Moves highlight right on some
displays
LEFT ARROW - Moves highlight left on some
displays
PAGE UP - Moves to top of page or
previous page on some
displays
PAGE DOWN - Moves to bottom of page or
next page on some displays
HOME - Moves to the top of the first
page on some displays
END - Moves to the bottom of the
last page on some displays
HIGHLIGHTED CHARACTER - Current selection
F1 - Displays help screen
Page 7
MAIN MENU
The main menu has the following choices:
* METHOD 1 - Rolls character using Method 1
from pg. 11 of the Dungeon
Masters Guide.
* METHOD 2 - Rolls character using Method 2
from pg. 11 of the Dungeon
Masters Guide.
* METHOD 3 - Rolls character using Method 3
from pg. 11 of the Dungeon
Masters Guide.
* METHOD 4 - Rolls character using Method 4
from pg. 11 of the Dungeon
Masters Guide.
* METHOD 5 - Rolls character using Method 5
from pg. 74 of the Unearthed
Arcana.
* SCREEN PARAMETERS - Allows selection of display
colors if a CGA is available.
* CHARACTER GENERATION LIMITS - Allows selection of
minimum rolls for methods,
selection of starting levels,
and starting gold.
* CHARACTER FILE UTILITIES - Allows printing,
editing, deleting, adding,
listing, displaying and
importing of characters. Also
allows characters to become
dual classed.
* FANTASY ROLE PLAYING UTILITY - Exits CGU and runs
FRP
* SPELL BOOK UTILITES - Exits CGU and runs SBU
* QUIT TO DOS - Stops and exits to DOS.
Page 8
METHOD 1
Summary
Four - 6 sided dice are rolled for each ability. The lowest
die is discarded and the other three totaled. The player
assigns the rolls for strength, intelligence, wisdom,
dexterity, constitution, and charisma. Comeliness is
assigned automatically. The player then chooses race, class,
alignment, and sex. You may remake previous choices by
pressing the escape key.
Step 1 - Assigning Abilities
Before assigning abilities, you will be asked if you want to
see the minimums required for a class.
If you answer yes (by pressing "y"):
A list of the 26 AD&D classes will displayed. Highlight
the class of interest (use up, down, right, or left
arrows) and press return. The minimum requirements for
that class and the races that qualify for that class
will be displayed and you will be asked if you want to
look at the minimum for another class.
Once you say that you don't want to see any more
classes, the requirements for the last class will be
displayed you may continue with ability selection.
*** WARNING ***
It is possible to meet the minimum requirements for a
class when you assign your abilities only to fail to
meet the requirements after race is selected. For
example, if you assign a 7 to constitution (planning to
become a fighter) and subsequently choose to be an elf,
you will not qualify for the fighter class because
elves lose one point of constitution. The program,
however, will allow you to go back and reassign
abilities.
Your rolls will be displayed below the seven abilities. The
rolls are assigned in order for strength, intelligence,
wisdom, dexterity, constitution, and charisma. Highlight
your choice for each ability (using the left and right arrow
keys) and select by pressing return.
When you have assigned all your rolls to abilities, you will
be asked if you are satisfied with your selection. If you
answer no (by pressing "n") you will go back to the
beginning of step 1.
Step 2 - Selecting Race
Page 9
You will be asked if you want to see what classes are
available for a particular race. If you answer yes (by
typing "y"):
A list of the races that your abilities qualify you for
will appear on the screen. Highlight the race of choice
and press return or press one of the highlighted
characters and a list of classes that you will qualify
for will appear. A list of your abilities (after racial
modifiers have been applied) will also appear. Press
any key to go to the beginning of Step 2.
Select race by highlighting the race of choice and pressing
return or by pressing the highlighted letter corresponding
to that race.
Step 3 - Selecting Class
A list of classes that you qualify for will appear on the
screen. Select class by highlighting the class of choice and
pressing return or by pressing the highlighted letter
corresponding to that class.
Step 4 - Selecting Alignment
A list of alignments that you qualify for will appear on the
screen. Select alignment by highlighting the alignment of
choice and pressing return or by pressing the highlighted
letter corresponding to that alignment.
Step 5 - Selecting Sex
Select sex by highlighting the alignment of choice and
pressing return or by pressing the highlighted letter
corresponding to that sex.
*** NOTE ***
After sex is chosen, abilities are checked against
racial and sexual limits. If your character exceeds any
limits, you will be prompted to see if you want to redo
your selections. Answering yes (by pressing "y") will
return you to step 1.
Your character will now be displayed and you will now be
asked if you want to make any changes. If you answer yes,
you will go back to the beginning of Step 1.
Step 6 - Storing Character to disk
You will be asked if you want to store the character to
disk. If you answer yes you will be asked your name, a name
for the character, the character's god, and his or her home.
After Step 6, the program returns to the main menu.
Page 10
METHOD 2
Summary
Three - 6 sided dice are rolled and totaled 12 times. The
six lowest are discarded. The player assigns the rolls for
strength, intelligence, wisdom, dexterity, constitution, and
charisma. Three 6 sided dice are rolled for comeliness. The
player then chooses race, class, alignment, and sex. You may
remake previous choices by pressing the escape key.
Step 1 - Assigning Abilities
Before assigning abilities, you will be asked if you want to
see the minimums required for a class.
If you answer yes (by pressing "y"):
A list of the 26 AD&D classes will displayed. Highlight
the class of interest (use up, down, right, or left
arrows) and press return. The minimum requirements for
that class and the races that qualify for that class
will be displayed and you will be asked if you want to
look at the minimum for another class.
Once you say that you don't want to see any more
classes, the requirements for the last class will be
displayed you may continue with ability selection.
*** WARNING ***
It is possible to meet the minimum requirements for a
class when your assign your abilities only to fail to
meet the requirements after race is selected. For
example, if you assign a 7 to constitution (planning to
become a fighter) and subsequently choose to be an elf,
you will not qualify for the fighter class because
elves lose one point of constitution. The program will
allow you to go back and reassign abilities.
Your rolls will be displayed below the seven abilities. The
rolls are assigned in order for strength, intelligence,
wisdom, dexterity, constitution, and charisma. Highlight
your choice for each ability (using the left and right arrow
keys) and select by pressing return.
When you have assigned all your rolls to abilities, you will
be asked if you are satisfied with your selection. If you
answer no (by pressing "n") you will go back to the
beginning of step 1.
Step 2 - Selecting Race
Page 11
You will be asked if you want to see what classes are
available for a particular race. If you answer yes (by
typing "y"):
A list of the races that your abilities qualify you for
will appear on the screen. Highlight the race of choice
and press return or press one of the highlighted
characters and a list of classes that you will qualify
for will appear. A list of your abilities (after racial
modifiers have been applied) will also appear. Press
any key to go to the beginning of Step 2.
Select race by highlighting the race of choice and pressing
return or by pressing the highlighted letter corresponding
to that race.
Step 3 - Selecting Class
A list of classes that you qualify for will appear on the
screen. Select class by highlighting the class of choice and
pressing return or by pressing the highlighted letter
corresponding to that class.
Step 4 - Selecting Alignment
A list of alignments that you qualify for will appear on the
screen. Select alignment by highlighting the alignment of
choice and pressing return or by pressing the highlighted
letter corresponding to that alignment.
Step 5 - Selecting Sex
Select sex by highlighting the alignment of choice and
pressing return or by pressing the highlighted letter
corresponding to that sex.
*** NOTE ***
After sex is chosen, abilities are checked against
racial and sexual limits. If your character exceeds any
limits, you will be prompted to see if you want to redo
your selections. Answering yes (by pressing "y") will
return you to step 1.
Your character will now be displayed and you will now be
asked if you want to make any changes. If you answer yes,
you will go back to the beginning of Step 1.
Step 6 - Storing Character to disk
You will be asked if you want to store the character to
disk. If you answer yes you will be asked your name, a name
for the character, the character's god, and his or her home.
After Step 6, the program returns to the main menu.
Page 12
METHOD 3
Summary
Three - 6 sided dice are rolled and totaled 6 times for each
ability. The five lowest for each are discarded. The player
does not get to assign the rolls.
Step 1 - Selecting Race
You will be asked if you want to see what classes are
available for a particular race. If you answer yes (by
typing "y"):
A list of the races that your abilities qualify you for
will appear on the screen. Highlight the race of choice
and press return or press one of the highlighted
characters and a list of classes that you will qualify
for will appear. A list of your abilities (after racial
modifiers have been applied) will also appear. Press
any key to go to the beginning of Step 2.
Select race by highlighting the race of choice and pressing
return or by pressing the highlighted letter corresponding
to that race.
Step 2 - Selecting Class
A list of classes that you qualify for will appear on the
screen. Select class by highlighting the class of choice and
pressing return or by pressing the highlighted letter
corresponding to that class.
Step 3 - Selecting Alignment
A list of alignments that you qualify for will appear on the
screen. Select alignment by highlighting the alignment of
choice and pressing return or by pressing the highlighted
letter corresponding to that alignment.
Step 4 - Selecting Sex
Select sex by highlighting the alignment of choice and
pressing return or by pressing the highlighted letter
corresponding to that sex.
*** NOTE ***
After sex is chosen, abilities are checked against
racial and sexual limits. If your character exceeds any
limits, you will be prompted to see if you want to redo
your selections. Answering yes (by pressing "y") will
return you to step 1.
Page 13
Your character will now be displayed and you will now be
asked if you want to make any changes. If you answer yes,
you will go back to the beginning of Step 1.
Step 5 - Storing Character to disk
You will be asked if you want to store the character to
disk. If you answer yes you will be asked your name, a name
for the character, the character's god, and the character's
home.
After Step 5, the program returns to the main menu.
Page 14
METHOD 4
Summary
Three - 6 sided dice are rolled and totaled for each
characteristic. This is done enough times to generate 12
characters.
Step 1 - Selecting Rolls
The twelve sets of abilities will be displayed on the
screen. Make your selection by highlighting the set you want
(use left and right arrows) and press return.
Step 2 - Selecting Race
You will be asked if you want to see what classes are
available for a particular race. If you answer yes (by
typing "y"):
A list of the races that your abilities qualify you for
will appear on the screen. Highlight the race of choice
and press return or press one of the highlighted
characters and a list of classes that you will qualify
for will appear. A list of your abilities (after racial
modifiers have been applied) will also appear. Press
any key to go to the beginning of Step 2.
Select race by highlighting the race of choice and pressing
return or by pressing the highlighted letter corresponding
to that race.
Step 3 - Selecting Class
A list of classes that you qualify for will appear on the
screen. Select class by highlighting the class of choice and
pressing return or by pressing the highlighted letter
corresponding to that class.
Step 4 - Selecting Alignment
A list of alignments that you qualify for will appear on the
screen. Select alignment by highlighting the alignment of
choice and pressing return or by pressing the highlighted
letter corresponding to that alignment.
Page 15
Step 5 - Selecting Sex
Select sex by highlighting the alignment of choice and
pressing return or by pressing the highlighted letter
corresponding to that sex.
*** NOTE ***
After sex is chosen, abilities are checked against
racial and sexual limits. If your character exceeds any
limits, you will be prompted to see if you want to redo
your selections. Answering yes (by pressing "y") will
return you to step 1.
Your character will now be displayed and you will now be
asked if you want to make any changes. If you answer yes,
you will go back to the beginning of Step 2.
Step 6 - Storing Character to disk
You will be asked if you want to store the character to
disk. If you answer yes you will be asked your name, a name
for the character, the character's god, and the character's
home.
After Step 6, the program returns to the main menu.
Page 16
METHOD 5
Summary
A variable number of 6 sided dice are rolled for each
ability (the number depends on the class and ability). The
highest three for each ability are totaled. The player picks
class, alignment and sex.
*** NOTE ***
This method will create only humans.
Step 1 - Selecting Class
A list of the twelve single classes and the Bard class will
appear on the screen. Select class by highlighting (use up
and down arrows) and press return or press the highlighted
letter for that class.
Step 2 - Selecting Alignment
A list of alignments that you qualify for will appear on the
screen. Select alignment by highlighting the alignment of
choice and pressing return or by pressing the highlighted
letter corresponding to that alignment.
Step 3 - Selecting Sex
Select sex by highlighting the alignment of choice and
pressing return or by pressing the highlighted letter
corresponding to that sex.
If you choose female and if the maximum strength for a
female of your race is less than your current strength :
You will be notified that your strength will drop and
asked if you still want to become a female. If you
answer yes, you strength will be dropped to the maximum
for a female of that race.
Your character will now be displayed and you will now be
asked if you want to make any changes. If you answer yes,
you will go back to the beginning of Step 2.
Step 4 - Storing Character to disk
You will be asked if you want to store the character to
disk. If you answer yes you will be asked your name, a name
for the character, the character's god, and the character's
home.
After Step 4, the program returns to the main menu.
Page 17
SCREEN PARAMETERS
Summary
The screen parameter menu allows you to change the display
colors if a color graphics adaptor is available.
Selections are made by highlighting a menu item and
pressing return or by pressing the highlighted character
corresponding to that choice.
Color Selection
Main color (foreground and background) and highlighted color
(foreground and background) can only be 0 through 15. When
one of the four color options is chosen, the current number
appears. Enter a new number and press return. The program
will only accept 0 through 15.
Default colors
If this selection is made, the default colors are chosen.
They are:
Main Foreground Color - 2 (green)
Main Background Color - 0 (black)
Highlighted Foreground Color - 14 (bright yellow)
Highlighted Background Color - 0 (black)
Exiting
If this selection is made, the program will rewrite DATA.CGU
storing the new selections and exit to the main menu.
Page 18
CHARACTER GENERATION LIMITS
Summary
This menu allows you to set the initial level at which a
character will start, set minimums for each of the five
character generation methods, and set starting gold.
*** NOTE ***
For each of the five character generation methods, the
rolls are compared to the minimums. If the rolls don't
meet the minimums, then they are rerolled and compared
again.
We have included this to keep you from having to roll
to many times before you get viable characters. (In our
worlds, we believe that a viable character should have
at least three abilities above 15).
*** WARNING ***
If you set the minimums too high, the program will be
rolling, and rolling, and rolling...
For example, if Method 1 is being used, the program
will have to roll (on average) 13000 times to get a
character with three 18's.
If you want characters with very high stats, roll them
with low minimum requirements and use the editing
utility (Character File Utilities) to raise them. It
will save you a lot of time.
Setting minimums
Highlight the Method whose minimums you want to change and
press return or press the highlighted number for that
method.
The old values will appear on the screen. Press return to
leave them unchanged or enter a new number. The program will
only except values between 3 and 18 inclusive.
Page 19
Setting Initial Level
This allows you to set the range of starting levels. Enter
the lowest starting level and the highest. If you set the
highest level lower than the lowest level, you will be
prompted. Allowed starting levels are 1 through 25.
Starting Money
Starting gold depends on initial character level. The
following equation is used:
gold = R * (A + B x (level-1) + (level-1) ^ C)
where R is the starting gold rolled according to AD&D rules
and A, B, and C are constants set by you. Limits for A and B
are 0 to 10 and 0 to 3 for C.
Exiting Character Generation Limits Utilities
When you exit the game utilities menu, the changes you have
made are stored in DATA.CGU.
Page 20
CHARACTER FILE UTILITIES
Summary
CGU's Character File Utilities have been designed to allow
you to make changes to CHRLST.CGU and individual character
files. (See the appendices for information on CGU's file
structure) The file utilities allow you to:
* Add characters not rolled with CGU
* Delete characters from CHRCTRS.CGU
* Display a stored character
* Output a stored character to printer
* Edit a stored character
* Change a stored character from single classed
to dual classed (or to Bard class if already
dual classed fighter/thief)
* Increment all character ages
* Import a character
Each of these utilities are described below.
Selections from the Character File Utility Menu are made
like those from other menus. Highlight selection (using up
or down arrows) and press return or press highlighted letter
for that choice.
Add Character
When this selection is made you will be asked your name and
the new character's name. An entry will be made in
CHRCTRS.CGU.
After you have entered a valid name for the character, the
program will automatically put you into Editing of that
character. (See the section on Edit Character for details of
editing) When you exit the editing session, you will return
to the Character File Utility menu.
Page 21
*** NOTE ***
The base characters created by the Add Character
Utility is a male human fighter with minimum stats. If
you make no changes during the editing session, or if
you don't save those changes, he will stay a male human
fighter with minimum stats.
Delete Character
This utility allows you to delete a character that has been
stored to disk. The characters spellbook (from SBU) and note
pad (from FRP) are also deleted.
*** WARNING ***
Once you delete a character, you cannot get him back.
Unless you have made a backup of the
CHRCTRS.CGU.
When you select this utility, a list of all stored
characters will appear on the screen. Highlight the
character of choice and press return. To return to the
Character File utility at this point, press the escape key.
The character will appear on the screen and you will be
asked if you want to delete the character. Press "d" to
delete the character or "c" to return to the Character File
Utility menu. After you delete a character, you will return
to the Character File Utility menu.
Display Character
This utility allows you to view a stored character. When
you make this selection, a list of all stored characters
appears on the screen. Select the character you want and
press return. (or the escape key to return to Character File
Utilities menu)
Once you have made your selection, that character will be
displayed. Press any key to return to the Character File
Utility menu.
Print Character
This utility allows you to output a stored character to your
printer. When you make this selection, a list of characters
appears on the screen. Make your selection by highlighting
the character you want to print (use up and down arrow keys
and up and down page keys) and press return. You may exit by
pressing the escape key.
When you have selected a character, that character is
displayed and you are asked if it is the correct character.
If you answer no (by pressing "n") you return to the
Page 22
character listing. After answering that question, you are
asked if you want to print the character and race information.
After answering that question, you are returned to the
Character File Utility menu.
Because of space restrictions, only the first twenty levels
of hitpoints will be printed. Race and class information
details are available in the File Structure section.
Edit Character
Introduction
The Edit Character Utility is designed to give you
flexibility in editing stored characters. For that reason
there are no restrictions (racial, class, alignment, etc.)
on changing characters. You can make a half-orc, chaotic
neutral paladin with a strength of 3 if you want.
When you select this utility, a list of characters appears
on the screen, when make your selection, the character is
displayed with the active editing field highlighted.
How to Move Through the Display
To move through the display, use the up and down arrows or
press return. (pressing return will leave the field
unchanged and move you to the next field)
To end the editing session, press the escape key. You will
be asked if you want to store the changes you have made. If
you answer yes, the changed character will be stored to
disk.
Display Fields
There are four types of display fields that can be edited :
1) unknown string fields, 2) known string fields, 3) numeric
fields, and 4) special fields. All four types accept
different types of input. Below are brief descriptions.
* Unknown String Fields - These fields (for example
character name) will accept alpha numeric characters
(any combination). When you have entered a new name,
press the up or down arrows or return to move to the
next field. Corrections can be made with the
backspace key.
* Known String Fields - These fields (for example race
and alignment) are restricted to a few choices. To
change the current selection, use the right and left
arrows. When you have made the selection, press the
Page 23
up or down arrow, or return to move to the next field.
* Numeric Fields - These fields (for example strength)
will accept only numeric characters. When you have
entered a new value, press the up or down arrows or
return to move to the next field. Corrections can be
made with the backspace key.
Some numeric fields will only accept values in a
limited range. If you enter a number that is not
within that range, the program will warn you by
beeping, and replace your value with either the
minimum or maximum value allowed.
* Special Fields - These fields (psionics) have special
rules and will be described in detail below.
Interrelations Between Fields
It is possible to change the value of one field when you
edit another. For example, when you change constitution,
adjustments are remade to hitpoints. A fifth level character
whose constitution is changed from 15 to 14 would lose 1
hitpoint per level. The fields that affect others are listed
below.
* Constitution - can change hitpoints
* Class - can change hitpoints, levels, and experience
points (also abilities for the cavalier
classes)
* Race - can change age, life span, height, weight, and
abilities
* Age - can change abilities and status
* Level - can change hitpoints, experience points, and
abilities for the cavalier classes
* Experience points - can change levels, hitpoints, and
abilities for the cavalier
classes
Character Name - unknown string field
Character names can be a maximum of twenty characters.
Player Name - unknown string field
Player names can be a maximum of twenty characters.
Page 24
Class - Known string field and special
If the character is one of the twenty-six single or
multi classes you can change class by choosing it
(using right and left arrows) and pressing the up or
down arrows or return.
You can also make the character a dual classed
character by picking that selection. If you are a dual
classed character, you can also edit the second class.
You can also cancel dual classed by picking that
selection.
If you change class, you will be asked if you want to
reroll hit points. If you chose yes, all hitpoints will
be rerolled instead of just those missing.
Abilities
Strength - numeric field
Must be within the range -9 to 25.
Extraordinary Strength - numeric field
This field appears only for fighters with strength
of 18 or for the two cavalier classes. (in which
case it is percentage if strength is less that 18)
The entered value must be between 0 and 100.
Intelligence - as strength
Wisdom - as strength
Dexterity - as strength
Dexterity Percentage - numeric field
The field appears only of cavalier classes.
Entered value must be between 0 and 100.
Constitution - as strength
Constitution Percentage - as dexterity percentage
Charisma - as strength
Comeliness - as strength
Page 25
Hitpoints - multiple numeric field
You cannot edit the total number of hitpoints. Instead,
you edit the individual hitpoints for each class and
level. Use the left, right, up, and down arrow keys to
move to the number you want to edit.
To end the editing of hitpoints, move to the word
FINISH and press either the up or down arrow
keys or enter. The valid range for hitpoints is 0 to
99.
Gold Pieces - multiple numeric field
The number of all types of coins carried by the
character can be edited. Use the left and right arrow
keys to move to the field you want to edit. The valid
range is 0 to 999999. Use the up, down, and enter (if
FINISHED is highlighted) keys when you have finished
editing.
God - unknown string field
God names can be a maximum of twenty characters.
Home - unknown string field
Home names can be a maximum of twenty characters.
Race - known string field
If you change race, you will be asked if you want to
change age, life span, height, and weight.
Age - multiple numeric field
This field is edited just like the Gold Pieces field.
Changing the age can change abilities if the character
changes age brackets. If the age is greater than the
life span, the character status will change to "dead".
Alignment - known string field
Sex - known string field
Page 26
Height - numeric field
There are two fields (feet and inches). They are
limited to the ranges 1 to 9 and 0 to 11 respectively.
Weight - numeric field
Limited to the range 1 to 999.
Skill - known string field
Level - multiple numeric field
This field is edited just like the gold pieces field.
The range is limited from 1 to 25.
Experience Points - multiple numeric field
This field is edited just like the gold pieces field.
The range is limited from 1 to 9999999.
New Experience Points - numeric field
When you enter new experience points into this field,
you will be asked if you want to update experience
points. If you answer yes, points will be allocated
according to experience percentage distribution.
(below)
Experience Percentage Distribution - multiple numeric field
This field is edited just like the gold pieces field.
The range is limited from 0 to 200.
This is particularly useful if the character gets a 10%
bonus (enter 110) or if they get less than full
experience points.
Multi-classed characters usually split the experience
points evenly.
Armor Class - numeric field
Armor class can range from -99 to 99.
Movement - numeric field
Movement can range from 0 to 99.
Page 27
Encumbrance - numeric field
Encumbrance can range from 0 to 32,768
Status - known string field
Psionics - special
Psionic abilities can be toggled on and off using the
right or left arrow keys. If the character has
psionics, it can be edited by pressing the space bar. A
menu will appear which allows you to change psionic
strength, attack modes, defense modes, major
disciplines, and minor disciplines.
Attack/Defense modes and disciplines are chosen by
moving the arrow and pressing the space bar.
Psionic abilities are limited to :
* psi strength of 0 to 500
* 5 attack modes
* 5 defense modes
* 5 minor disciplines
* 2 major disciplines
Change to Dual Classed
This utility allows a single classed character to become
dual classed (if he qualifies). It also allows qualified
characters to become bards. We have attempted to implement
all the restrictions for dual classed characters.
When you select this utility, a listing of the stored
characters are shown on the screen. Select the character of
choice by highlighting it and pressing return. (you may exit
by pressing the escape key). After you have selected a
character, it will be displayed and you will be asked if it
is the correct character. If you say no by typing "n" :
You will be asked if you want to try again. If you
answer yes the character listing will be displayed. If
you answer no you will be returned to the Character
File Utility menu.
Page 28
For Characters that qualify for the Bard class
If the selected character meets the minimum requirements for
the Bard class, you will be asked if you want to become a
bard. If you answer yes:
If your character is a single classed human fighter
(between 5th and 8th level) you will become a dual
classed thief (fighter).
If your character is a dual classed human thief
(fighter) (between 5th and 8th level) you will become a
bard.
Your characters new stats will be displayed and you
will be asked if you want to save the changes.
Afterwards, you will be returned to the Character File
Utility menu.
If you answer no, and you will continue on with the program.
For Characters that don't qualify for the Bard Class
If you qualify to become dual classed, a menu appears
allowing you to select a second class. Make your selection
by highlighting your choice and pressing return or pressing
the highlighted key that corresponds to your choice. If you
qualify for that class:
Your new stats will be displayed and you will be asked
if you want to save the changes. Afterwards, you will
be returned to the Character File Utility menu.
If you don't qualify for that class you will be informed and
asked if you want to try another class. You can return to
the Character File Utility menu by highlighting Exit and
pressing return, or by pressing X.
Increment All Character Ages
This utility allows you to make all stored characters one
year older. When you chose this utility, you will be asked
if you want to continue. If you say yes:
A year will be added to the age of each character.
All characters will be checked to see if they have
entered new age brackets. (see page 12 of Dungeon
Master's Guide for details) If the age bracket has
changed, the necessary modifications will be made to the
character's abilities.
Page 29
If a character has died of old age, that fact will be
noted in the character's data file and a message
appears at the bottom of the screen.
Import a Character
This utility allows you to move characters from one campaign
to another by moving the character out of a CHRCTRS.CGU file
(or whatever file name you have saved it under) to the
active CHRCTRS.CGU file.
When you make this selection, you are asked for the file
that contains the character you want moved. Enter the
complete file name including path (for example
C:\SAVE\CHAR.SAV). A list of the characters will be
displayed. Make your selection and the character will be
moved.
If the file does not have the proper file structure, a
warning will be printed.
You will be prompted for character file, spellbook file(s),
and notepad files.
Import/Export Print Files
This utility allows you import or export the files used to
print a character's race and class information. This will
convert the files to and from ASCII and the squeezed format
(to eliminate spaces) used to store these files.
Both CLASS.PRN and RACE.PRN are converted with this selection.
When you make this selection you will be prompted to select
between importing and exporting, followed by the selection
between class or race files.
The file name for import or export is requested last. The
complete path name should be given to prevent confusion.
Note: These files cannot contain IBM graphic characters
(ASCII characters > 127). The class file is also
larger than 64k (approx. 90k) in its uncompressed
form. The size of this file may cause you problems
in editing depending on the editor you use.
Page 30
DATA FILE STRUCTURE
CGU's parameter file is stored as ASCII files. Although it
would load faster if it were random access file, you have
some flexibility to modify it if it is ASCII. If you plan to
edit the data file, be sure that you make a backup just prior
to editing.
Since AD&D character generation is so complicated, not every
thing can be successfully edited. For example, character
class numbers four and five (cavalier and paladin) will
always have two d10 rolled and added to strength, dexterity,
and constitution every time a new level is gained. Even if
you make it the healer class and change every thing in the
DATA.CGU file.
Some of the items that can be successfully edited (in DATA.CGU)
are:
* racial class restrictions
* racial minimums and maximums
* class minimums and maximums
* alignment restrictions
* base height and weight
* height and weight ranges
* constitution adjustments for classes (if
constitution is above 14)
* hit die for classes can be changed
Some things must be left as is. Among these are:
* the bard class (number 13) must be left alone
* each line in the output form must be 80 characters
long.
* classes 1 through 12 must be single classes and
classes 14 through 26 must be
multi-classes
If you do try to edit DATA.CGU, be sure to use an editor
that does not imbed ASCII characters (for example form
feeds). Be sure to make a backup and good luck!
Page 31
DATA.CGU
The first line has the default colors.
7,0,11,0
The next 5 lines are the minimums for the five methods
in the order strength, wisdom, intelligence, dexterity,
constitution, and charisma.
15,15,15,8,8,8
12,12,12,3,3,3
8,8,8,8,8,8
3,3,3,3,3,3
8,8,8,8,8,8
The next line contains the range of starting levels.
1,25
The next thirteen lines contain the number of dice to
roll for each ability for method 5, in the order:
strength, wisdom, intelligence, dexterity, constitution,
charisma, and comeliness
9,3,5,7,8,6,4 'fighter
9,3,5,7,8,6,4 'barbarian
7,6,8,5,9,4,4 'ranger
7,4,9,5,8,6,3 'cavalier
7,5,9,6,7,9,4 'paladin
7,4,9,5,8,6,3 'cleric
7,4,8,5,6,9,3 'druid
4,9,7,8,6,5,3 'magic user
3,8,7,9,5,6,4 'illusionist
6,5,3,9,7,4,8 'thief
6,7,4,9,8,3,5 'assassin
7,5,9,8,6,4,3 'monk
7,5,7,7,4,7,4 'bard
The seven abilities.
"STRENGTH"
"INTELLIGENCE"
"WISDOM"
"DEXTERITY"
"CONSTITUTION"
"CHARISMA"
"COMELINESS"
Information for each race is contained in the next
seven groups of data. (abilities are in the same
order as above):
Page 32
Race, Highlighted letter
Available classes (1 for yes 0 for no) see below for
order of classes (1-13) and (14-26)
Racial modifiers for abilities
Racial ability maximums (male)
Racial ability minimums (male)
Racial ability maximums (female)
Racial ability minimums (female)
Age bracket ranges
Age parameters (base, number of die, size of die)
for each of the twenty six classes (ordered as
below)
Upper level limit for each of the thirteen single
classes
Base height(inches), Base weight(pounds), Height range
and Weight range (male)
Base height(inches), Base weight(pounds), Height range
and Weight range (female)
height and weight are calculated as:
height or weight = Base + (1 to range)
"HUMAN","H"
1,1,1,1,1,1,1,1,1,1,1,1,1
0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0
18,18,18,18,18,18,18
3,3,3,3,3,3,-6
18,18,18,18,18,18,18
3,3,3,3,3,3,-6
14,21,41,61,91,121
15,1,4 14,1,4
20,1,4
17,1,4
17,1,4
18,1,4
18,1,4
24,2,8
30,1,6
18,1,4
20,1,4
21,1,4
15,1,4
99,99,99,99,99,99,23,99,99,99,15,17,23
60,139,24,96
60,100,16,78
"HALF-ELF","A"
1,0,1,1,1,1,1,1,0,1,1,0,1
1,0,1,0,1,1,1,1,0,0,1,1,0
0,0,0,0,0,0,1
18,18,18,18,18,18,18
3,4,3,6,6,3,-6
17,18,18,18,18,18,18
3,4,3,6,6,3,-6
24,41,101,176,251,326
Page 33
22,3,4
22,3,4
22,3,4
22,3,4
22,3,4
40,2,4
40,2,4
30,2,8
30,2,8
22,3,8
28,3,8
24,3,4
22,3,4
12,0,99,99,0,10,23,11,0,99,10,0,23
56,110,12,40
60,88,12,28
"ELF","E"
1,0,1,1,0,1,1,1,0,1,1,0,0
1,0,1,0,0,1,0,0,0,0,0,1,0
0,0,0,1,-1,0,2
18,18,18,19,18,18,18
3,8,3,7,6,8,-6
16,18,18,19,18,18,18
3,8,3,7,6,8,-6
100,176,551,876,1201,1601
130,5,6
130,5,6
130,5,6
130,5,6
130,5,6
150,5,6
150,5,6
150,5,6
150,5,6
50,5,6
80,5,6
150,5,6
150,5,6
10,0,99,99,0,8,23,8,0,99,11,0,0
50,90,10,30
56,72,10,22
"HALFLING","L"
1,0,0,0,0,1,1,0,0,1,0,0,0
0,0,1,0,0,0,0,0,0,0,0,0,0
-1,0,0,1,0,0,0
17,18,17,18,19,18,18
6,6,3,8,10,3,-6
14,18,17,18,19,18,18
6,6,3,8,10,3,-6
22,34,69,102,145,200
20,3,4
20,3,4
20,3,4
20,3,4
20,3,4
45,2,4
Page 34
45,2,4
50,2,8
50,2,8
40,2,4
44,2,4
30,2,4
20,3,4
8,0,0,0,0,6,11,0,0,99,0,0,0
30,52,9,20
33,42,6,16
"DWARF","D"
1,0,0,0,0,0,0,0,0,1,1,0,0
0,0,1,0,0,0,0,0,0,0,0,0,0
0,0,0,0,1,-1,-1
18,18,18,17,19,16,18
8,3,3,3,12,3,-6
17,18,18,17,19,16,18
8,3,3,3,12,3,-6
35,51,151,251,351,451
40,5,4
40,5,4
40,5,4
40,5,4
40,5,4
60,5,4
60,5,4
60,5,4
60,5,4
75,3,6
80,3,6
100,10,10
40,5,4
10,0,0,0,0,11,0,0,0,99,9,0,0
42,134,10,40
44,104,8,36
"GNOME","G"
1,0,0,0,0,1,0,0,1,1,1,0,0
0,1,1,0,0,0,0,0,0,0,0,0,1
0,0,0,0,1,-1,-1
18,18,18,18,18,18,18
6,7,9,3,8,3,-6
15,18,18,18,18,18,18
6,7,3,3,8,3,-6
50,91,301,451,601,751
60,5,4
60,5,4
60,5,4
60,5,4
60,5,4
150,5,12
150,5,12
100,2,12
100,2,12
80,5,4
80,5,4
60,5,4
Page 35
60,5,4
8,0,0,0,0,10,0,0,7,99,8,0,0
36,72,6,20
39,67,6,16
"HALF -ORC","O"
1,0,0,0,0,1,0,0,0,1,1,0,0
0,0,1,1,1,0,0,0,1,1,0,0,0
1,0,0,0,1,-2,-2
18,17,14,14,19,12,18
6,3,3,3,13,3,-6
18,17,14,14,19,12,18
6,3,3,3,13,3,-6
12,16,31,46,61,81
13,1,4
13,1,4
13,1,4
13,1,4
13,1,4
20,1,4
20,1,4
20,2,4
20,2,4
20,2,4
20,2,4
20,2,4
13,1,4
11,0,0,0,0,7,0,0,0,11,99,0,0
62,134,8,56
62,102,6,50
Next are twenty-six groups of data that contain the
information for each class. The data are in the
form:
Class, Highlighted letter
Class minimums (abilities are in usual order)
Class maximums (abilities are in usual order)
Alignment limitations (1 for yes - 0 for no)
Alignments are in the order:
LG,LN,LE,NG,N,NE,CG,CN,CE
Multi-class data (only one value for single classes)
Minimum hitpoints for first level
"FIGHTER","F"
9,3,5,5,7,5,3
18,18,18,18,18,18,18
1,1,1,1,0,1,1,1,1
1,0,0
6
"BARBARIAN","B"
15,3,5,14,15,3,3
18,18,18,18,18,18,18
0,0,0,1,0,1,1,1,1
2,0,0
7
"RANGER","R"
Page 36
13,13,14,5,14,5,3
18,18,18,18,18,18,18
1,0,0,1,0,0,1,0,0
3,0,0
9
"CAVALIER","C"
15,10,10,15,15,3,3
18,18,18,18,18,18,18
1,0,0,1,0,0,1,0,0
4,0,0
6
"PALADIN","P"
15,10,13,15,15,17,3
18,18,18,18,18,18,18
1,0,0,0,0,0,0,0,0
5,0,0
6
"CLERIC","R"
5,5,9,3,5,5,3
18,18,18,18,18,18,18
1,1,1,1,0,1,1,1,1
6,0,0
5
"DRUID","U"
5,5,12,5,5,15,3
18,18,18,18,18,18,18
0,0,0,0,1,0,0,0,0
7,0,0
5
"MAGIC-USER","M"
3,9,5,6,5,5,3
18,18,18,18,18,18,18
1,1,1,1,0,1,1,1,1
8,0,0
3
"ILLUSIONIST","I"
5,15,3,16,5,3,3
18,18,18,18,18,18,18
1,1,1,1,0,1,1,1,1
9,0,0
3
"THIEF","T"
5,5,3,12,5,3,3
18,18,18,18,18,18,18
0,1,1,1,0,1,0,1,1
10,0,0
4
"ASSASSIN","A"
12,11,3,12,5,3,3
18,18,18,18,18,18,18
0,0,1,0,0,1,0,0,1
11,0,0
4
"MONK","O"
15,5,15,15,11,5,3
18,18,18,18,18,18,18
Page 37
1,1,1,0,0,0,0,0,0 12,0,0
4
"BARD","D"
15,12,15,15,10,15,3
18,18,18,18,18,18,18
0,1,0,1,1,1,0,1,0
13,0,0
6
"FIGHTER/MAGIC-USER","S"
9,9,5,6,7,5,3
18,18,18,18,18,18,18
1,1,1,1,0,1,1,1,1
1,8,0
4
"FIGHTER/ILLUSIONIST","G"
9,15,5,16,12,5,3
18,18,18,18,18,18,18
1,1,1,1,0,1,1,1,1
1,9,0
4
"FIGHTER/THIEF","H"
9,5,5,12,7,5,3
18,18,18,18,18,18,18
0,1,1,1,0,1,0,1,1
1,10,0
5
"FIGHTER/ASSASSIN","N"
12,11,5,5,12,5,3
18,18,18,18,18,18,18
0,0,1,0,0,1,0,0,1
1,11,0
5
"FIGHTER/CLERIC","L"
9,5,9,5,7,5,3
18,18,18,18,18,18,18
1,1,1,1,0,1,1,1,1 1,6,0
5
"FIGHTER/MAGIC-USER/THIEF","E"
9,9,5,12,7,5,3
18,18,18,18,18,18,18
0,1,1,1,0,1,0,1,1
1,8,10
4
"FIGHTER/MAGIC-USER/CLERIC","/"
9,9,9,6,7,5,3
18,18,18,18,18,18,18
1,1,1,1,0,1,1,1,1
1,8,6
5
"CLERIC/MAGIC-USER","-"
5,9,9,6,6,5,3
18,18,18,18,18,18,18
1,1,1,1,0,1,1,1,1
6,8,0
4
"CLERIC/THIEF","/"
Page 38
6,5,9,12,13,5,3
18,18,18,18,18,18,18
0,1,1,1,0,1,0,1,1
6,10,0
5
"CLERIC/ASSASSIN","/"
12,11,9,12,13,5,3
18,18,18,18,18,18,18
0,0,1,0,0,1,0,0,1
6,11,0
5
"CLERIC/RANGER","/"
13,13,14,6,14,5,3
18,18,18,18,18,18,18
1,0,0,1,0,0,1,0,0
6,3,0
7
"MAGIC-USER/THIEF","-"
5,9,5,12,6,5,3
18,18,18,18,18,18,18
0,1,1,1,0,1,0,1,1
8,10,0
4
"ILLUSIONIST/THIEF","/"
8,15,3,16,12,3,3
18,18,18,18,18,18,18
0,1,1,1,0,1,0,1,1
11,10,0
4
The nine alignments and Highlighted letters
"LAWFUL GOOD","L"
"LAWFUL NEUTRAL","A"
"LAWFUL EVIL","W"
"NEUTRAL GOOD","E"
"NEUTRAL","N"
"NEUTRAL EVIL","V"
"CHAOTIC GOOD","C"
"CHAOTIC NEUTRAL","H"
"CHAOTIC EVIL","O"
There are now thirteen groups of data for single
classes.
Experience points for first 25 levels.
Hit die type, Number of hit die at first level, Number
of levels to receive hit die, hit points per level
after maximum hit die
Hitpoint adjustment for constitution 15 through 25
1,2001,4001,8001,18001 fighter
35001,70001,125001,250001,500001
750001,1000001,1025001,1050001,1075001
1100001,1125001,1150001,1175001,1200001
3250001,3500001,3750001,4000001,4250001
Page 39
10,1,9,2
1,2,3,4,5,5,6,6,6,7,7
1,6001,12001,24001,48001 barbarian
80001,150001,275001,500001,1000001
1500001,2000001,2500001,3000001,3500001
4000001,4500001,5000001,5500001,6000001
6500001,7000001,7500001,8000001,85000001
12,1,8,4
2,4,6,8,10,10,12,12,12,14,14
1,2251,4501,10001,20001 ranger
40001,90001,150001,225001,325001
650001,975001,1300001,1625001,1950001
2225001,2550001,2875001,3200001,3325001
3650001,3975001,4300001,4625001,4950001
8,2,10,2
1,2,3,4,
5,5,6,6,6,7,7
1,2501,5001,10001,18501 cavalier
37001,85001,140001,220001,300001
600001,900001,1200001,1500001,1800001
2100001,2400001,2700001,3000001,3300001
3600001,3900001,4200001,4500001,4800001
10,1,10,3
1,2,3,4,5,5,6,6,6,7,7
1,2751,5501,12001,24001 paladin
45001,95001,175001,350001,700001
1050001,1400001,1750001,2100001,3450001
3800001,4150001,4500001,4850001,5200001
5550001,5900001,6250001,6600001,6950001
10,1,9,3
1,2,3,4,5,5,6,6,6,7,7
1,1501,3001,6001,13001 druid
27501,55001,110001,225001,450001
675001,900001,1125001,1350001,1575001
1800001,2025001,2250001,2475001,2700001
2925001,3150001,3375001,3600001,3825001
8,1,9,2
1,2,2,2,2,2,2,2,2,2,2
1,2001,4001,7501,12501 cleric
20001,35001,60001,90001,125001
200001,300001,750001,1500001,1500001
1500001,1500001,1500001,1500001,1500001
6000001,6500001,7000001,7000001,7000001
8,1,14,0
1,2,2,2,2,2,2,2,2,2,2
1,2501,5001,10001,22501 magic user
40001,60001,90001,135001,250001
375001,750001,1125001,1500001,1875001
2250001,2625001,3000001,3375001,3750001
4125001,4500001,4875001,5250001,5625001
4,1,11,1
1,2,2,2,2,2,2,2,2,2,2
1,2251,4501,9001,18001 illusionist
35001,60001,95001,145001,220001
440001,660001,880001,1100001,1320001
1540001,1760001,1980001,2200001,2420001
Page 40
2640001,2860001,3080001,3300001,3520001
4,1,10,1
1,2,2,2,2,2,2,2,2,2,2
1,1251,2501,5001,10001 thief
20001,42501,70001,110001,160001
220001,440001,660001,880001,1100001
1320001,1540001,1760001,1980001,2200001
2420001,2640001,2860001,3080001,3300001
6,1,10,2
1,2,2,2,2,2,2,2,2,2,2
1,1501,3001,6001,12001 assassin
25001,50001,100001,200001,300001
425001,575001,750001,1000001,1500001
1500001,1500001,1500001,1500001,1500001
1500001,1500001,1500001,1500001,1500001
6,1,15,0
1,2,2,2,2,2,2,2,2,2,2
1,2251,4751,10001,22501 monk
47501,98001,200001,350001,500001
700001,950001,1250001,1750001,2250001
2750001,3250001,3250001,3250001,3250001
3250001,3250001,3250001,3250001,3250001
4,2,17,0
1,2,2,2,2,2,2,2,2,2,2
1,2001,4001,8001,16001 bard
25001,40001,60001,85001,110001
150001,200001,400001,600001,800001
1000001,1200001,1400001,1600001,1800001
2000001,2200001,3000001,3000001,3000001
6,1,10,1 1,2,2,2,2,2,2,2,2,2,2
Secondary skills
"ARMORER"
"BOWYER/FLETCHER"
"FARMER/GARDENER"
"FISHER"
"FORESTER"
"GAMBLER"
"HUNTER/FISHER"
"HUSBANDMAN"
"JEWELER/LAPIDARY"
"LEATHER WORKER/TANNER"
"LIMNER/PAINTER"
"MASON/CARPENTER"
"MINER"
"NAVIGATOR"
"SAILOR"
"SHIPWRIGHT"
"TAILOR/WEAVER"
"TEAMSTER/FREIGHTER"
"TRADER/BARTERER"
"TRAPPER/FURRIER"
"WOODWORKER/CABINETMAKER"
"NONE"
Page 41
Adjustments to be made for age brackets
Abilities in usual order.
0,-1, 0, 0, 1, 0, 0
1, 0, 1, 0, 0, 0, 0
-1, 1, 1, 0,-1, 0,-1
-2, 1, 0,-2,-1, 0,-2
-1, 1, 1,-1,-1, 0,-2
Minor psionic disciplines
"ANIMAL TELEPATHY"
"BODY EQUILIBRIUM"
"BODY WEAPONRY"
"CELL ADJUSTMENT"
"CLAIRAUDIENCE"
"CLAIRVOYANCE"
"DETECT GOOD/EVIL"
"DETECT MAGIC"
"DOMINATION"
"EMPATHY"
"ESP"
"EXPANSION"
"HYPNOSIS"
"INVISIBILITY"
"LEVITATION"
"MIND OVER BODY"
"MOLEC. AGITATION"
"OBJECT READING"
"PRECOGNITION"
"REDUCTION"
"SENSE PSY. IMPRS."
"SUSPEND ANIMATION"
Major psionic disciplines
"ASTRAL PROJECTION"
"AURA ALTERATION"
"BODY CONTROL"
"DIMENSION DOOR"
"DIMENSION WALK"
"ENERGY CONTROL"
"ETHEREALNESS"
"MASS DOMINATION"
"MIND BAR"
"MOLECULAR MANIP."
"MOLEC. REARRANGE."
"PROBABILITY TRAV."
"TELEKINESIS"
"TELEMPATHIC PROJ."
"TELEPATHY"
"TELEPATHIC PROJ."
"TELEPORTATION"
"SHAPE ALTERATION"
Psionic attack modes and Highlighted letters
"PSIONIC BLAST","P"
Page 42
"MIND THRUST","M"
"EGO WHIP","E"
"ID INSINUATION","I"
"PSYCHIC CRUSH","Y"
Psionic defense modes and Highlighted letters
"MIND BLANK","M"
"THOUGHT SHIELD","T"
"MENTAL BARRIER","E"
"INTELLECT FORTRESS","I"
"TOWER OF IRON WILL","O"
Print form
The character output form fills the next 46 lines and
can be upto 80 characters long.
Coin types
"PLATINUM"
"GOLD"
"ELECTRUM"
"SILVER"
"COPPER"
Character status
"ALIVE"
"DEAD"
"PARALYZED"
"STONED"
"INFECTED"
"TOTALLY GONE"
Starting money constants A, B, and C
0,2,0
Page 43
CHRCTRS.CGU
Characters are stored as a single record in a random access
file. The position of the character in the file is used by
FRP, CGU, SBU, and SEU. We do not recommend editing this
file except by using the Edit Character Utility.
The following record structure is used.
Bytes
0 - 20 Character name (string)
21 - 40 Player name (string)
41 - 48 Creation time (string)
49 - 58 Creation date (string)
59 - 65 Player abilities (one byte integers with
128 added to each)
66 - 66 Unmodified charisma (stored as abilities)
67 - 67 Unmodified comeliness (stored as abilities)
68 - 68 Strength over 18 or percentage for
cavaliers (one byte integer)
69 - 69 Percentage dexterity for cavaliers (one
byte integer)
70 - 70 Percentage constitution for cavaliers (one
byte integer)
71 - 73 Classes (one byte integers)
74 - 74 Race (one byte integer)
75 - 77 Levels (one byte integers)
78 - 78 Alignment (one byte integer)
79 - 79 Sex (one byte integer)
80 - 81 Age (integer)
82 - 83 True age (integer)
84 - 85 Lifespan (integer)
86 - 86 Height in feet (one byte integer)
87 - 87 Height in inches (one byte integer)
88 - 89 Weight (integer)
90 - 90 Skill (one byte integer)
91 - 95 Psionic attack modes (five one byte
integers)
96 - 100 Psionic defense modes (five one byte
integers)
101 - 102 Psionic strength (integer)
103 - 104 Major disciplines (two one byte integers)
105 - 109 Minor disciplines (five one byte integers)
110 - 174 Hitpoints (75 one byte integers)
175 - 194 Coins (5 long integers)
195 - 195 Characters status (one byte integer)
196 - 196 Spellbook status (string)
197 - 197 Character type (string) (S,M,or D)
198 - 209 Experience points (3 long integers)
210 - 210 not in use
211 - 211 New experience points (long integer)
212 - 213 Encumbrance (integer)
214 - 214 used by FRP
215 - 234 God (string)
235 - 254 Home (string)
Page 44
RACE.PRN
This file contains the race information that will be printed
request with a character. This file contains a description
that is generally compatible with ADVANCED DUNGEONS AND
DRAGONS (tm). This file is stored in a squeezed format
and should be converted to ASCII (page 30) before editing.
The information for a race follows a line with the following
code:
Line Code=> ~RR
"~" = Code delimiter
RR = Race number 1 - 7 (1 Human/2 Half-Elf/...)
This code must begin in the first column of line. Any valid
ASCII characters (not IBM graphic characters) can follow.
CLASS.PRN
This file contains the class information for a character.
The class description in this file is generally compatible
ADVANCED DUNGEONS AND DRAGONS (tm). The file is stored in
a squeezed format and should be converted to ASCII (page 30)
before editing.
The information for a race follows a line with the following
code:
Line Code=> ~RR
"~" = Code delimiter
RR = Class number 1 - 13 (1 Fighter/2 Barbarian/...)
This class number only includes the single
classes.
This code must begin in the first column of line. Any valid
ASCII characters (not IBM graphic characters) can follow.
Page 45
FANTASY ROLE PLAYING UTILITY
GAME MASTERS VERSION
Version 2.12
By W. Jeff Meier
And Bill S. Hitchcock
A SOFTWARE MINES PRODUCT
BEFORE BEGINNING
USE THE DOS DISKCOPY COMMAND TO
BACKUP FRP AND ITS ASSOCIATED FILES TO ANOTHER FLOPPY
Copyright 1987, 1988, 1989 W. Jeff Meier &
Bill S. Hitchcock
IBM PC is the registered trademark of
INTERNATIONAL BUSINESS MACHINES
ADVANCED DUNGEONS & DRAGONS
is the registered trademark of
TSR Games
Software Mines
2401 Copperfield Ave.
Ponca City, OK 74604
DISCLAIMER
Software Mines, and/or the author(s) of this product specifically
disclaim all warranties, expressed, or implied. In no event shall
Software Mines, and/or the author(s) of this product be held
liable for any loss or damage including but not limited to any
loss or damage caused by the direct use of this product or any
incidental, or consequential damages.
LICENSE AGREEMENT
This product is copyrighted and all rights are reserved just like
a book. Copying this product for others is allowed as long as it
is complete and unmodified. You may not sell this product. A
distribution fee other than for materials and handling (not to
exceed $10) is also prohibited.
CREDITS
Most of the notepad code is from Nelson Ford's MYED text editor and is
used with his permission. If you are interested, his editor is
available from the Public (Software) Library PO Box 35705-F, Houston
TX 77235-5705 or by phone (713)-721-6104.
We also need to credit our wives who have endured the 1000+ man hours
invested in this crazy set of programs, and our play testers Robert
Stott and Michael DeKrey deserve much of the credit for many of the
features present in our programs. You too can appear here also if you
write in with grand and glorious ideas that we use to improve our
programs.
REGISTRATION
If you wish to register as a user of this product mail $20 to:
SOFTWARE MINES
2401 Copperfield Ave.
Ponca City, OK 74604
The registration fee entitles you to:
1. Be on our mailing list for future updates to FRP and other
related products (Currently we are developing programs to
handle spells and stores).
2. Receive a free copy of our character generation program CGU.
3. Be able to purchase our other products and updates at $10 each
(1987 dollars).
Page i
FRP VERSION 2.0 ADDITIONS
Version 2.0 adds the following features to Version 1.0:
1. Expanded capabilities for monsters:
o Up to 10 different types in memory at a time with a
limit of 15 per type.
o Monster attacks with critical hits, double damage,
9 attacks per round, damage modifiers, to hit modifiers,
regeneration, and armor class hit or raw dice rolls
available.
o Temporary in memory modification of every ability.
o Experience point calculation.
2. Expanded capabilities for characters when used with the
Character Utility program:
o Marks up to 25 characters for use in play.
o Five page notepad for party and each character.
o Will automatically add new experience to character files.
o Displays character armor class in monster combat window for
quick reference.
o Ability to display any character stored on disk.
3. Miscellaneous features and bug fixes:
o Page back and go to page number on user entered tables.
o Eliminated error on MDA when accessing F1 or user
added tables.
***WARNING MONSTER FILES FROM VERSION 1.0 ARE NOT COMPATIBLE***
*******REGISTERED USERS CAN REQUEST CONVERSION PROGRAM*********
Page ii
INTRODUCTION
Congratulations! You have just acquired the game masters utility,
FRP, for the IBM PC. Before beginning to use FRP you should read this
manual completely to fully understand FRP's capabilities.
FRP is setup to be generally compatible with ADVANCED DUNGEONS AND
DRAGONS(tm) and its many variants. We strongly recommend the purchase
of these rules from TSR. However, FRP is very flexible in its
structure, and sacrifices some compatibility to maintain
flexibility. The program provides the following features to
augment play:
o Dice Rolling Utility - Critical Hits, Fumbles, Double
Damage, D100, D20, D12, D10, D8, D6, D4, Any Number Of Dice
With Modifiers.
o Random Encounters Utility - Allows Random Encounters To Be
Generated For 10 Different Areas Each With Different
Probabilities, Select Or Edit Monsters For Encounter,
Generation Of Weather, Determines Random Encounters, Tracks
The Passage Of Time, Calculates Movement Rate Based On
Weather Conditions, And Tracks Moon Phases.
o Random Treasure Utility - Treasure Types A-Z, Gem Value,
Jewel Value, Edit Treasure Data, And View Treasure Data.
o Game Parameter Utility - Allows You To Alter Critical Hit,
Fumble, Double Damage, And Encounter Probabilities. The
Sound Can Also Be Disabled From This Utility. The Default
Timer Time Can Be Set And Combat Die Can Be Selected For
Special Damage Tables And Monster Attacks.
o Special Function Keys - Allows You To Time The Player's
Actions, Call Up User Modifiable Tables, Display Monster
Information, Roll Monster Hit Points, Edit Monster Data,
Roll Attacks, Regenerate Hit Points, Character Experience Points,
Notepad, And More.
o Screen Utility - Allows You To Alter The Screen Colors If A
Color Display Adapter Is In Use.
o Installation/Alternate File - Allows You To Easily Install
FRP On A Hard Disk And Use Or Create Alternate Data Sets For
Up to Ten Different Areas Without Leaving FRP.
Page iii
FRP Requires The Following Files:
Program Disk:
FRP.EXE - Main Program
INSTALL.EXE - Installation Program
Data Disk:
CHRCTRS.CGU - Character File
CRITICAL.FRP - 100 Entries For Critical Hit Table
DATA.CGU - Character Class Data
FUMBLE.FRP - 100 Entries For Fumble Table
INDEX0.FRP - 100 Entries Of Pointers To "MONSTERS.FRP"
INDEX1.FRP - 100 Entries Of Pointers To "MONSTERS.FRP"
INDEX2.FRP - 100 Entries Of Pointers To "MONSTERS.FRP"
INDEX3.FRP - 100 Entries Of Pointers To "MONSTERS.FRP"
INDEX4.FRP - 100 Entries Of Pointers To "MONSTERS.FRP"
INDEX5.FRP - 100 Entries Of Pointers To "MONSTERS.FRP"
INDEX6.FRP - 100 Entries Of Pointers To "MONSTERS.FRP"
INDEX7.FRP - 100 Entries Of Pointers To "MONSTERS.FRP"
INDEX8.FRP - 100 Entries Of Pointers To "MONSTERS.FRP"
INDEX9.FRP - 100 Entries Of Pointers To "MONSTERS.FRP"
PARM.FRP - User Modifiable Game Parameters
MONSTERS.FRP - Monster File Of Up To 2978 Entries Total
TABLE.FRP - Game Master Modifiable Tables
TREAS.FRP - Treasure Tables A-Z
FRP.DOC - This Documentation
CGU.DOC - Documentation For The Character Generation Utility
FRP Requires The Following Hardware:
IBM PC or Compatible /w 384K, One 360K Floppy Disk Drive,
MDA, CGA, or Hercules Display Adapters, DOS 2.1 or Greater.
Page iv
TABLE OF CONTENTS
How To Start............................................. 1
How To Use FRP........................................... 2
Monster Hot Key [F5]..................................... 3
Character Hot Key [F6]................................... 5
Dice Rolling Utility..................................... 6
Encounter Utility........................................ 7
Treasure Utility.........................................10
Game Parameters Utility..................................13
Screen Utility...........................................14
Installation Utility.....................................16
File Structures..........................................17
HOW TO START
First Time:
Backup FRP program and data disks to other floppies using the DOS
DISKCOPY command. After the backup procedure is finished insert the
program disk into drive A.
To install FRP on a hard disk, type [A:] to select drive A. Type
[FRP] to enter the program. Then select the install/alternate data
option. Next select the hard disk installation and then select the
first time installation option.
FRP comes with parameters set to:
o A Large Assortment Of Monsters.
o Approximate AD&D(tm) Treasure Types.
o Sound On.
o Hit Dice D20.
o Jewel & Gem Value Generation Approximates AD&D(tm) Methods.
o Default Timer Set To 60 seconds.
o Default Screen Colors.
o Weather probabilities Are Set To Normal Type Temperatures
And A 20% Chance Of Precipitation Year Round.
Entering FRP:
Insert floppy disk into drive A. Type [A:] to select drive A.
Type [FRP].
You should now see the main menu for FRP.
Hard Disk Users:
FRP can be used on a hard disk by copying it and its files to the hard
disk. When starting FRP be sure that the default drive and directory
that contain FRP are selected. For example if FRP is in drive C and
in directory FRP, to select that drive and directory type [C:] and
[CD\FRP].
Ram Disk Users:
You may find it useful to place the files for FRP in a RAM disk for
quick access. Simply copy the files into a RAM disk and set that
drive to be the default before entering FRP. If you use a hard disk a
RAM disk will not significantly speed up the program. Be sure to
restore files to disk after exiting FRP to save changes.
Page 1
HOW TO USE FRP
To move through the program's options the following system is
used.
ENTER - Selects Highlighted Choice On Menu
UP ARROW - Moves Highlight Up
DOWN ARROW - Moves Highlight Down
PRESSING HIGHLIGHTED CHARACTER - Selects Choice
F1 - Calls Help Screen - For Key Help
F2 - Starts Variable Timer - For Timing Events
F3 - Starts Default Timer - For Timing Combat Rounds
F4 - Pause/Restart For Either Timer
F5 - Monster Utility - For Combat And Access To Other
Monster Information.
F6 - Character Utility - To Add Experience, Take Notes,
Mark Character For Use, And Display Data.
Alt F1 To F10 - User Modifiable Tables
If F2 or F3 is selected while a timer is active the timer will be
restarted with the new value.
An entry of [LIST or blanks] will result in the complete listing of
monsters being made available for selection any time a monster name is
requested for input other than when adding a new monster to the main
index. When the list is displayed a single monster is displayed at a
time in alphabetical order. To move through the listing simply use
the up and down arrow keys or hit a letter key to go to the first
monster whose name begins with that letter, other letters in the name
can also be found by continuing to type.
Page 2
MONSTER HOT KEY [F5]
Selecting the monster hot key [F5] allows you to access encounter
related information for monsters. Displayed on this page are monster
attack damage, hit dice, armor class, size, number of attacks per
melee round, alignment, intelligence, movement rate, individual hit
points, individual attack damage and "to hit" rolls, character names
and armor class, monster/party surprise rolls, monster attack
modifiers, current combat round, regeneration parameters, and the
time. The first selection allows you to chose between:
ATTACK - Going to attack selections.
GET - Getting a new monster from disk.
RESET - Resetting the number of monsters available along with
their hit points for the current group selected.
MODIFY - Modify the information associated with a monster in
memory for the current group selected. This allows you
to temporarily modify standard monsters to match the
current scenario if necessary.
EXIT - Return to the previous menu before pressing [F5].
Up and Down arrows allow you to move between the ten different
groups of monsters in memory.
The attack selections are related to combat. The following are
available:
HITS - Rolls the attacks for the current group of monsters.
This excludes monsters whose hit points are zero or
less. Abnormal results (critical, double damage,
fumble) are indicated by highlighting the attack
result. For more information on abnormal results
see the DICE ROLLING UTILITY.
DAMAGE - Allows you to inflict damage on the monster of your
choice by using the arrow and [Enter] keys to select.
The [Esc] key is used to exit from this choice.
Pressing [K] after selecting a monster will kill a
monster and prevent it from regenerating. Pressing
[R] will restore a monster to full hit points and
allow it to regenerate again. If the sound is on and
a monster's hit points falls below 1 the computer
will beep.
FUM/CRIT - Allows you to view the fumble and critical hit results
that have been determined. These results are
Page 3
indicated by the highlighted attack roll.
MODIFIERS- Attack and damage modifiers can be changed.
REGEN - The number of rounds before regeneration begins and
the number of points regenerated per round can be
added/edited with this selection.
AC/ROLL - Alternates the attack roll display between the armor
class hit and the actual modified roll if a D20 is
used for attacks.
EXIT - Returns to previous menu selections for monsters.
Up and down arrows are active for monsters with more than
three attacks per round, for viewing other attacks.
These selections can be made by pressing the arrow keys to highlight
the proper selection and [Enter] or the first letter of the proper
selection will also select that option. [Esc] will exit you from the
selection menu the same as EXIT.
Page 4
CHARACTER HOT KEY [F6]
Pressing the character hot key [F6] allows you to access utilities
associated with characters from the Character Generation Utility which
is free to registered users. The following features are available:
ADD EXPERIENCE - This selection will calculate the experience
points based on the current monster. The
default number and hit points are calculated
using those whose hit points are less than one.
PARTY experience is split evenly between those
characters loaded into memory. CHARACTER
experience will assign all points to the
selected character. Experience points
awarded can also be edited to include treasure.
DISPLAY - You can view any character on disk with this
utility.
NOTES - Five pages of notes for the PARTY and each
individual CHARACTER are available for your
use. Pressing [F1] in the notepad will provide
the necessary information required to use this
feature.
LOAD - Will load a character into memory for use in
automatically updating experience, and for
display of armor class information during
combat. Once a character is loaded it will
be loaded automatically with FRP unless
specifically UNLOADED.
UNLOAD - Allows you to unload a character from memory
during play.
EXIT - Return to the previous menu before pressing
[F5].
Page 5
DICE ROLLING UTILITY
The dice rolling utility provides the following features:
ROLL ANY DICE - With this selection a large number of equal sided dice
can be rolled with a modifier applied to each. This modifier can be
positive or negative. If the value for a dice roll with a negative
modifier is less than one the result is set to one.
PERCENTILE - With this selection a percentile (1-100) dice is
rolled.
D20-D12-D10-D8-D6-D4 - With these selections a dice of the indicated
number of sides is rolled and the result displayed. For example D20 is
a twenty sided die.
CRITICAL RESULT - Provides a random result from the critical hit table
or a double damage result if the probabilities are met.
FUMBLE RESULT - Provides a random result from the fumble hit table if
the probabilities are met.
Combat Die:
For whichever die (D100-D4) combat use is selected the following
capabilities are provided:
If a maximum result (ex. a roll of 20 on a D20) is rolled another
probability check is made for "Double Damage" or "Critical Hit". One
roll between 1 and 1000 is made and compared to the probability for a
"Critical Hit" or "Double Damage". If both probabilities are met only
the "Critical Hit" is displayed.
If a roll of 1 is indicated another probability check is made for a
"Fumble". One roll between 1000 and 1 is made and compared to the
probability for a "Fumble". If the probability is met a "Fumble" is
displayed.
"Critical Hit's" result in another roll of 1-100 being made and the
program referencing CRITICAL.FRP for the result. "Fumbles" also
result in another roll of 1-100 being made and the program referencing
FUMBLE.FRP for the result.
All three special results will play a tone if the sound is on.
Page 6
RANDOM ENCOUNTERS
The Encounter Utility provides you with the ability to roll random
encounters and determine the weather, moon phase, and movement rate.
There are ten random encounter tables available each with a maximum of
100 creatures per table. The file MONSTERS.FRP holds a maximum of
2978 monsters. The utility also allows you to edit the encounter and
monster files, or select a monster.
The utility provides the following information for a random
encounter:
o Monster Name
o Armor Class
o Hit Dice
o Attack Damage
o Number Of Attacks Per Melee Round
o Creature Size
o Movement Rate
o Treasure Type
o "In Lair" Or "Out Of Lair" (Rolled At
Selection Time)
o Alignment/Intelligence
All of the above information except lair status and treasure type are
available in the Monster Utility (F5) for information during combat
situations.
USER ENTERED PROMPTS 1-10 - Rolls a random encounter based on a file
pointer to a record in MONSTERS.FRP. For a more detailed description
see File Structures. The initial values for these are WILDERNESS
ENCOUNTER, PLAINS ENCOUNTER, TOWN ENCOUNTER, MOUNTAINS, ENCOUNTER,
DESERT ENCOUNTER, FOREST ENCOUNTER, AND DUNGEON LEVEL #1 TO #4
ENCOUNTER.
SELECT MONSTER - Allows you to access the above information for any
monster stored on file. When typing in a monster name the program
will select the monsters with the best fit to the name entered, so an
exact match is not required. An entry of [LIST or blanks] will result
in the complete monster file being made available for selection. To
move through the selections use the up or down arrow keys or the
letter keys A-Z.
EDIT ENCOUNTER INDEX - Allows you to modify each random encounter
index file. A random encounter is determined by rolling a number
between 1-100 and going to that record in the appropriate index. The
value in that index then points to the appropriate record in the
master monster file. To modify the probabilities and possibilities of
encounters requires editing each index using this feature. The labels
displayed on the menu can also be modified by altering the information
in PARM.FRP (see File Structures).
Page 7
MODIFY MONSTERS - A built in utility for editing MONSTERS.FRP that
will sort the monsters alphabetically and preserve the proper
indexing. If a monster is deleted with the utility and an index
points to that monster the pointer is changed to the first record. It
is advisable to modify pointers to a monster prior to deletion. Codes
used in adding monster files follow:
Optional Hit Dice Codes:
Number Of Pips - "D" (Default Of Eight)
Hit Point Range - "HP" (- Is Only Available Code)
Minuses Or Range - "-" (From Total)
Pluses - "+" (To Total)
Variable Number - "TO" (Results In Prompt)
Examples:
5 = Five Eight Sided Hit Dice
2D3 = Two Three Sided Hit Dice
10-50 HP = Ten To Fifty Hit Points
1 To 4D9 = One To Four Nine Sided Hit Dice
3D10+1 = Three Ten Sided Dice Plus One Hit Point
Monster Attack Damage Codes:
Number Of Pips - "D" (Default Of Eight)
Hit Point Range - "HP" (-* Are Only Available Codes)
Minuses Or Range - "-" (From Total)
Pluses - "+" (To Total)
Number Of Rounds - "*"
Attack Separator - "/"
Examples:
5 = Five Eight Sided Hit Dice
2D3 = Two Three Sided Hit Dice
10-50 HP = Ten To Fifty Hit Points
3D10+1 = Three Ten Sided Dice Plus One Hit Point
2D4*2/D5 = Two Four Sided Hit Dice For Two Attacks
And One Five Sided Dice For One Attack.
Probability In Lair Should Be Between 0 And 100.
Treasure Types Should Be Coded As Shown On Page 11.
Experience Point Codes:
Experience Point Code = "MMMM+CC"
MMMMM = Base Experience Per Monster
CC = Experience Points Per Hit Point
Page 8
Example:
20+2 = Twenty experience points per monster plus
two points per hit point.
357 = 357 experience points per monster plus no
points per hit point.
ADVANCE DAY - Performs the following functions:
o Advances date.
o Determines number of encounters.
o Determines daily weather conditions.
o Displays moon phases.
o Calculates movement rates based on weather conditions.
o Three different movement rates are displayed for
foot, mounted, and water travel.
The calendar used is simple, each month has 30 days and each year has
12 months. This date is tracked in PARM.FRP and can be modified in
Game Parameters Utility. If the sound is on at 1/1/XXXX (New Years
Day) the program will play a little tune to remind you of possible
character aging effects. Once the number of encounters has been
determined by advancing the date you roll or select the encounter
using the utilities provided.
The maximum number and probability of each encounter can be modified
using the Game Parameters Utility.
Weather conditions such as temperature, wind, and precipitation are
all determined based on the month and random rolls. To modify these
probabilities edit PARM.FRP (see File Structures). Weather also
modifies the base movement rate. To adjust these parameters edit
PARM.FRP (see File Structures).
Moon phases are based on periods set in the Game Parameters Utility.
EXIT - Returns you to the main menu.
Page 9
TREASURE UTILITY
The Treasure Utility provides the following features:
ROLL ANY TREASURE - This selection allows treasure to be rolled based
on types A-Z. If the treasure is for a selected monster the default
treasure types can be used by pressing enter. If you wish to manually
input the treasure type for an encounter you must type in your
selection.
Manually input treasure types can roll multiple types at a time,
for example:
Input: ABCQ*7
Result: The above input will roll treasure types A,B,C,Q for
the input number of creatures. In this case, the result of
treasure type Q will be multiplied by a factor of 7.
The results of these rolls will be displayed on the left hand side of
the screen. The results categories are based on prompts stored in
PARM.FRP. For more detailed instructions on how to modify this file
see File Structures.
The number of creatures input is only used to multiply those treasure
types that are an individuals treasure.
To multiply the treasure type by a factor place an asterisk (*)
between the number and the treasure type (ex. A*3,L*80). The maximum
value of a multiplier is 99.
No delimiter (commas or spaces) is necessary between multiple treasure
types.
GEMS - This selection rolls a gems of random value in GP (Third
Monetary Type). The probabilities are based on values in PARM.FRP.
The method is divided into 20 ranges each with its own range of
values. A roll of 1 to 20 is used to select between them. A roll of
19 and 20, however, requires another probability check to be met or
else the range procedure is repeated. The 19th range has an
additional probability of 1 in 5 that must be met, while the 20th
range is 1 in 20.
The number of ranges available and probabilities for each range
should allow you to match most systems fairly close. If you
choose to modify this file be sure not to exceed 32767 for any
entry and make all values integers (no decimal points).
Page 10
JEWELS - This selection rolls a jewel of random value in GP (Third
Monetary Type). The probabilities are based on values in PARM.FRP.
The method is divided into 20 ranges each with its own range of
values. A roll of 1 to 20 is used to select between them. A roll of
19 and 20, however, requires another probability check to be met or
else the range procedure is repeated. The 19th range has an
additional probability of 1 in 5 that must be met, while the 20th
range is 1 in 20.
The number of ranges available and probabilities for each range should
allow you to match most systems fairly close. If you choose to modify
this file be sure not to exceed 32767 for any entry and make all
values integers (no decimal points).
VIEW TREASURE DATA - This selection allows you to view the
probabilities for each treasure type in order from A-Z.
EDIT TREASURE DATA - This selection allows you to modify the
probabilities for each treasure type. When this selection is made a
second menu appears with the following options based on the prompts in
PARM.FRP.
NEXT TREASURE TYPE - Allows you to change the treasure type being
edited to any between A-Z.
LOCATION FOR TREASURE - Allows you to change the treasure types
location ("In Lair"/"Individual").
Treasure, "In Lair", is a large amount of treasure with a probability
for each item. Treasure, "Individual", is a small amount of treasure
found on each monster and no probabilities are rolled to determine if
the treasure item is found.
FIRST 7 FIELDS - Allows you to change the probability for a each field
between 0-100 percent, and the appropriate dice roll. The
probabilities are ignored for "Individual" treasure. The dice roll is
coded as follows:
NN "D" SS * MMMM + P
NN - Number Of Dice
SS - Number Of Sides
MMMM - Multiplier
P - Plus Or Minus Applied At End
Examples: 4D3 - Four three sided dice.
D10 - One ten sided dice.
4D10*1000 - Four ten sided dice times one thousand.
D8*10-4 - One eight sided dice times ten minus four.
3 - Will always result in three.
Page 11
The minimum result when a minus is present is one.
LAST 6 FIELDS - Allows the Game Master to modify the probability for
the major category and number of items for the other fields. The
probability is ignored for "Individual" treasure. The same coding for
dice rolling is used as above.
EXIT - Exits the Edit mode.
Page 12
GAME PARAMETERS UTILITY
The Game Parameters Utility allows you to modify some of the basic
system parameters. The selections perform the following functions:
DATE - Changes the game date, while preserving the moon phases and
accumulating snow.
CRITICAL HIT PROBABILITY - Changes the probability for a critical hit
between 0-1000 chances in 1000.
PROBABILITY OF DOUBLE DAMAGE - Changes the probability for double
damage between 0-1000 chances in 1000.
FUMBLE PROBABILITY - Changes the probability for a fumble between
0-1000 chances in 1000.
ENCOUNTER PROBABILITY - Changes the probability of an encounter
between 0-1000 chances in 1000 for a specified number of times in a
day.
SOUND ON/OFF - Turns the sound on or off.
TIMER (F3) TIME - Changes the default timer between 0-9999
seconds (no fractions).
ATTACK DICE DEFINITION - Alters the attack dice used for special
results in the Dice Utility.
MOON DATA - Changes the number of moons (0-2), starting phase
(0-7), and period (8-3700 days).
EXIT - Returns to the main menu.
***WARNING NOT SAVING RESULTS MODIFIED WITH THIS UTILITY WILL LOOSE***
***THE CURRENT DATE AND SNOW ACCUMULATION IF NOT PREVIOUSLY SAVED***
Page 13
SCREEN UTILITY
The Screen Utility allows you to modify the screen colors on a
color monitor.
Color Codes:
Number Color
0 Black
1 Blue
2 Green
3 Cyan
4 Red
5 Magenta
6 Brown
7 White
8 Gray
9 Light Blue
10 Light Green
11 Light Cyan
12 Light Red
13 Light Magenta
14 Yellow
15 High Intensity
White
MAIN FOREGROUND COLOR - Changes the main foreground color from 8,
gray.
MAIN BACKGROUND COLOR - Changes the main background color from 0,
black.
HIGHLIGHTED FOREGROUND COLOR - Changes the highlighted foreground
color from 11, light cyan.
HIGHLIGHTED BACKGROUND COLOR - Changes the highlighted foreground
color from 0, black.
BORDER - Changes the border color from 0, black. This feature
may cause EGA cards problems if a color other than 0 is selected.
DEFAULT COLORS - Changes the screen colors back to the default
values.
EXIT - Saves the new settings and returns to the main menu.
***WARNING NOT SAVING RESULTS MODIFIED WITH THIS UTILITY WILL LOOSE***
***THE CURRENT DATE AND SNOW ACCUMULATION IF NOT PREVIOUSLY SAVED***
Page 14
IF YOUR SCREEN COMES UP BLACK ON THE MAIN MENU
Follow the procedure below to restore your screen to a readable
set of colors after rebooting ([ALT-CTRL-DEL]) and setting the
system to the proper directory.
Step 1:
Type [FRP]
Step 2:
Hit The SPACEBAR
Step 3:
Type [S]
Step 4:
Type [D]
Your screen should now be restored to a readable menu.
Page 15
INSTALLATION UTILITY
The Installation Utility allows you to install FRP on a hard disk
and modify the current files to use alternate data sets.
INSTALL ON HARD DISK - This selection allows you to install all
or a subset of the files on a directory you specify. If only a
partial installation is being made the directory must exist and
be the default directory on that drive.
BACKUP FILES - This selection backs up the files either to the
main files [M] or to alternate data sets [0] to [9]. The backup
can either be a total one which includes all data files or the
backup can be selective. The program will not allow you to back up
the main files to the source (current) drive.
RESTORE ALTERNATE DATA SET - This selection reloads either the
main [M] or alternate data sets [0] to [9]. The load can either
be total which includes all data files or selective.
GO BACK TO FRP - Will return to the FRP main menu.
QUIT - Will exit back to DOS.
Page 16
FILE STRUCTURES
FRP was written in such a manner that you can modify the program
to closely match your system. To accomplish this goal files are
used liberally to represent most parameters.
The following is a description of how each file is structured.
Before modifying these files it is advisable to backup the
original files in case of problems. FRP will not function properly
if files are incomplete or improperly structured so BE CAREFUL!!
In each file description the following nomenclature will be used
to identify variable types:
INTEGER VALUES - ALL CAPITALS (And Are Limited To Between -32,768
And 32,767)
real numbers - lower case (And Are Limited To Between -1.7E+38
And -2.9E-39 For Negative Values And
2.9E-39 And 1.7E+38 For Positive
Values)
"Character Strings" - "In quotes"
***We recommend verifying any new database by using FRP before a
normal game session to avoid crashing the program during a game
session and losing valuable game time***
File - PARM.FRP:
This file is setup for easy modification with comments included
in the file itself. These comments or substitutes must be left
in the file or FRP will not run. Understanding the structure
of this file is best done while viewing it.
Line 1 - "Comment"
Line 2 - DAY,MONTH,YEAR,CRITICAL HIT PROBABILITY,DOUBLE DAMAGE
PROBABILITY,FUMBLE PROBABILITY,PROBABILITY OF AN ENCOUNTER,NUMBER
OF ENCOUNTERS PER DAY MAX.,FOREGROUND COLOR,HIGHLIGHTED
FOREGROUND COLOR,BACKGROUND COLOR,HIGHLIGHTED BACKGROUND
COLOR,BORDER COLOR,NOISE ON/OFF,ATTACK DIE CODE,MOON DATA,SNOW
The above line can be more easily modified using utilities
provided in FRP.
Line 3 - "Comment"
Page 17
Lines 4 through 13 contain the prompts used on the Encounter
Utility Menu for the ten different encounter areas. The first
string is the complete prompt and the second string is the key
letter used for selecting that choice. The key letter should be
unique and part of the prompt phrase.
Line 4 - "INDEX1.FRP Encounter Prompt","Key Letter"
Line 5 - "INDEX2.FRP Encounter Prompt On","Key Letter"
Line 6 - "INDEX3.FRP Encounter Prompt On","Key Letter"
Line 7 - "INDEX4.FRP Encounter Prompt On","Key Letter"
Line 8 - "INDEX5.FRP Encounter Prompt On","Key Letter"
Line 9 - "INDEX6.FRP Encounter Prompt On","Key Letter"
Line 10 - "INDEX7.FRP Encounter Prompt On","Key Letter"
Line 11 - "INDEX8.FRP Encounter Prompt On","Key Letter"
Line 12 - "INDEX9.FRP Encounter Prompt On","Key Letter"
Line 13 - "INDEX0.FRP Encounter Prompt On","Key Letter"
Line 14 - "Comment"
Lines 15 through 27 represent the prompts used for treasure along
with the letter used for menu selection. Prompts #1 through #7
represent individual categories. However, prompt #8 represents a
category and an item. Prompts #9 through #13 are represented by
category #8.
Line 15 - "Treasure Prompt #1","Key Letter"
Line 16 - "Treasure Prompt #2","Key Letter"
Line 17 - "Treasure Prompt #3","Key Letter"
Line 18 - "Treasure Prompt #4","Key Letter"
Line 19 - "Treasure Prompt #5","Key Letter"
Line 20 - "Treasure Prompt #6","Key Letter"
Line 21 - "Treasure Prompt #7","Key Letter"
Line 22 - "Treasure Prompt #8","Key Letter"
Page 18
Line 23 - "Treasure Prompt #9","Key Letter"
Line 24 - "Treasure Prompt #10","Key Letter"
Line 25 - "Treasure Prompt #11","Key Letter"
Line 26 - "Treasure Prompt #12","Key Letter"
Line 27 - "Treasure Prompt #13","Key Letter"
Line 28 - "Comment"
Lines 29 through 40 each represent a month's temperature
probabilities starting with month number 1 and ending with month
number 12. There are 10 probability entries for each month (line).
For each day a number between one and ten is rolled and compared to
the entries for the current month. These entries are coded as
follows:
0 - Cold
1 - Chilly
2 - Fine
3 - Warm
4 - Hot
Each line is coded with ten integers between 0 and 4 separated by
commas as in the following example:
0,0,1,1,1,1,2,3,0,1
For the above example a roll of eight would result in a WARM day.
Line 41 - "Comment"
Lines 42 through 53 each represent a month's wind probabilities
starting with month number 1 and ending with month number 12.
There are 10 probability entries for each month (line). For each day
a number between one and ten is rolled and compared to the entries for
the current month. These entries are coded as follows:
0 - Dead
1 - None
2 - Light
3 - Brisk
4 - Strong
5 - Gale
Each line is coded with ten integers between 0 and 5 separated by
commas as in the following example:
Page 19
0,1,2,2,2,3,4,4,5,5
For the above example a roll of eight would result in a STRONG
WIND.
Line 54 - "Comment"
Line 55 - Consists of 12 integers between 0 and 10 separated by
commas. These numbers represent the probability for rain in a
given month beginning with month one and ending with month
twelve. The coded values represent the following probabilities:
0 - 0% Chance Of Rain
1 - 10% Chance Of Rain
2 - 20% Chance Of Rain
.
.
.
10 - 100% Chance Of Rain
An example of this line follows:
2,2,3,3,3,2,2,2,2,2,2,2
For the above example month 4 would have a 30% chance of rain on
any given day.
Line 56 - "Comment"
Line 57 -FOOT MOVEMENT #1,FOOT MOVEMENT #2,FOOT MOVEMENT #3
These movement rates are base foot movement rates.
Line 58 - "Comment"
Line 59 - MOUNTED MOVEMENT #1,MOUNTED MOVEMENT #2,MOUNTED
MOVEMENT #3
These movement rates are base mounted movement rates.
Line 60 - "Comment"
Line 61 - BOAT MOVEMENT #1,BOAT MOVEMENT #2,BOAT MOVEMENT #3
These movement rates are base boat movement rates.
Line 62 - "Comment"
Line 63 - rain movement modifier,snow mov. mod#1,snow mov. mod#2
Page 20
Rain and snow movement modifiers are real numbers that are
multiplied to the base foot and mounted movement rates during
those conditions. When precipitation is indicated in COLD
weather it is displayed as SNOW. Snow accumulates at a random
rate based on (random number 1 to 10)*(Prob Rain)/20. Snow
movement rates are based on a variable modifier limited to
no less than snow movement modifier #1. The variable modifier
is (1-(inches of snow)/(snow mov. mod#2)). The variable modifier
allows you to compensate movement rates based on snow depth.
Snow melts at .5, 2, 5, and 15 inches per day in chilly, fine,
warm, and hot weather respectively.
Line 64 - "Comment"
Line 65 - dead wind modifier,none wind modifier,light wind
modifier,brisk wind modifier,strong wind modifier,gale wind
modifier
Wind movement modifiers are real numbers that are multiplied to
the base boat movement rates during those wind conditions.
Line 66 - "Comment"
Line 67 - GEM MAX. 1,GEM MAX. 2,......,GEM MAX. 20
These twenty inputs represent the twenty upper bounds for gem
values.
Line 68 - "Comment"
Line 69 - GEM MIN. 1,GEM MIN. 2,......,GEM MIN. 20
These twenty inputs represent the twenty lower bounds for gem
values.
Line 70 - "Comment"
Line 71 - JEWEL MAX. 1,JEWEL MAX. 2,......,JEWEL MAX. 20
These twenty inputs represent the twenty upper bounds for jewel
values.
Line 72 - "Comment"
Line 73 - JEWEL MIN. 1,JEWEL MIN. 2,......,JEWEL MIN. 20
These twenty inputs represent the twenty lower bounds for jewel
values.
Files - INDEX1.FRP,INDEX2.FRP,...,INDEX9.FRP,INDEX0.FRP:
Page 21
These files are setup as pointer files to MONSTERS.FRP for random
encounters for the 10 user definable areas. Each of these files
contains 100 entries of integers between 1 and 2978 pointing to a
specific record in MONSTERS.FRP. When an encounter is rolled for
(1-100) an area its index is used to find the appropriate
monster. A utility is provided for editing this file in the
Encounter Utility of FRP. If you wish to modify these files
without that utility you should insert the number of the entry in
MONSTERS.FRP you wish a given roll to indicate into the file.
These entries are entered with a single integer per record.
File - MONSTERS.FRP
This file is the master monster file for FRP, use of the file
utilities for this file is highly recommended. The position of
each record is critical to the indexing system. If a new monster
is added it should be appended to the end of the file or some of
the pointers in INDEX0.FRP to INDEX9.FRP could be pointing to the
wrong monsters. The useful limit of this file is 2978 records.
Each entry is coded in a random file with the number indicating
the field length as follows:
"20-Name","5-AC","10-Hit Dice","24-Damage", "1-#Attks/Rnd",
"10-Treasure Type","1-Size","3-% Chance In Lair","8-Movement
Rate","9-Alignment/Int","8-Experience Point Value"
File - TREAS.FRP
This file is the source for random treasure probabilities and
amounts. A utility for editing this file is available in the
Treasure Utility in FRP. It is highly recommended to use this
utility instead of editing the file directly.
Line 1 to 26 - Correspond to treasure types A-Z respectively.
Each line is coded as follows:
INT1,1NT2,...,INT8,"String 1",...,"String 13","I or L"
This description should only be used to reconstruct a lost file
by starting with all zeros for integers and "I" or "L" for
individual or lair treasure locations.
Files - CRITICAL.FRP and FUMBLE.FRP
Each of these files must contain 100 entries of character strings
that correspond to a critical hit or fumble result. When a
fumble or critical hit is rolled for (1-100) the file is used to
find the appropriate result. These entries are entered with a
single string per record.
Page 22
An example of a typical entry follows:
"Weapon Dropped/Two Rounds Lost To Recover"
***HINT***
If these files do not offer you enough flexibility consider using
multiple sets. For example one set for each continent or major
area.
File - TABLE.FRP
Is a file used for display purposes only. You can use this file to
display any information desired. To allocate text for a display
simply place an "F" followed by a number between 1-10 starting in the
first column of a text file. A maximum of up to 21 lines following
that line are displayed on the screen. A line can be a maximum of 78
character long.
Multiple pages can also be displayed. A "P" in the first column will
cause the next text to be displayed when any key is pushed. The
maximum number of pages per function key is 100.
These displays are accessed by simultaneously pressing the [ALT] key
and the appropriate function key F1-F10.
Example:
F5 --- The first line is used to indicate the function key.
(Appropriate Information Of Up To 21 Lines)
P --- Indicates an additional page
(Appropriate Information Of Up To 21 Lines)
F3 --- The first line is used to indicate the function key.
(Appropriate Information Of Up To 21 Lines)
Page 23
<<<<SOFTWARE MINES PROBLEM HOT SHEET>>>>
Please fill out the following information if you encounter
a problem using one of our programs and mail it to:
Software Mines
2401 Copperfield Ave.
Ponca City, OK 74604
Program Name:_______________________ Version:________
Computer Model:____________________________
DOS Type & Version:__________ Computer Memory:_____ Kb
Video Card:________________
Disk Configuration (Floppy & Hard):________________________
Have You Tried Removing All Memory Resident Programs:______
Problem
Description:_______________________________________________
___________________________________________________________
___________________________________________________________
___________________________________________________________
___________________________________________________________
___________________________________________________________
___________________________________________________________
___________________________________________________________
___________________________________________________________
___________________________________________________________
___________________________________________________________
___________________________________________________________
<<<<SOFTWARE MINES REGISTRATION FORM>>>>
Please fill out the following information and enclose a check
for $20 if you wish to register and receive a copy of CGU:
Mail This To: Software Mines
2401 Copperfield Ave.
Ponca City, OK 74604
Your Name:________________________________________________
Street:___________________________________________________
City:______________________ State:_____ Zip:____________
Program Name:_______________________ Version:____________
Computer Model:____________________________
DOS Type & Version:__________ Computer Memory:_____ Kb
Video Card:________________
Disk Configuration (Floppy & Hard):________________________
Why Did You Like This Program:_____________________________
___________________________________________________________
___________________________________________________________
___________________________________________________________
What Could We Do To Improve This Program:__________________
___________________________________________________________
___________________________________________________________
___________________________________________________________
___________________________________________________________
___________________________________________________________
Other Comments:____________________________________________
___________________________________________________________
___________________________________________________________
___________________________________________________________
___________________________________________________________
╔═════════════════════════════════════════════════════════════════════════╗
║ <<<< Disk No 1063 FRP GAME MASTER UTILITY >>>> ║
╠═════════════════════════════════════════════════════════════════════════╣
║ To install the program to a floppy disk, type: ║
║ ║
║ FLOPPY (press enter) ║
║ ║
║ To install the program to a hard drive, type: ║
║ ║
║ HARD (press enter) ║
║ ║
║ Once the files have been installed, to print the documentation, type: ║
║ ║
║ COPY *.DOC PRN (press enter) ║
║ ║
║ To start the program, type: INSTALL (press enter) ║
╚═════════════════════════════════════════════════════════════════════════╝
Shareware limitations:
The only limitation is that this program cannot not be used
with our character program or other products that are only
available to registered users.
The following is a listing of the files included with the
distribution disk for FRP version 2.12:
FLOPPY.BAT - Floppy disk installation batch file
HARD.BAT - Hard disk installation batch file
INSTALL.BAT - Installation instructions batch file
PKXARC.COM - Unarchiving program
FRPPROG.ARC - Archived Programs:
FRP.EXE - Main Program
INSTALL.EXE - Installation Program
FPRDATA.ARC - Archived Data Files:
CHRCTRS.CGU - Character File
CRITICAL.FRP - Critical Hit Table
DATA.CGU - Character Class Data
FUMBLE.FRP - Fumble Table
INDEX0.FRP - Random Encounter Pointers To "MONSTERS.FRP"
INDEX1.FRP - Random Encounter Pointers To "MONSTERS.FRP"
INDEX2.FRP - Random Encounter Pointers To "MONSTERS.FRP"
INDEX3.FRP - Random Encounter Pointers To "MONSTERS.FRP"
INDEX4.FRP - Random Encounter Pointers To "MONSTERS.FRP"
INDEX5.FRP - Random Encounter Pointers To "MONSTERS.FRP"
INDEX6.FRP - Random Encounter Pointers To "MONSTERS.FRP"
INDEX7.FRP - Random Encounter Pointers To "MONSTERS.FRP"
INDEX8.FRP - Random Encounter Pointers To "MONSTERS.FRP"
INDEX9.FRP - Random Encounter Pointers To "MONSTERS.FRP"
PARM.FRP - User Modifiable Game Parameters
MONSTERS.FRP - Monster File Of Up To 2978 Entries Total
TABLE.FRP - Dungeon Master Modifiable Tables
TREAS.FRP - Treasure Tables
FRP.DOC - Documentation For The Dungeon Masters Utility
CGU.DOC - Documentation For The Character Generation Utility
PROBLEM.DOC - Software Problem Form
REGISTER.DOC - Registration Form
Type the following to print a copy of the documentation to your
printer after installing the software on your hard or floppy disk:
PRINT FRP.DOC
Volume in drive A has no label
Directory of A:\
FILE1063 TXT 1802 3-10-89 9:31a
FLOPPY BAT 886 1-30-89 7:26p
FRPDATA ARC 79462 1-30-89 7:20p
FRPPROG ARC 209572 1-29-89 1:43p
GO BAT 38 5-24-88 8:57a
GO TXT 1310 9-16-88 7:14a
HARD BAT 1022 1-08-89 7:08p
INSTALL BAT 604 8-29-88 8:27p
MANUAL BAT 147 3-02-89 4:36p
PKXARC COM 12288 2-19-88 11:19a
README TXT 1948 1-30-89 7:24p
11 file(s) 309079 bytes
9216 bytes free