+JJJJ  / X5 lӠˠӠϠӠϠԮԠҠˠčӠ٠ϠԮL PRESS ANY KEY TO CONTINUE ";:A$::fM4!::" COMBAT NOTES "::lM>!M-"SOME EXAMPLES OF DAMAGE RANGES:"AEGORY.":8000Lk" WHEN GOOD GUYS ATTACK BAD GUYS, THE FIRST BAD GUY GROUP HAS A 70% CHANCE TO BE ATTACKED, FOLLOWED BY THE NEXT, ETC.":8000L" THAT'S ABOUT IT. I'D APPRECIATE ANY COMMENTS, SUGGESTIONS, ETC."LX:0:L@:PRTı/MJ:" L BE ATTACKED. IF THE GROUP ISTHE LAST REMAINING GROUP, THE CHANCE IS 100. WHEN DESIGNING ALLIES, YOU CAN" Lf"NUMBER THEM ACCORDING TO WHO IS LIKELY TO BE UP FRONT AND WHO IS GOING TO STAY BEHIND; WEAK ALLIES WHO ARE IMPORTANT SHOULD BE IN THIS CATROLL FALLS BELOW THE CHARACTER'S CHANCE, THE CHARACTER IS THE DEFENDER, AND OFF WE GO. IF NOT, THEN A LOOP CHECKS ALL THE REMAINING GOOD GUY"J`8000lKa"GROUPS IN MONSTER ORDER, AND FOR EACH GROUP THERE IS A 70% CHANCE THAT THAT GROUP WILATTACKED IS 60%; THE OTHER 40% OF THE"IW"TIME, THE ALLY IS ATTACKED. THE CHANGE OF THE CHARACTER BEING ATTACKED GOES DOWN TO 40 IF THERE ARE TWO ALLIES, AND DOWN TO 30 FOR THREE OR MORE. WHEN THE"J\"BAD GUY ATTACKS, A ROLL IS MADE, AND IF THE WILL BE CLOSER TO THE FRONT AND THEREFORE BE MORE LIKELY TO BE ATTACKED.":8000&IR" GG = NUMBER OF GOOD GUY GROUPS; G2 = TOTAL NUMBER OF GOOD GUYS. BG AND B2 REFLECT BAD GUYS. IF GG = 2, THEN THE BASE CHANCE THAT THE CHARACTER WILL BE CASE MORE ATTACKS SHOULD TAKE PLACE EACH ROUND. THE ADJUSTMENT TO 300-500 INVOLVES DEFENDER DETERMINATION. IT IS AN ATTEMPT TO"YHM"MORE EVENLY SPREAD COMBAT OUT AMONGST THE COMBATANTS WHILE STILL REFLECTING THE FACT THAT SOME GROUPS AT THIS POINT, NO MORE THAN FIVE MEMBERS OF A GROUP MAY ATTACK IN ONE ROUND, ALTHOUGH THIS MAY GO UP TO 8 TO REFLECT DDD 7.0. ACTUALLY, I WILL PROBABLY KEEP IT AT 5 UNLESS THERE ARE"GH"LOTS OF GOOD GUYS AND BAD GUYS GOING AT IT, IN WHICH" FOR ONE, YOU CAN GIVE A MONSTER NEGATIVE STATUS (M%(M,15)=-WHATEVER) ANDFOR EACH POINT, THE MONSTER IS INACTIVE FOR A ROUND. WHILE IT IS INACTIVE, IT CAN BE ATTACKED WITH ITS DEFENSES DOWN,"E>"+20 TO MR AND NO DEFENSIVE ODDS.":8000FC" 8010LD " THIS DAMAGE IS ADDED TO M%(DF,13), AND YOU KNOW THE REST.":D*" THAT COVERS THE BASIC ROUTINES. 'ACE'ALSO HANDLES LINES 300-500 A LITTLE DIFFERENTLY, ALTHOUGH I AM TRYING TO ARRANGE THE BASIC STRUCTURE LIKE DDD 7.0.":E4:}C"C: HT=1 3-8 2-7 1-6 0-5 HT=2 11-16 10-15 9-14 8-13 HT=3 19-24 18-23 17-22 16-21"C D "D: HT=1 5-10 4-9 3-8 2-7 HT=2 15-20 14-19 13-18 12-17 HT=3 25-30 24-29 23-28 22-27": AC3":B"A: HT=1 1-6 0-5 0-4 0-3 HT=2 7-12 6-11 5-10 4-9 HT=3 13-18 12-17 11-16 10-15":C"B: HT=1 1-4 0-3 0-2 0-1 HT=2 5-8 4-7 3-6 2-5 HT=3 9-12 8-11 7-10 6-9"TAKE EFFECT.":8000A"SOME EXAMPLES OF DAMAGE RANGES: ATTACK 'A' IS WITH A BROADSWORD, DPB=0; 'B' IS A DAGGER, DPB=-2; 'C' IS A 2-HANDED SWORD, DPB=+2; 'D' IS A STOMPING MUMAK, DPB+4 (BETTER GET OUT OF THE WAY!)" B" AC0 AC1 AC2 BE IMPOSSIBLE UNDER NORMAL CONDITIONS TO HURT IT. IF THE DAMAGE"A"HAS BEEN REDUCED BELOW 1, THE MESSAGE 'ABSORBED BY ARMOUR' APPEARS AND THE ATTACK ENDS, ALTHOUGH YOU CAN PUT IN SPECIAL ATTACKS HERE THAT MERELY NEED TOTOUCH THE DEFENDER TO THEN, FOR EACH LEVEL OF HIT ABOVE 1, A FULL DIE OF DAMAGE AND ANOTHER DPB (IF POSITIVE) IS ASSESSED."v?8000C@"FROM THIS TOTAL DAMAGE IS SUBTRACTED M%(DF,9); THUS, IF THE MONSTER HAS AN ARMOUR OF 100, IT IS COUNTED AS AC 3, BUT IT WILLS = SIDES OF THE DIE, WHICH IS NORMALLY SIX. IF THE ATTACKER'S DPB IS NEGATIVE,THE SIDES ARE REDUCED. THUS, A DAGGER, DPB = -2, HAS A 4-SIDED DIE. THE DIE"l?"IS THEN 'ROLLED' FOR A RANDOM DAMAGE DETERMINATION, AND THE DPB, IF POSITIVE,IS ADDED. E ROUTINE"Z="PRINTS '---A CRITICAL HIT!' AND GOES TO 7700 FOR THE INSTANT KILL.":8000=" DEPENDING ON 'HT,' THE MESSAGE '---A HIT!' OR '---A GOOD HIT!' OR '---A SOLID HIT!' IS PRINTED.":>" DAMAGE IS DETERMINED IN LINE 7620. SS ANY KEY TO CONTINUE ";:A$::^<4!::" COMBAT NOTES "::d<>!1 CRITICAL HIT. THE VARIABLE 'HT' REPRESENTS THESE LEVELS; HT=1,2,3, OR 4.IF HT=4, THEN REGARDLESS OF THE WEAPON OR THE MONSTER'S ARMOUR, TH). IF"};"THE CHARACTER IS DEFENDING WITH A SHIELDTHE PROGRAM CHECKS TO SEE IF THE MONSTERBREAKS OR DAMAGES HIS SHIELD.":;X:0:"INSERT DISK 2 AND PRESS 'C' ";;bA$:A$"C"7010;lA$::D$;"RUN COMBAT NOTES2";@:PRTı'3 THEN AC=3. IT ED, ACCORDING TO THE ATTACK TYPE (M%(OF,10)). THERE ARE THREE VERBS FOR"3q"EACH TYPE AND THEY PROGRESS IN ORDER UNTIL THEY REPEAT. HOSTILE MONSTERS MAY ATTACK WITH SURPRISE IF THEIR STATUS(M%(OF,15)) =5. IN THIS CASE, THEY ARE UNIDENTFIEATTACK GOES TO THE MAIN ATTACK ROUTINES, LINES 7500-7799. AT THIS POINT THE PROGRAM ACTS IN TERMS OF 'OF' AND 'DF.'":K2l" FIRST, OFFENSIVE BONUS (OB)=M%(OF,11) AND DPB (DAMAGE POTENTIAL BONUS) = M%(OF,12). NEXT, THE ATTACK MESSAGE IS PRINT CHARACTER'S RIGHT HAND IS EMPTY, 'RH=0.' ARTIFACT"0b"ZERO IS 'EMPTY HAND,' WHICH IS A BLUNT WEAPON WITH +15 OB AND -4 DPB. UNARMED COMBAT USES THE 'PUNCH/KICK' ATTACK VERBS.":8000|1g" O.K., NOW THE CHARACTER'S FIELDS ARE SET UP, AND THE S HALVED IF THERE ARE TWO OPPONENTS, AND IS CUT IN THREE IF THERE ARE THREE OR MORE OPPONENTS.":800050X" I AM SKIPPING OVER RANGED COMBAT BECAUSE I AM STILL WORKING ON IT. UNARMED COMBAT DOES EXIST - IT AUTO- MATICALLY KICKS IN IF THET HAND, THEN THE CHARACTER GETS NEGATIVE COMBAT DEFENSIVE ODDS EQUAL TO "."-(SHIELD ABILITY + SH. SIZE + AG BONUS).A SHIELD CAN BLOCK A FEW TYPES OF ATTACKTHAT CAN'T BE PARRIED, BUT THERE ARE STILL SOME THAT CAN'T BE BLOCKED.":h/!" M%(0,8) IF WEAPON USED. IF THE CHARACTER IS USING A MELEE WEAPON, AND THE DEFENDER'S ATTACK TYPE PERMITS IT, THE CHARACTER'S COMBAT"K."DEFENSIVE ODDS (M%(0,8)) IS SET EQUAL TO HIS OFFENSIVE BONUS (M%(0,11)). IF THE CHARACTER HAS A SHIELD IN HIS LEF(OFFENSIVE BONUS, OR OB) IS SET TO SKILL WITH WEAPON TYPE + WEAPON'S OB + AGILITY BONUS (M%(0,3)).", "M%(0,12) = STRENGTH BONUS (M%(0,2)) + WEAPON'S DAMAGE BONUS (A%(A,7)).":8000-" M%(0,10) - ATTACK TYPE - IS SET ACCORDING TO THE TYPE OEN CARE OF TO MAKE HIM LOOK LIKE A 'REGULAR' MONSTER SO THAT THE ATTACK ROUTINES IN LINES 7500-7799, WHICH ALL"+"ATTACKS USE, WILL FUNCTION.":d," THE PROGRAM USES THE ARTIFACT IN THE CHARACTER'S RIGHT HAND AS HIS 'READY WEAPON.' M%(0,11) SIVE BONUS. AS YOU KNOW BY NOW, 'ACE' DOES NOT GO BY BASE OFFENSIVE ODDS OR COMPARATIVE AGILITY.":*" M%(M,12) = DAMAGE POTENTIAL BONUS.":8000q+" O.K., HOW DO ATTACKS WORK? WHEN THE CHARACTER ATTACKS, A FEW THINGS HAVE TO BE TAKLSO LIKE TO USE")"THIS FIELD TO INDICATE SPECIAL ATTACKS, LIKE +100 FOR POISON, +200 FOR BREATH WEAPON, AND SO ON FOR SPELLS, LIFE DRAIN, ETC. THIS IS NOT CURRENTLY SUPPORTED BUT CAN BE ADDED IF NEEDED.")8000q*" M%(M,11) = OFFEN TWO DIFFERENT THINGS BUT ARE REPRESENTED BY THE SAME VARIABLE.":)" M%(M,10)= ATTACK TYPE. THIS TRIGGERS THE APPROPRIATE BATTLE VERBS IN COMBAT. IT ALSO DETERMINES IF THE MONSTER'S ATTACKS CAN BE PARRIED OR BLOCKED WITH A SHIELD. I WOULD ASENT PARRYING ABILITY. NEGATIVE VALUES REPRESENT SHIELD USE. FEW MONSTERS WILL ACTUALLY HAVE A SHIELD"'"ARTIFACT, SO THEY DO NOT HAVE THEIR SHIELDS BROKEN.":'8000E(" M%(M,9) = ARMOUR CLASS AND ARMOUR PROTECTION. THESE AREND MAGICAL/SPECIAL FACTORS - INVISIBILITY, ETHEREALNESS, ETC. MOST ANIMALS WILL HAVE NDO%, SOME IN THE"&|"RANGE OF 40-60 (VERY SMALL, VERY FAST).":p'" M%(M,8) = COMBAT DEFENSIVE ODDS, (CDO%). POSITIVE VALUES OF CDO% REPREEPRESENT LARGE SIZE, USUALLY -1 TO -10 (BIGGEST). POSITIVE VALUES DO"%r"NOT INCREASE CRIT HIT CHANCES AND CAN BEUSED FOR OTHER THINGS BY THE DESIGNER."::8000s&w" M%(M,7) = NATURAL DEFENSIVE ODDS, (NDO%). NDO% REPRESENTS SIZE, SPEED, AODDS; DO% ALREADY TAKE INTO ACCOUNT SIZE. SIZE HAS ITS OWN FIELD BECAUSE IT CAN BE USED TO REDUCE (OR ELIMINATE) THE"J%m"LIKELIHOOD OF A CRITICAL HIT. THIS IS HELPFUL FOR LARGE MONSTERS, MAGICAL MONSTERS, ETC. NEGATIVE VALUES R#Y"SHIELD BREAKING. A%(A,8), #HANDS, IS ALMOST ALWAYS 1.":l#^8000:"MONSTER FIELD MODIFICATIONS:":#c" M%(M,2)=ORIGINAL NUMBER IN GROUP M%(M,14)=CURRENT NUMBER":$h" M%(M,6)=SIZE. THIS FIELD DOES NOT DIRECTLY AFFECT DEFENSIVE AT A PENALTY. THESE WEAPONS HAVE A%(A,8)=1.5.":8000"T" FOR SHIELDS, A%(A,5)=COVERAGE, OR SIZE, WHICH IS THE BONUS TO BLOCKING ABILITY. A%(A,6) IS COMPOSITION, I.E. WOOD, COVERED WOOD, METAL. A%(A,7) IS ITS STRENGTH, WHICH FIGURES IN "@ USUALLY A NUMBER BETWEEN -3 AND +1, OR +2 FOR A TWO-HANDED WEAPON. A MAGICAL SWORD WITH A BONUS OF +5 WOULD BE AN EXTREMELY POWERFUL WEAPON. A%(A,8) IS"7"O"NUMBER OF HANDS NEEDED TO READY IT. SOME TWO-HANDED WEAPONS CAN BE USED WITHONE HAND,8000 E" FOR WEAPONS, A%(A,5) IS TYPE: (1) EDGED (2) BLUNT (3) THRUST (4) THROWN (5) PROJECTION (6) AMMUNITION (ARROWS, DARTS, ETC.). A%(A,6) IS THE OFFENSIVE BONUS/PENALTY. A%(A,7) IS THE DAMAGE"!J"POTENTIAL BONUS/PENALTY OF THE WEAPON, ED A LOT OF MY ADVENTURING OVER THE YEARS AND I DON'T THINK ANYONE ELSE WILL MISS IT EITHER. IN THE FUTURE I HOPE TO EXPAND THE SYSTEM SO THAT JUST ABOUT ANYTHING COULD BE USED AS A " @"WEAPON OR SHIELD, BUT THIS IS NOT CURRENTLY SUPPORTED.":TO ARTIFACT AND MONSTER FIELDS.":6" ALL WEAPONS ARE ARTIFACT TYPE 2 (A%(A,2)=2) AND SHIELDS ARE TYPE 3. THERE IS NO 'MAGIC WEAPON' TYPE BECAUSE THERE IS NO LONGER A 'BREAK WEAPON' FUMBLE, WHICH, PERSONALLY SPEAKING,";"HAS RUINAIN PROBLEMIS CONVERTING DICE&SIDES TO DAMAGE "`"BONUS, AS WELL AS CONVERTING TYPES.":8000&," ANYWAY, IN ONE WAY OR ANOTHER THE CHARACTER GETS CONVERTED. BEFORE I GO INTO THE ATTACK ROUTINES, IT IS NECESSARY TO EXPLAIN THE CHANGES CONVERSION OR AVERAGE A FEW OF THE OLD FIELDS INTO THE NEW ONES (LIKE AXE+SWORD/2 = EDGED) OR DO"/"SOMETHING ELSE. CONVERTING WEAPONS IS THE BIGGEST PROBLEM AND WILL PROBABLY BEHANDLED IN INDIVIDUAL WAYS UNIQUE TO PARTICULAR ADVENTURES. THE M BOW, MACE, SPEAR, SWORD. 'ACE' WEAPON TYPES ARE EDGED (SLASHING, HACKING WEAPONS), BLUNT (CRUSHING, BLUDGEONING), THURST, THROWN, PROJECTED"d"(BOWS, SLINGS, ETC.). I AM NOT CURRENTLY DECIDED ON WHETHER OR NOT TO DO A STRAIGHT7).":8000" I AM CONSIDERING INCREASING THE BONUSES TO M%(0,1) IN ORDER TO GIVE CHARACTERS WHO DEPEND UPON THEIR HD A BETTER SURVIVAL CHANCE AND BETTER REPRESENTATION.":8000" NORMAL EAMON WEAPON TYPES ARE AXE, M%(0,3) IS THE CHARACTER'S AGILITY BONUS, WHICH IS +5 FOR AG 19-22, AND +10 FOR AG>22. THE AGILITY BONUS IS ADDED TO THE OFFENSIVE BONUS OF ALL ATTACKS, AND ALSO SERVES AS THE CHAR.'S";"":"NATURAL DEFENSIVE (DODGING) ODDS, M%(0, THUS, M%(0,1)=HD IF HD<19, +1 FOR HD 19-22, ""+2 FOR HD>22. M%(0,2) IS THE CHARACTER'SSTRENGTH BONUS (IF ANY), WHICH IS EQUAL TO THE BONUS FOR HD. THE CHARACTER GETS+10 TO MAXIMUM CARRYING WEIGHT OR +20, ACCORDING TO THE SAME RANGES.":" WILL BE MADE FROM AN AVERAGE OF TWO OR THREE WEAPON ABILITIESPLUS AN ARBITRARY BONUS.":80001" NEXT, WHILE HARDINESS (HD) IS NOT CHANGED, M%(0,1) IS ADJUSTED TO MAKE SURE HARDINESS IS IN THE BALLPARK OF A TOUGH BUT NOT SUPER HUMANOID. SEVERELY AFFECT THE CHARACTER IN""THE NEW SYSTEM. TO EFFECTIVELY INCLUDE ARMOUR EXPERTISE (AND IT'S NOT THAT I HAVE SOMETHING AGAINST IT) WOULD REQUIRECHANGES IN THE MASTER DISK. SHIELD SKILL WILL PROBABLY BE ARBITRARILY "c"ASSIGNED OR TEST VERSION OF 'ACE' HANDLES CHARACTER CONVERSION, THOUGH IT IS STILL EVOLVING:":"" FIRST, ARTIFACTS FOR ARMOUR AND SHIELDARE CREATED. AT HIS POINT, THERE IS NO CODE FOR ARMOUR EXPERTISE, BECAUSE THE PENALTIES ASSIGNED UNDER THE OLD SYSTEM WOULDH THE CHARACTER AND ARBITRARY VALUE ASSIGNMENTS. I THINK THAT THE POSITIVE THINGS THAT 'ACE'""BRINGS TO THE GAME FAR OUTWEIGH THIS DISADVANTAGE, BUT IT IS NEVERTHELESS AN ENDURING CONCERN OF MINE.":8000T" ANYWAY, HERE'S HOW THE LAREALIZE THAT MAKING MAJOR CHANGES TO THEEAMON SYSTEM IS TOO MUCH TO ASK AND WOULD BE IMPOSING UPON OTHER AUTHORS. THEREFORE, THE PROBLEM OF CHARACTER"g"CONVERSION WILL ALWAYS EXIST AND WILL ALWAYS INVOLVE A CERTAIN AMOUNT OF TINKERING WIT000" WHILE I STRONGLY BELIEVE THAT A MAJOR OVERHAUL OF EAMON COMBAT IS NEEDED TO REJUVINATE COMBAT AND RESTORE IT AS AN IMPORTANT AND EXCITING PART OF THE GAME,INSTEAD OF A FAMILIAR, BORING, TEDIOUS""THING YOU DO BETWEEN SOLVING PUZZLES, I E""PROBLEM WOULD BE TO CONVERT THE MAIN HALL, CHARACTER CREATION, CHARACTER RECORD, FRESH MEAT FILE, ETC. TO SUPPORT'ACE.' THE NEW MASTER DISK WOULD NEED TO SUPPORT THINGS LIKE THE NEW WEAPON ""TYPES, SHIELD SKILL, AND WEAPON DATA.":8 AND STATS ARE SIMPLY ASSIGNED ARBITRARILY. ":8000" IDEALLY, CHARACTER CONVERSION WOULD BESTANDARDIZED LIKE THE REST OF THE 'ACE' SYSTEM. HOWEVER, THE CHARACTER RECORD IS JUST TOO DIFFERENT FOR THIS TO BE POSSIBLE. THE ONLY WAY TO SOLVE THDS, ETC. THAT ARE USED BY 'ACE.' BECAUSE OFTHE PLOT OF 'SANCTUARY,' THIS WAS NOT TOO MUCH OF A PROBLEM, SINCE THE CHARACTER LOSES MOST OF HIS WEAPONS"6"AND HIS SHIELD. THUS, SANCTUARY'S COVERSION IS LARGELY RIGGED AND MANY VALUESNVERSION":x" THE MAJOR DISADVANTAGE OF THIS SYSTEM IS THAT IT IS NOT COMPATIBLE WITH OLD SYSTEMS AND WITH THE CURRENT STRUCTURE AND FIELDS OF THE CHARACTER RECORD. THUS, THE DATA IN THE FRESH MEAT FILE""MUST BE CONVERTED INTO DATA, FIELSELY RELATED.": K" IN GENERAL, 'ACE' INVOLVES CHANGES OR SPECIAL CODE IN FOUR AREAS: CHARACTER CONVERSION, ARTIFACT FIELDS, MONSTER FIELDS, AND THE ATTACK ROUTINES OF THE MAIN PROGRAM.":8000 d CHARACTER CONVERSION n"CHARACTER COS (QUALITY OF HIT) THEN DETERMINE THE NUMBER OF 'DICE' OF DAMAGE DONE. THUS, MAKING CONTACT (HITTING) AND THE CALCULATION OF" G"DAMAGE (DICE & SIDES) ARE NOT SEPARATE CALCULATIONS AS THEY ARE IN PREVIOUS SYSTEMS, BUT ARE INSTEAD CLO THE CENTRAL, MAJOR CHANGE TO PREVIOUS COMBAT SYSTEMS, AROUND WHICH ALL THE OTHER CHANGES REVOLVE, IS THE BASING OF HIT SCORING ON A SERIES OF DAMAGE LEVEL BREAKPOINTS DETERMINED BY THE TYPE OF" F"ARMOUR WORN BY THE DEFENDER. THESE DAMAGE LEVELENTLY FROM THESE ADVENTURES, AND WAS MODIFIED OR REDUCED FOR THEIR PARTICULAR NEEDS. THESE NOTES ADDRESS THE SYSTEM ITSELF" <"AND THEREFORE MAY DESCRIBE FEATURES AND CODE THAT ARE NOT APPARENT OR DO NOT EXIST IN 'SANCTUARY.'":8000 A" VANCED COMBAT & ENCUMBERANCE'('ACE' FOR SHORT) SYSTEM THAT WAS FIRST EMPLOYED, IN RUDIMENTARY FORM, IN 'THE" 2"BOY AND THE BARD' AND APPEARS MORE COMPLETELY IN 'SANCTUARY.'": 7" HOWEVER, THE SYSTEM WAS (AND IS BEING) DEVELOPED INDEPENDf4 COMBAT NOTES,D$(4):8500(" THIS PROGRAM EXPLAINS THE COMBAT SYSTEM EMPLOYED IN THIS GAME FROM A TECHNICAL POINT OF VIEW.":l -" THE COMBAT SYSTEM IS CLOSELY TIED TO THE NEW ENCUMBERANCE SYSTEM, AND THE TWOFORM AN 'AD                                  ";(218)(219)256:(222)10ĺ"CAN'T SAVE FILE - LOCKED.":H@T5950@HD$(4):D$"OPEN EAMON.DESC,L256":D$"WRITE EAMON.DESC,R0":N%(1):N%(2):N%(3):N%(4):D$"CLOSE"DOM BEYOND,0,KEY#,0,STRENGTH,999,OPEN/CLOSED,1,1ST A#,0,2ND A#,0,3RD A#,0,HANDS,1?ފ MONSTER#,0,KEY#,0,GUARD#,0,BOUND,1,TYPE,1,AC BONUS,0,FIELD#7,0,HANDS,2? FIELD#5,0,FIELD#6,0,FIELD#7,0,HANDS,1?<>@`"FOUND AN ERROR - CODE ";(222):"ON LINE #NDS,1M> TYPE,2,OB,0,DPB,0,HANDS,1,SIZE,0,COMPOSITION,1,STRENGTH,2,HANDS,1>H CAPACITY,10,ENC.VAL,0,STRENGTH,0,HANDS,2,FUEL,0,ENTNG%,0,LIT,0,(NOT USED),1>z HEAL AMT,0,CHANCES,100,#USES,0,HANDS,1,1ST EFF#,0,#EFFECTS,1,READABLE,999,HANDS,1P? RO!=DM%(MF5):M1MF:DM%(M):B= 18,1,1,100,0,0,0,0,0,0,0,0=NF:FMP%(DT5),FML$(DT5,4),FD%(DT5,4):X0DT:FMP%(X)::X1NF:F14:FML$(X,F),FD%(X,F):== 12= 1,1,2,3,4,5,6,7,8,9,10,11,12>䉃 FIELD#5,0,FIELD#6,0,FIELD#7,0,HA 1,1,5,0<ֈD110:DD$(D):C<؈ N ,S ,E ,W ,U ,D ,NE,NW,SE,SW]<ۈT110:DD%(T)::DL< 0,0,0,0,0,0,0,0,0,0,1: DEFAULT ROOM NUMBERS> WRITE MONSTER:zDK$;"WRITE EAMON.MONSTERS,R";NO:(34);NA$;(34):M1MF:M%(M)::DK$:z: === SETUP DATA :ˆCX5:T14:T$(T)::È ROOM,ARTIF,EFFECT,MONST!;LjD:AD%(X):9VDK$:+9] >> READ MONSTERd9]DK$"READ EAMON.MONSTERS,R";NO:NA$:D1MF:M%(D):o9^DK$:9|y >> WRITE ROOM9yDK$;"WRITE EAMON.ROOMS,R";NO:(34);NA$;(34):D1ND:RD%(D)::LT:DK$9y9y >> WRITE ART.6:yDK$;"WRITE EAMOEC:(34);DE$;(34):DK$:-8 N >> READ DESCX8*NDK$;"READ EAMON.DESC,R";REC:DE$:DK$^84Nq8R >> READ ROOM8RDK$;"READ EAMON.ROOMS,R";NO:NA$:D1ND:RD%(D):8RLT8&RDK$:8U >> READ ART. 9UDK$;"READ EAMON.ARTIFACTS,R";NO:NA$:X18ELD.":D1MF:M%(D)DM%(D)::14040:D1MF:DM%(D)M%(D):C7;150Z7; >> CHG DEF. ART.7;:"INPUT NEW DEFAULT VALUES FOR ALL FIELDS.":D1AF:AD%(D)DA%(D)::12050:D1AF:DA%(D)AD%(D):7;1507PF >> WRITE DESC8ZFDK$;"WRITE EAMON.DESC,R";R(I$):(M%(M))I$ĺ(7):(37):14050,66266I6: >> CHG DEF. ROOM6;:"INPUT DEFAULT VALUES DESIRED.":D1ND:RD%(D)DD%(D)::110556;D1ND:DD%(D)RD%(D)::DLLT6;1506`; >> CHG DEF. MONST.:7j;:"ENTER NEW DEFAULT VALUES FOR EACH FI52 >> EDIT EFFECTH52:"ENTER EFFECT #";NO:I2$DE$:600:DE$I$::^56 >> EDIT MONSTER56:"ENTERING MONSTER # ";NO::I2$NA$:"ENTER NAME:";:600:I$""(I$)301401056NA$I$:56M1MF&66"ENTER ";M$(M);": ";:I2$(M%(M)):600:M%(M)40/ 4:/24/D112250,12290,12290,12290,12260=4/122904/X0DT2:" ";X;" = ";TYP$(X);:XDTĺ22);X1;" = ";TYP$(X1)4/::4/ PRINT TYPES404 0X14:AL$(XAF)FM$(FMP%(AD%(2)),X):40X14:AD%(AFX)FD%(FMP%(AD%(2)),X):5f03!/AL$(D)"(NOT USED)"12080>3$/DAFĭFMP%(AD%(2))0120803%/D4ĺ"200+CONT# = INSIDE ART +400 = EMBEDDED +600 = PART OF/UNDER +800 = SPECIAL -(M#+1) = CARRIED BY M"3&/AL$(D);" : ";:I2$(AD%(D)):600:AD%(D)(I$)3+/D2PTAD%(2)İ12300ENTERING ARTIFACT ";NO:I2$NA$::"ENTER ARTIFACT NAME:"r2." ";:600:(I$)39Ģ3:20:"TOO LONG!":I2$I$:12202.3:958:"ARTIFACT NAME:":" ";::I$::NA$I$:6:I2$DE$2/2/D1AF4:D2(DAF2AD%(2)1AD%(2)4)İ122002/D2PTAD%(2)N, NEGATIVE NUMBER FOR UNUSUAL THINGS.)"41/+D1ND14+"MOVE ";DD$(D);"...";:I2$(RD%(D)):600:RD%(D)(I$):RD%(D)(RD%(D))(RD%(D))I$Ģ(37):110601H+:"LIGHT (0 = NONE; 1 = NORMAL) ";:I2$(LT):600:LT(I$):1. >> EDIT ARTIFACT82.:"$:11020C0+3:958:"ROOM NAME:":" ";::I$::NA$I$:6:I2$DE$0 +"ENTER ROOM DESCRIPTION:":600:6:958:"ROOM DESCRIPTION:"::I$::DE$I$:(1*+13:958:"FOR EACH DIRECTION,GIVE THE ROOM THAT THIS ROOM CONNECTS TO (USE ZERO FOR NO CONNECTIOLD ";XAF;" LABEL:";:I2$"":600:FML$(NF,X)I$:"DEFAULT DATA:";:I2$"0":600q/)((I$))32765FD%(NF,X)(I$)w/)/)6800/* >> EDIT ROOM/+:"ENTERING ROOM ";NO::I2$NA$:"ENTER ROOM NAME:"0 +" ";:600:(I$)32Ģ3:20:"TOO LONG!":I2$IRY AGAIN, FROGFACE.":105204.")X(A$):XDT26800s.,):"NEW TYPE:";:I2$TY$(X):600:I$""XDTDTDT1:10500.6)I$""150.@)XDT1DTDT1:TY$(DT)I$:150.J)TY$(X)I$.^)10500.h) === ADD A FORMAT ===.r)6:958M/|)NFNF1:X14:"FIEDEFAULT DATA: ";:I2$(FD%(F,X)):600:((A$))32765FD%(F,X)(I$)J-(T-(6800h-) >> ART TYPES-):X0DT:" ";X;". ";TY$(X)::" ";DT1;". NEW TYPE":" ";DT2;". RETURN TO PREVIOUS MENU".)"INPUT TYPE NUMBER:";A$:(A$)0(A$)DT2ĺ"Tz #    ٠Ԡ: ԠӠG  ŠӠΠȠŠŠҠؠ Ġ ˠ ؠΠҠҠ ؠΠҠؠ ΠԠ ΠԠ@ΠԠΠ͠Π͠T                    ,MONSTERS,ARTIFACTS*2DK$;"EXEC EXEC":1EXEC EXEC":EK$;"CLOSE"Z'DK$;"OPEN EAMON.NAME":DK$;"WRITE EAMON.NAME":A$:ND:"7.0R":DK$;"CLOSE"*R13:F$:DK$;"OPEN EAMON.";F$::DK$;"CLOSE":DK$;"OPEN EAMON.DESC"\+DK$;"WRITE EAMON.DESC":"0":"0":"0":"0":"70":"70":"64":DK$;"CLOSE". ROOMSVENTURE #";NUM;",V";NUMz@DK$;"OPEN EXEC":DK$;"WRITE EXEC":"0 A$=";(34);A$;(34);":NUM=";NUM;":A2$=";(34);A2$;(34)J"DEL 1000,13000":"200 NUM=";NUM:"220 PRINT DK$;";(34);"RENAME EXEC,SAVE ";A$;" HERE"r"RUN 200" (#DK$;"OPEN A";(8):DA$:1 10:"AUTHOR NAME: ";A2$:(A2$)253000 12:"ADVENTURE NUMBER: ";A3$:NUM(A3$):NUM(NUM)NUM0NUM254(NUM)A3$4000 14:"DIRECTION OF MOVEMENT (6/10): ";ND$:ND$"6"ND$"10"5000 pND(ND$)XDK$(4):DK$;"INIT EAMON AD:A$"Y"A$"N"1050+ $A$:A$"N"1000E  === GET INFORMATION} :11:"EAMON DUNGEON CREATE":13:"BY JOHN NELSON" 8:11);"NAME OF ADVENTURE:"::" ";::25); 6:"";A$:A$"A"A$"ZZZZ"(A$)252030 ::((40(A$))2)1::)::12::"*** WARNING ***"::6:"INSERT A NEW (BLANK) DISKETTE BEFORE PROCEEDING!":9:"PRESS 'C' WHEN READY ..."; A$:A$"C"1010  2000 D$;"CATALOG"::"IS IT OKAY TO INITIALIZE THIS DISKETTE?"::" ENTER 'Y' OR 'N' "; A$USE THIS DISKETTE REQUIRES AN EAMON MASTER DISKETTE WHICH MUST BE BOOTED UP ON.":Y <l RESTART HERE DK$(4):DK$;"DELETE EAMON ADVENTURE #";NUM:DK$;"SAVE EAMON ADVENTURE #";NUM DK$;"RENAME EXEC,SAVE LEADIN PROGRAM HERE" x D$(4;" FOR"::7);"THE WONDERFUL WORLD OF EAMON"::"----------------------------------------" ("THE EAMON FANTASY GAMING SYSTEM WAS DEVELOPED BY DONALD BROWN":A$;" WAS":" DEVELOPED BY ";A2$S 2"NON-COMMERCIAL DISTRIBTION ENCOURAGED."::"TO , 10009D$(4)* 216,04 ::"*****************************************";38);"**";((38(A$))2));A$;((38(A$))2)((A$)2((A$)2)));"**";38);"*****************************************":[ 12);"ADVENTURE #";NUM FOR YOUR CHOICE (1-5) : ";7 PA$:C(A$):C1C580U ZC:C100,200,300,400,500r d(4);"RUN DUNGEON INIT" (4);"RUN DUNGEON EDIT" ,(4);"RUN DUNGEON LIST" (4);"RUN PRINT MANUALS" :37,255:BION MENU":14);"VERSION 7.0R"K 28:"SELECT PROGRAM FUNCTION DESIRED..." <:" 1. INITIALIZE NEW DUNGEON DISKETTE"::" 2. EDIT DATA FILES": F" 3. LIST DATA IN A DUNGEON'S FILES"::" 4. LIST/PRINT MANUALS"::" 5. STOP"::"PRESS KEY *EAMON DUNGEON DESIGNER*=******VERSION 7.0R******D _DDD 7.0R SUPPORTS THExADVANCED COMBAT ANDENCUMBERANCE SYSTEMSDEVELOPED BY SAM RUBY  (:9);"EAMON ADVENTURE SYSTEM":11);"ADVENTURE DESIGNER":13);"SELECT  200,2300,2400 4 >> EDIT ROOMD>700:RECNO:21000:20000:1130[ >> EDIT ARTIFACT700:RECNO200:20000:22000:X14:AL$(AFX)FML$(FMP%(AD%(2)),X):1230 >> EDIT EFFECT 700:RECNO400:20000:1330` >> EDIT MONSTER#j (DE$""%213000:18000:LKī150.<800Cx >> ADD MONSTERiN%(4)N%(4)1:NON%(4):RECNO600NA$"":DE$"":D1MF:M%(D)DM%(D):14000:18000:31400:LKī150800 >> EDIT OLD ITEMC$"EDIT":500:TYPEA TYPE2100,250 ~800! >> ADD ARTIFACTGN%(2)N%(2)1:NON%(2):RECNO200NA$"":DE$"":D1AF:AD%(D)DA%(D)::X14:AL$(XAF)FM$(FMP%(AD%(2)),X):12000:31200:18000:LKī150800 >> ADD EFFECTN%(3)N%(3)1:NON%(3):RECNO400 N%(TYP)N%(TYP)1:150 1502 >> ADD ITEMKC$"ADD":500:TYPEAiTYPE1100,1200,1300,1400{L >> ADD ROOMVN%(1)N%(1)1:NON%(1):RECNO`NA$"":DE$"":D1ND:RD%(D)DD%(D)NO(DD%(D)0)::LTDLj11000t31100:18000:LK16:958:"INPUT NUMBER OF ";T$(TY);" TO ";C$" (1-";N%(TYPE);:") ";A$:NO(A$):NO1NON%(TYPE)(C$"CREATE")NO(NO)ġ:150  >> LOCKED <<*:C1020,2020,3010,4020,5020,150,150z150 >> DELETE FROM LOCKLKLK:C1$:610,A$(21)(I2$)A$(I2$,1):625FA$(21)A$" ":625A$(8)(I$)1I2$(I$,1)I2$:I$(I$,(I$)1):A$;:615A$(8)(I$)I2$I$I2$:A$;:600A$(8)600A$(27)ĺI2$:I$I$I2$:615 >> GET NUMBER-:I2$(I2$,2):615;vA$(5)ĺI2$;:I$I$I2$:I2$"":615x{A$(2)(I$)āA1(I$):(8);::I2$I$I2$:I$"":615A$(4)I2$(I2$,2):610A$(9)CIISIS:H(36):V(37):39:1::(" I",IS1,1)::H1:V1:615A$(9)I2$" "I2ED I2$]I$"":IS0BbI2$;:958:(I2$)āA1(I2$):(8);:^gA$:A$(13)Č958::xjA$(17)LKġ::900l(A$(31)A$(9)(A$(21)(I2$)))(I$)(I2$)250ĺ(7);:615nA$(31)ISĺA$;:I$I$A$:610qA$(31)ĺA$;:I$I$A$00DV5:DK$;"CLOSE":60< >> SELECT WHAT TO WORK ON2:958:"DO YOU WANT TO ";C$;" A ROOM, ARTIFACT,":" EFFECT, OR MONSTER (HIT KEY, RAEM) ";A$:A14:A$("RAEM",A,1)Ă:520A$:X///ROUTINE TO INPUT I$, HAVING BEEN PASS" OR MONSTER"6" 6. SPECIAL FUNCTIONS"<M" 7. QUIT"x":"ENTER KEY FOR YOUR CHOICE (1-7) ";,A$:A$(12)LKLK:1501A$(9)CICI:1506(A$)1(A$)7300@C(A$):A$^C1000,2000,3000,4000,5000,6000,70ONSTER" I " 2. EDIT OLD ROOM,ARTIFACT, EFFECT":" MONSTER"O } " 3. LIST NAMES OF ROOMS, ARTIFACT,ETC" " 4. REPLACE OLD ROOM,ARTIFACT OR":" MONSTER (WITHOUT VIEWING OLD)" " 5. DUPLICATE A ROOM, ARTIFACT":DK$;"OPEN EAMON.DESC,L242"% Z350001 60000 :T14:T$(T);"-";N%(T);" ";:::3:4);"EDITING ";::DUNGN$:("LOCK",1,LK4);: " ";::("CONT.ISRT",1,9CI): "YOUR CHOICES ARE--"::" 1. ADD NEW ROOM,ARTIFACT,EFFECT OR":" M6.0' FORTHIS ADVENTURE.":DK$;"CLOSE":< <ND(ND$):216,0 ADK$;"OPEN EAMON.DESC":DK$;"READ EAMON.DESC":N%(1),N%(2),N%(3),N%(4),LR,LM,LA:D$;"CLOSE" FDK$;"OPEN EAMON.ROOMS,L";LR:DK$;"OPEN EAMON.MONSTERS,L";LM:DK$;"OPEN EAMON.ARTIFACTS,L";LA:"INPUT DRIVE ==> ";:DR$:DR$:302 (D$DK$:55 2DK$;"OPEN EAMON.NAME,S"SL$;",D";DR$:DK$;"READ EAMON.NAME":DUNGN$:ND$:DV$:DK$;"CLOSE":DX$(DV$,1):DV(DX$)' 7DV7ĺ:"THIS IS NOT A VERSION 7.0 EAMON. USE THE PROGRAM NAMED 'DUNGEON EDIT ":SL$((43626)):DR$((43624)) DK$(4)::5:" EDITING AN ADVENTURE FOR EAMON"::" INSERT DISKETTE WITH ADVENTURE"::" PRESS ANY KEY TO CONTINUE...";:16368,0:A$: #A$"S"ė:6:"INPUT SLOT ==> ";:SL$:SL$:30" &A$"D"ė:6:> ***DUNGEON EDIT 7.0(R)***<7.0(R) SUPPORTS 'AC&E'W (ADVANCED COMBAT ANDt ENCUMBERANCE SYSTEMS) DEVELOPED BY SAM RUBY THE DUNGEON EDITOR WAS DEVELOPED BY JOHN NELSON AND TOM ZUCHOWSKI! (4);"MAXFILES 7AVE FUNCTION:"::" 1. LOAD PARAMETERS"::" 2. SAVE PARAMETERS"::" 3. RETURN"r':"INPUT NUMBER (1-3): ";'A$:A$"1"A$"3"6930'A$:(A$)7100,7200,150'X >> QUIT'bDK$;"WRITE EAMON.DESC,R0":T14:N%(T):'lDK$;"CLOSE"(v2T TYPES":" 6. ADD A FORMAT":" 7. RETURN TO MAIN MENU":"INPUT THE NUMBER (1-7):";s&A$:(A$)1(A$)76830&A$:(A$)10100,10200,10300,10400,10500,10600,140& >> LOAD/SAVE PARAM.S':10);"LOAD/SAVE PARAMETERS":6:958:"SELECT LOAD/S(A$)467301%TA$:(A$)15100,15200,15300,150N% >> CHANGE DATA ASSIGN%:08);"CHANGE DATA ASSIGNMENTS":6:"SELECT DATA TYPE:":" 1. MONSTER DATA":" 2. ARTIFACT DATA":" 3. CHANGE FORMAT POINTER":" 4. CHANGE A FORMAT"U&" 5. ARTIFACHC:150"$, >> CHANGE DEFAULTS$6:12);"CHANGE DEFAULTS":6:"SELECT DEFAULT TO CHANGE:"::" 1. ROOM VALUES"::" 2. MONSTER VALUES"$@:" 3. ARTIFACT VALUES"::" 4. RETURN TO MAIN MENU"::"INPUT YOUR CHOICE (1-4):"; %JA$:(A$)1Y ART. #n'#x"NBR ART. TO GEN:";NAx#A1NA:DK$;"WRITE EAMON.DESC,R";N%(2)201:"YOU SEE ARTIFACT ";N%(2)1;"."#DK$;"WRITE EAMON.ARTIFACTS,R";N%(2)1:"ARTIFACT ";N%(2)1:X18:"0"::N%(2)N%(2)1:#DK$:150# >> TOGGLE H/C $HC1:LAAN%(4)1:34500;""MONSTER NUMBER TO START ON:";MV"AN%(2)1:LAAN%(4)Ma"34500q"8 >> DELETE"BC$"DELETE":500:N%(A)N%(A)1"L6000" === INCREMENT"C$"INCRMNT":500:N%(A)N%(A)1:6000"LKLK:6000#d >> GEN. DUMMPUT YOUR CHOICE (1-";SF;"):";6!S$:S$(13)ĺ:150Q!(S$)1(S$)SF6045!:(S$)6100,6200,6300,6400,6500,6600,6700,6800,6900! >> GEN. DEAD!6:958:"ALL DEAD BODIES (Y/N):";!A$:A$"Y"A$"N"6110"A$:A$"Y"AN%(2)1:M;("OFFON",LK31,3LK);")"B :" 5. GENERATE DUMMY ARTIFACTS" :" 6. TOGGLE PRINTER (NOW ";("OFFON",HC31,3HC);")":SF76040 :" 7. CHANGE DEFAULTS"::" 8. CHANGE DATA ASSIGNMENTS"::" 9. LOAD/SAVE CUSTOMIZED PARAMETERS"!:"INNC600:NONC:1430-p >> SPECIAL FUNCTIONStu:SF9::" SELECT FUNCTION OR PRESS ":::DV6SF6z" 1. GENERATE DEAD BODIES":" 2. DELETE LAST R,A,E,M":" 3. ADD TO NBR OF R,A,E,M": " 4. TOGGLE LOCK MODE (NOW "CNO:21000:20000:RECNC:NONC:11308P >> DUP. ART.tZNOFROM:RECNO200:22000:20000:RECNC200:NONC:1230 >> DUP. EFF.NOFROM:RECNO400:20000:RECNC200:18000150 >> DUP. MONSTER"NOFROM:24000:RECNO600:20000:RECO600:1420 >> DUPLICATE;C$"DUPLIC.":500:TYPEArC$"DUP. FROM":700:FROMNO:C$"CREATE":700:NCNONON%(TYPE)ĺ"CREATING A ";T$(TYPE);" FROM ANOTHER.":N%(TYPE)N%(TYPE)1TYPE5100,5200,5300,5400 >> DUP. ROOM%NOFROM:RE >> REPLACE ITEM1C$"REPLACE":500:TYPEAOTYPE4100,4200,4300,4400e >> REPLACE ROOMt700:1120h >> REPLACE ARTIF.r700:RECNO200:1220 >> REPLACE EFFECT700:RECNO400:13200 >> REPLACE MONSTER :700:RECN LPLP1:LP1930HCİ36001 A:DK$;"PR#0"h :"PRESS ANY KEY TO RETURN TO MENU";:A$:::150| >> PAGE BREAKLP0:HCĺ(12);"LISTING ";A$;"S"::$:" (PRESS ANY KEY TO CONTINUE) ";:16368,0:B$::(37)1:958j* A:DK$;"PR#0"K4 :"(HIT ANY KEY TO RETURN TO MENU) ";:A$:::150vH F$"EAMON.MONSTERS":A$"MONSTER":3500 >> LIST STUFF ::LP0:"LISTING ";::A$;"S":::34,2:A1N%(TYP):DK$;"READ ";F$;",R";A:NA$:DK$:A$;"#";A;": ";::NA$:":35004 F$"EAMON.ARTIFACTS":A$"ARTIFACT":3500 ::LP0:"LISTING ";:A$"EFFECT"::A$;"S":::34,2:A1N%(TYPE):RECA400:20000:A$;" #";A HCāX1(DE$)40:(DE$,X,40):LPLP1: HCĺDE$:LPLP1 ::LPLP1:LP1235HCİ3600700:RECNO600:24000:20000:14308 >> LIST THINGS C$"LIST":500:TYPEA:N%(TYPE)0ĺ::"NONE OF THAT TYPE TO PRINT!":::"(HIT ANY KEX TO CONTINUE) ";:A$::150 HCĺDK$;"PR#1" TYPE3100,3200,3300,3400 F$"EAMON.ROOMS":A$"ROOM070/ 7:/47/D112250,12290,12290,12290,12260?7/122907/X0DT2:" ";X;" = ";TYP$(X);:XDTĺ22);X1;" = ";TYP$(X1)7/::7/ PRINT TYPES707 0X14:AL$(XAF)FM$(FMP%(AD%(2)),X):70X14:AD%(AFX)FD%(FMP%(AD%(2)),X):8f) 6!/AL$(D)"(NOT USED)"12080@6$/DAFĭFMP%(AD%(2))0120806%/D4ĺ"200+CONT# = INSIDE ART +400 = EMBEDDED +600 = PART OF/UNDER +800 = SPECIAL -(M#+1) = CARRIED BY M"6&/AL$(D);" : ";:I2$(AD%(D)):600:AD%(D)(I$)7+/D2PTAD%(2)İ123020:"TOO LONG!":I2$I$:1220\5.3:958:"ARTIFACT NAME:":" ";::I$::NA$I$:6:I2$DE$5/"ARTIFACT DESCRIPTION:":I2$DE$:600:6:958:"ARTIFACT DESCRIPTION:"::I$::DE$I$:5/D1AF4:D2(DAF2AD%(2)1AD%(2)4)İ122006/D2PTAD%(2(RD%(D)):600:RD%(D)(I$):RD%(D)(RD%(D))(RD%(D))I$Ģ(37):110604H+:"LIGHT (0 = NONE; 1 = NORMAL) ";:I2$(LT):600:LT(I$):4. >> EDIT ARTIFACT4.:"ENTERING ARTIFACT ";NO:I2$NA$::"ENTER ARTIFACT NAME:"5." ";:600:(I$)39Ģ3:DESCRIPTION:":600:6:958:"ROOM DESCRIPTION:"::I$::DE$I$:3*+13:958:"FOR EACH DIRECTION,GIVE THE ROOM THAT THIS ROOM CONNECTS TO (USE ZERO FOR NO CONNECTION, NEGATIVE NUMBER FOR UNUSUAL THINGS.)"3/+D1NDI44+"MOVE ";DD$(D);"...";:I2$(I$))32765FD%(NF,X)(I$)"2),2)6800?2* >> EDIT ROOMx2+:"ENTERING ROOM ";NO::I2$NA$:"ENTER ROOM NAME:"2 +" ";:600:(I$)32Ģ3:20:"TOO LONG!":I2$I$:110202+3:958:"ROOM NAME:":" ";::I$::NA$I$:6:I2$DE$A3 +"ENTER ROOM 600:I$""XDTDTDT1:10500-16)I$""150Q1@)XDT1DTDT1:TY$(DT)I$:150_1J)TY$(X)I$j1^)105001h) === ADD A FORMAT ===1r)6:9581|)NFNF1:X14:"FIELD ";XAF;" LABEL:";:I2$"":600:FML$(NF,X)I$:"DEFAULT DATA:";:I2$"0":6002)(0) >> ART TYPESv0):X0DT:" ";X;". ";TY$(X)::" ";DT1;". NEW TYPE":" ";DT2;". RETURN TO PREVIOUS MENU"0)"INPUT TYPE NUMBER:";A$:(A$)0(A$)DT2ĺ"TRY AGAIN, FROGFACE.":105200")X(A$):XDT268001,):"NEW TYPE:";:I2$TY$(X):===)/(6:958:"INPUT FORMAT NUMBER:";H/(A$:A$"1"A$(NF)10420X/(A$:F(A$)/(6:958:X14:"FIELD ";AFX;" LABEL:";:I2$FM$(F,X):600:FM$(F,X)I$/("DEFAULT DATA: ";:I2$(FD%(F,X)):600:((A$))32765FD%(F,X)(I$)/(/(6800...........",1,20(TY$(X))((TY$(X))20));FM%(X):Y.P("INPUT NUMBER 0 - ";DT;:":";A$~.Z((A$)DTY(A$)0Ģ(37):10320._(X(A$).d("NEW POINTER (0-";NF;:"): ";A$:(A$)0(A$)NFĢ(37):10340.n(FMP%(X)(A$):6800/( === CHANGE FORMAT -'(A$)AF26800M-'X(A$)::"NEW LABEL:";A$:A$""XAFAFAF1:10200\-(A$""150x- (AL$(X)A$:XAFAFAF1-2(10200-<( === CHANGE FPTR ===4.F(6:958:"FOR WHICH ARTIFACT TYPE:":X0DT:" ";X;" = ";TY$(X);(".......................""150",'M$(X)A$:XMFMFMF1-,'10100I,' >> ARTIF. DATA ASSIGN,':X1AF:" ";X;". ";AL$(X)::" ";AF1;". NEW FIELD":" ";AF2;". RETURN TO PREVIOUS MENU",'"INPUT FIELD NUMBER:";A$:(A$)1(A$)AF2ĺ"TRY AGAIN, FROGFACE.":10220MF:" ";X;". ";M$(X)::" ";MF1;". NEW FIELD":" ";MF2;". RETURN TO PREVIOUS MENU"+'"INPUT FIELD NUMBER:";A$:(A$)1(A$)MF2ĺ"TRY AGAIN, FROGFACE.":10120+'(A$)MF26800+'X(A$)::"NEW LABEL:";A$:A$""XMFMFMF1:10100,'A$"OPEN ";A$:DK$"WRITE ";A$:AF:X1AF:AL$(X)::X1AF:DA%(X)::NF:F1NF:X14:FM$(F,X)::*HF1NF:X14:FD%(F,X):::MF:X1MF:M$(X)::X1MF:DM%(X)::DT:X0DT:TY$(X)::DK$;"CLOSE ";A$*z150*t' >> MON. DATA ASSIGNX+~':X1F1NF:X14:FD%(F,X):::MF:X1MF:M$(X)::X1MF:DM%(X)::DT:X0DT:TY$(X)::DK$;"CLOSE ";A$r)150)  >> SAVE PARAM)*6:958:"NAME OF PARAMETERS FILE:"::" ===> ";A$)4(A$,1)"?"ĺDK$;"CATALOG";(A$,2)::A$:7200c*>DK$;16,0:( >> LOAD PARAMV(6:958:"NAME OF PARAMETERS FILE:"::" ===> ";A$((A$,1)"?"ĺDK$;"CATALOG";(A$,2)::A$:::7100(DK$;"OPEN ";A$:DK$"READ ";A$:AF:X1AF:AL$(X)::X1AF:DA%(X)::NF:F1NF:X14:FM$(F,X)::i)          ):N%(4):D$"CLOSE"S#7,0,HANDS,28E FIELD#5,0,FIELD#6,0,FIELD#7,0,HANDS,1>E<E`"FOUND AN ERROR - CODE ";(222):"ON LINE # ";(218)(219)256:(222)10ĺ"CAN'T SAVE FILE - LOCKED.":FHD$(4):D$"OPEN EAMON.DESC,L256":D$"WRITE EAMON.DESC,R0":N%(1):N%(2):N%(30,(NOT USED),1fDz HEAL AMT,0,CHANCES,100,#USES,0,HANDS,1,1ST EFF#,0,#EFFECTS,1,READABLE,999,HANDS,1D ROOM BEYOND,0,KEY#,0,STRENGTH,999,OPEN/CLOSED,1,1ST A#,0,2ND A#,0,3RD A#,0,HANDS,1 Eފ MONSTER#,0,KEY#,0,GUARD#,0,BOUND,1,TYPE,1,AC BONUS,0,FIELD:FML$(X,F),FD%(X,F):C%C 12HC 1,1,2,3,4,5,6,7,8,9,10,11,12tC䉃 FIELD#5,0,FIELD#6,0,FIELD#7,0,HANDS,1C TYPE,2,OB,0,DPB,0,HANDS,1,SIZE,0,COMPOSITION,1,STRENGTH,2,HANDS,1DH CAPACITY,10,ENC.VAL,0,STRENGTH,0,HANDS,2,FUEL,0,ENTNG%,0,LIT,UMBERS4BMF12:M$(MF5),M%(MF5):M1MF:M$(M):oB HPTS,#FOES,ALIGN,COUR,ROOM,SIZE,NDB,CDB,AC,AT,OB,DPBBDM%(MF5):M1MF:DM%(M):B 18,1,1,100,0,0,0,0,0,0,0,0CNF:FMP%(DT5),FML$(DT5,4),FD%(DT5,4):X0DT:FMP%(X)::X1NF:F14L7AʈAF4:AL$(AF4CX),AD%(AF4CX):T1AF:AL$(T):TAˈ VALUE,TYPE,WEIGHT,ROOMjÄT1AF:DA%(T):xAш 1,1,5,0AֈD110:DD$(D):A؈ N ,S ,E ,W ,U ,D ,NE,NW,SE,SWAۈT110:DD%(T)::DLB 0,0,0,0,0,0,0,0,0,0,1: DEFAULT ROOM N)1@31200:@150/@ === SETUP DATA H@ˆCX5:T14:T$(T):h@È ROOM,ARTIF,EFFECT,MONST@LjDT:TYP$(DTCX):T0DT:TYP$(T):AȈ 12,GOLD,TREASURE,WEAPON,SHIELD,CONTAINER,LIGHT,DRINKABLE,READABLE,DOOR/GATE,KEY,BOUND MONSTER,WORN,SPECIA,(X$"2")4):X$O?؆NA$"DEAD "A$:DE$"YOU SEE THE DEAD BODY OF "THE$A$"."?↭(DE$)40ĭ(DE$,41,1)" "DE$(DE$,25):S2640:DE$DE$" "::DE$DE$THE$A$"."?熁X21AF4:AD%(X2)0::AD%(2)1:AD%(3)MD%(6)@RECX200:NOX:18000:N%(2)N%(2ENERATE DEADY>ΆXALA:DK$;"READ EAMON.MONSTERS,R";M:A$:X216:MD%(X2)::DK$:MM1>ӆ6:958:" 1. THE DEAD BODY OF ";A$::" 2. THE DEAD BODY OF THE ";A$::"CHOOSE THE CORRECT PHRASE (1-2):";>ֆX$:X$"1"X$"2"34518?׆THE$("THE ",1:D1ND:RD%(D)::LT:DK$!=y5=y >> WRITE ART.=yDK$;"WRITE EAMON.ARTIFACTS,R";NO:(34);NA$;(34):D1AF4:AD%(D):=yDK$:=z >> WRITE MONSTER=zDK$;"WRITE EAMON.MONSTERS,R";NO:(34);NA$;(34):M1MF:M%(M)::DK$=z >Ć === GDK$:> READ ART.T> READ MONSTER<]DK$"READ EAMON.MONSTERS,R";NO:NA$:D1MF:M%(D):<^DK$:<|y >> WRITE ROOM=yDK$;"WRITE EAMON.ROOMS,R";NO:(34);NA$;(34)%(D)AD%(D):;;150*;PF >> WRITE DESCd;ZFDK$;"WRITE EAMON.DESC,R";REC:(34);DE$;(34):DK$:w; N >> READ DESC;*NDK$;"READ EAMON.DESC,R";REC:DE$:DK$;4N;R >> READ ROOM;RDK$;"READ EAMON.ROOMS,R";NO:NA$:D1ND:RD%(D):;RLT<&R150:`; >> CHG DEF. MONST.:j;:"ENTER NEW DEFAULT VALUES FOR EACH FIELD.":D1MF:M%(D)DM%(D)::14040:D1MF:DM%(D)M%(D)::;150:; >> CHG DEF. ART. ;;:"INPUT NEW DEFAULT VALUES FOR ALL FIELDS.":D1AF:AD%(D)DA%(D)::12050:D1AF:DA:NA$::96M1MFp96"ENTER ";M$(M);": ";:I2$(M%(M)):600:M%(M)(I$):(M%(M))I$ĺ(7):(37):14050v96|969: >> CHG DEF. ROOM9;:"INPUT DEFAULT VALUES DESIRED.":D1ND:RD%(D)DD%(D)::110559;D1ND:DD%(D)RD%(D)::DLLT:;082 >> EDIT EFFECTJ82:"ENTER EFFECT #";NO:I2$DE$:600:DE$I$::`86 >> EDIT MONSTER86:"ENTERING MONSTER # ";NO::I2$NA$:"ENTER NAME:";:600:I$""(I$)3014010 96NA$I$::"ENTER DESC--":I2$DE$:600:DE$I$::"MONSTER # ";NO;" ";::100 $ /// LIST EFFECTSj6:958:"BEGINNING WITH #:";BEG$:BEG$""BEG$"1":18:6:BEG$8:958:"ENDING WITH #:";EN$:EN$""EN$(NE):15:8:EN$(BEG$)NE(BEG$)1BEG$"1"(EN$)NE(EN$)(BEG$)EN$(NE)BEG1:MRG);" ";A$(A2);(PR$,1,10(A$(A2)));(PR$,1,6((A%(A2))));A%(A2);qGA25ĭA%(2)2A%(5)6ĺ" [AMMO]";{:A2LP36PRTLP0:(12);(SIZ(ADV$))21);ADV$D$::PRTĞ:7);"PRESS ANY KEY TO CONTINUE";7);::A$::A$(27)AMON.DESC,R";200R:A$::MRG);"DESC: ":8000:" " A214:LPLP1:MRG);" ";A$(A2);(PR$,1,10(A$(A2)));(PR$,1,6((A%(A2))));A%(A2); A22ĺ" [";TYP$(A%(2));"]";:A2:FMP%(A%(2))03740.A258:A$(A2)"(NOT USED)"3740JBLPLP;"READ EAMON.ARTIFACTS,R";R:X$:A14:A%(A)::DV5A%(2)1āA58:A%(A): A%(2)DTāX14:A$(AFX)"FIELD "(AFX)::3520 FMP%(A%(2))0āX14:A$(AFX)FL$(FMP%(A%(2)),X):3 MRG);"ARTIFACT # ";R;" [";AN$(R);"]":LPLP2:" ":D$;"READ EBEG$"1"1 (EN$)NA(EN$)(BEG$)EN$(NA)K BEG(BEG$):EN(EN$)r D$"OPEN EAMON.ARTIFACTS,L";FL%(3) PRTĺD$"PR#";PS :(12);(SIZ(ADV$))2);ADV$:::LP3:RBEGEN:3500: D$"CLOSE EAMON.ARTIFACTS":D$:D$"PR#0":100M D$Y TO CONTINUE ";::A$::4A$(27)ġ:100:Q /// LIST ARTIF. 6:958:"BEGINNING WITH ARTIFACT:";BEG$:BEG$""BEG$"1":6:25:BEG$ 8:958:"ENDING WITH ARTIFACT:";EN$:EN$""EN$(NA):22:8:EN$  (BEG$)NA(BEG$)1LP1:MRG);" ";DD$(D);": ";(DR%(D)0)((DR%(D))10));DR%(D);5)g\DR%(D)99ĺ"[EXIT]";:2160fDR%(D)0(DR%(D))NRĺ"[";R$((DR%(D)));"]";p:D:D$:LP(48ND)PRTĺ(12);(SIZ(ADV$))2);ADV$:LP1zPRTĺ::" PRESS ANY KE//D$"CLOSE EAMON.ROOMS":D$:D$"PR#0":1004:MRG);"ROOM # ";R;" [";R$(R);"]"::MRG);"DESC:":LPLP4:D$;"READ EAMON.DESC,R";R:A$:8000H:MRG);"DIRECTIONS MOVED IN:":LPLP2:D$;"READ EAMON.ROOMS,R";R:G$:D1ND:DR%(D):FRD1ND:LP#:";EN$:EN$""EN$(NR):8:15:EN$H(BEG$)NR(BEG$)1BEG$"1"p(EN$)NR(EN$)(BEG$)EN$(NR)BEG(BEG$):EN(EN$)D$"OPEN EAMON.ROOMS,L";FL%(1) PRTĺD$"PR#";PS*:(12);(SIZ(ADV$))2);ADV$:::LP3:RBEGEN:2100:DV5:D$;"CLOSE":352 /// SET UP PRINTER\6:958:"WHAT SLOT IS PRINTER IN?";xA$:A$"1"A$"7"1020A$:PS(A$):100 /// LIST ROOMS6:958:"BEGINNING WITH #:";BEG$:BEG$""BEG$"1":6:18:BEG$%8:"ENDING WITH EFFECTS" " 5. LIST MONSTERS 6. TOGGLE PRINTER (NOW";("OFFON",PRT31,3PRT);")":" 7. QUIT"::"INPUT YOUR CHOICE (1-7):";CH CH1000,2000,3000,4000,5000,6000,7000 130 DR$""DV4:DR$"6":216,0:D$;"CLOSE":35LOSE EAMON.MONSTERS" cSIZ406 d /// MAIN ROUTINEn n:12);"EAMON DUNGEON LIST":14);"VERSION 7.0(R)" o(40(ADV$))21);::ADV$: 8:"SELECT ACTION DESIRED:":" 1. SET UP PRINTER":" 2. LIST ROOMS":" 3. LIST ARTIFACTS":" 4. LIST OMS,R";R:R$(R)::D$;"CLOSE EAMON.ROOMS"t ]D$;"OPEN EAMON.ARTIFACTS,L";FL%(3):D$;"OPEN EAMON.MONSTERS,L";FL%(2) _R1NA:D$"READ EAMON.ARTIFACTS,R";R:AN$(R)::D$"CLOSE EAMON.ARTIFACTS":D$ bR1NM:D$"READ EAMON.MONSTERS,R";R:MN$(R)::D$"CIS LIST PROGRAM IS FOR 7.0 ADVENTURES ONLY."::> (ND(DR$) 2D$"OPEN EAMON.DESC,L242":D$;"READ EAMON.DESC,R0":NR,NA,NE,NM,FL%(1),FL%(2),FL%(3):D$ <35000 FR$(NR),AN$(NA),MN$(NM)) ZD$"OPEN EAMON.ROOMS,L";FL%(1):R1NR:D$;"READ EAMON.RO A DUNGEON DESIGN FOR EAMON"::" INSERT DISKETTE WITH DUNGEON, THEN"::" PRESS ANY KEY ...";:16368,0:A$: 200 :D$;"OPEN EAMON.NAME":D$;"READ EAMON.NAME":ADV$:DR$:DV$:D$;"CLOSE":DX$(DV$,1):DV(DX$)0 #216,0:DV7ĺ:"TH ***DUNGEON LIST 7.0(R)***>7.0(R) SUPPORTS THE AC&EY (ADVANCED COMBAT ANDv ENCUMBERANCE SYSTEMS)DEVELOPED BY SAM RUBYDUNGEON LIST WASDEVELOPED BY JOHN NELSON (4);"MAXFILES 5"x D$(4)::5:" LISTINGR *************) MAIN PGM 7.0R= *************CI [ D$(4):10002F1(111):F2(112):D$;"READ EAMON.DESC,R";R400:A$:D$ 7LL((A$)40)1:LLLL:60:A$:LLLL(L0):((109)(110)256(A$))(F1F2256)Ĺ111,F1:112,F                          ";NAME$;".":D$"RUN MAIN PGM"V @24::7);"PRESS ANY KEY TO CONTINUE";7);:A$::r 4!::L1);ADV$;L2)::x >!)z LEADIN PROGRAM- D$(4):rD$"OPEN FRESH MEAT":D$"READ FRESH MEAT":REC:NAME$:D$"CLOSE"D$"OPEN EAMON.NAME":D$"READ EAMON.NAME":ADV$:D$"CLOSE"(L1((40(ADV$))2):L240(ADV$)L1d DESCRIPTION :"GOOD LUCK,5,FIELD#6,FIELD#7,HANDS"<DCITY,ENC.VAL,STRENGTH,HANDS,FUEL,EXNG %%,LIT,HANDSv!. HEAL AMT,CHANCES,#USES,HANDS,1ST EFF#,#EFFECTS,READABLE,HANDS!8 ROOM INTO,KEY#,STRENGTH,STATUS,1ST A#,2ND A#,3RD A#,HANDS!B MONSTER#,KEY#,GUARD#,BOUND,TYPE,AC BONUS,FIELD#7,HANDS"L FIELD#J zNF:FMP%(DT),FL$(DT,4):X0DT:FMP%(X)::X1NF:F14:FL$(X,F):k :PR$"...................."q z 12 ފ 1,1,2,3,4,5,6,7,8,9,10,11,12  FIELD#5,FIELD#6,FIELD#7,HANDS  TYPE,OB,DPB,HANDS,SIZE,COMPOS.,STRENGTH,HANDS2!$ CAPAIELD,CONTAINER,LIGHT,DRINK,READABLE,DOOR/GATE,KEY,BOUND MON.,WORN,SPECIAL^A1AF:A$(A):|Ɖ VALUE,TYPE,WEIGHT,ROOM䉃 NORTH ,SOUTH ,EAST ,WEST ,UP ,DOWN ,NORTHEAST,NORTHWEST,SOUTHEAST,SOUTHWEST HD110:DD$(D):T FIELDS?M$(MF),M%(MF):M$(0)"ADVENTURER":M1MF:M$(M): HIT POINTS,GROUP SIZE,ALIGNMENT,COURAGE,ROOM,SIZE,NATURAL DB,COMBAT DB,ARMOUR CL,ATTACK TP,OFF. BONUS,DP BONUSDT:TYP$(DT):X0DT:TYP$(X): 12I GOLD,TREASURE,WEAPON,SHRTPRTMRG10:SIZ800PRTMRG0:SIZ409100IX /// QUITdbD$"CLOSE":D$"PR#0":t@PRTĺA$:JAZ1(A$)40:MRG);(A$,AZ,40):LPLP1::LPLP1: >>> READ DATÄAF:MFꈃ 4,12: AF = # ARTIF FIELDS, MF = # MONS%(M2))));M%(M2);AM25M%(5)0M%(5)NRĺ" [";R$(M%(5));"]";O:M2:D$LP36PRTLP0:(12);(SIZ(ADV$))21);ADV$:PRTĞ:7);"PRESS ANY KEY TO CONTINUE";6);:A$:::A$(27)ġ:100:p /// TOGGLE PRINTERzPRTP00 | eD$;"READ EAMON.MONSTERS,R";R:MN$:M2112:M%(M2)::D$;"READ EAMON.DESC,R";R600:A$MRG);"MONSTER # ";R;" [";MN$;"]":" ":MRG);"DESC:":8000:" ":LPLP4M2112:LPLP1:MRG);" ";M$(M2);(PR$,1,10(M$(M2)));(PR$,1,6((MNM(BEG$)1BEG$"1"=(EN$)NM(EN$)(BEG$)EN$(NM)WBEG(BEG$):EN(EN$)}D$"OPEN EAMON.MONSTERS,L";FL%(2)PRTĺD$"PR#";PS:(12);(SIZ(ADV$))2);ADV$:::LP3:RBEGEN:5500:D$"CLOSE EAMON.MONSTERS":D$:D$"PR#0":1$::PRTĞ:7);"PRESS ANY KEY TO CONTINUE";7);:A$::::A$(27)ġ:100Rk /// LIST MONSTERS6:958:"BEGINNING WITH #:";BEG$:BEG$""BEG$"1":18:6:BEG$8:958:"ENDING WITH #:";EN$:EN$""EN$(NM):8:15:EN$(BEG$)(BEG$):EN(EN$)%PRTĺD$"PR#";PSN:LP500:4525:RBEGEN:4500::D$aD$"PR#0":100gMRG);"EFFECT #";R;":"::LPLP2D$;"READ EAMON.DESC,R";R400:A$:8000LP48PRTĺ(12);(SIZ(ADV$))2);ADV$:LP1LP500ıLD)A2:EAEAA210:A23M%(0,8)M%(0,8)2:EAEAEA30O CHARACTER CONVERSIONAC)1NANA1:AN$(NA)"ARMOUR":A%(NA,2)11:A%(NA,3)10A2:A%(NA,4)201:A%(NA,5)1:A%(NA,6)A2:A%(NA,8)2:WR%(1)NA<A22ACNANA1:AN$(NA)"SHIELD":A%(NA,2)3:A%(NA,W2):A%(NA,2)2:A%(NA,3)5:A%(NA,4)1:A%(NA,5)WT%(2):A%(NA,6)WO%(W2):A%(NA,7)WD%(W2):A%(NA,8)WS%(W2):`W214:A1NA4:AN$(A)WN$(W2)AN$(A)AN$(A)"+":A00::1090jA,W2tEA0:A2(AC2):A22ACM%(0,8)1:EA54~A2M%(0,8)M%(0,8V):A1BV:BV$(A)::D$;"CLOSE"^$D$;"OPEN EAMON.DESC,L242":D$;"OPEN EAMON.ROOMS,L";L%(1).NC:C$(NC):C1NC:C$(C)::R21:RO1:R31:ND68S14:S2%(S)SA%(S)::V%(NR)L CHARACTER DATAjVW214:W2$(W2)"NONE"THANNANA1:AN$(NA)WN$(ESH MEAT":REC:MN$(0),HD,AG,CH:A14:SA%(A)::A15:WA%(A)::AE,SEX$,GO,BA,ACNWNW4:WN$(NW),WT%(NW),WO%(NW),WD%(NW),WP%(NW),WS%(NW):A14:WN$(A),WT%(A),WO%(A),WD%(A),WS%(A): Z1:D$;"OPEN ATTACK.VERBS":D$;"READ ATTACK.VERBS":BV:BV$(BAD EAMON.ARTIFACTS,R";A:AN$(A):A218:A%(A,A2)::A%(A,2)2NWNW1LD$;"OPEN EAMON.MONSTERS,L";L%(2):A1NM:D$;"READ EAMON.MONSTERS,R";A:MN$(A ):A2112:M%(A,A2)::M%(A,14)M%(A,2) :D$;"CLOSE"SD$;"OPEN FRESH MEAT":D$;"READ FRM,14);" ";MN$(M);"S ARE HERE.":<MN$(M);"S ARE HERE.":BD$;"OPEN EAMON.DESC,L242":D$;"READ EAMON.DESC,R0":NR,NZ,NE,NM:R13:L%(R)::NANZAN$(NA6),A%(NA6,8),MN$(NM),M%(NM,15)FD$;"OPEN EAMON.ARTIFACTS,L";L%(3):A1NA:D$;"RETT1:TT0İ900***LIGHT&z100A EFFECTS OF TT ENDINGGrP$" FLEES!":M%(M,14)1P$"S FLEE!"xP$" IS ":M%(DF,14)1P$" ARE ":P$" LIES MOTIONLESS.":M%(DF,14)1P$" LIE MOTIONLESS." M%(M,2)101ĺM%(((1)100)GG480XrA0:M21NM:M%(M,5)ROM%(M,3)3AA1:(1).7AG2DFM:M2999cw:480A0:M21NM:M%(M,5)ROM%(M,3)1AA1:(1).7AB2DFM:M2999:4807500:TD%(1)Y999TD%(1)M999 TTTT1(1)20):XX(X0):MRFD%(M2)TD%(M2)X}TM%(M,4)MRĺ:988:MN$(M);P$:59:8500:R2ROM%(M,5)R2:M2M:3600:MM2:490YM%(M,3)2490^NM%(M,14):ZN(N6)5(N5):Y1Z:OFM:DF0:M%(M,3)3390hGG1480mM36020(GG3)10(GG3):00,23000,3000,9000,21000,17000,3000,25000,4000,19000,3000,16000,5000,22000,8000,12000,28000,27000,6200,10000, MONSTER ATTACKS6TD%(1)TT500@M1NM:M%(M,5)ROĂ:500EM%(M,15)0M%(M,15)M%(M,15)1:490)JM2M%(M,3)(M%(M,3)2):X(4NC:C$(A)V$CA:290?(C$(A),(V$))V$FF1:CA:F1275L:F290:"I ONLY UNDERSTAND THESE COMMANDS:"::C1NC:C$(C);10(C$(C)));:::210C$(C)S$S$V$:V$C$(C)l"C3000,7000,26000,18000,3000,15000,26500,29000,3000,24000,200 YOUR ACTION? ";A$:L07 (A$,1)" "A$(A$,2):220X A$""A$CZ$:(37):16:A$g A$""275 CZ$A$:A2(A$):(A$,A,1)" "Ă V$(A$,A1):S$(A$,A1) (S$,1)" "S$(S$,2):260 C16:(C$(C),(V$))V$290:F0:A7C B%NZ:D%RO:A1NZ:C%A:A,D%,A%(C%,4),C%,B%:C%A999::180x AC%:M20:A%(A,0)ĺ"YOU SEE THE ";AN$(A)".":57 A%(A,0)A%(A,0)1:RA200:50 C%C%1: AANA:A%(A,4)ROĺ"YOUR ";AN$(A);" IS HERE.":57 ******** :" C%,5),C%,B%:C%M999::160T MC%:M20:M%(M,0)İ56:M%(M,0)1:RM200:50:M21z " ";:M%(M,14)1İ997:57:155 MN$(M);" IS HERE.":57 M2İ51 56:M20:RRO700:M1NM:M%(M,5)RĺMN$(M);:DFM:995:P$:57:M21 :M2İ5600/ ]:"YOU DON'T HAVE IT READY.":LL2:100V ^:"YOU CAN'T DO THAT.":LL2:100e d = MAIN =m n59 }LTĺ:"DARKNESS.":58:190 V%(RO)0V%(RO)2RRO400:50:V%(RO)1 "YOU ARE ";::RN$::59 B%NM:D%RO:M1NM:C%M:A,D%,M%(2 8 9LL1:60 :LL1+ ;LL2:7 <L23ı AL0:::" PRESS ANY KEY TO CONTINUE ";::16368,0:A$::(37)1:958: Z:"I DON'T UNDERSTAND.":LL2:100 [:"YOU DON'T HAVE IT.":LL2:100 \:C$(C);" WHAT?":LL2:1CARRY.":LL1:GT0:(+(\ MON SEARCH;(aWHRO:HAROb(fFO0:C%0:D%0:S,S$,MN$,C%:C%ı(pD%C%:XC%:M%(X,5)HAM%(X,5)WH4770(FOFO1:FO1MX(S$M$(X)MX:(R:C%D%4720(( ART SEARCH(WHRO:HA1:EMBRO4000))300@'"READY ";AN$(A);"? Y/N ";:A$:A$:L0:A$"Y"300]'A%(A,8)2A$"B":17500u'RH0A$"R":17500'A$"L":17500'h'rGT1'|A%(A,3)900ĺAN$(A);" CAN'T BE MOVED.":LL1:GT0:(A%(A,3)WTMXĺ"CAN'T GET IT - TOO MUCH TO M:& GET&4900A&EMBRO200:WHROHARO:4810:FO92V&:4200:GT300&"GOT IT.":LL3:A%(A,4)1:M%(0,0)M%(0,0)A%(A,3)(A%(A,2)4)A%(A,6)(A%(A,2)4):WTWTA%(A,3)::A%(A,2)0A%(A,8)2300'(RH0LH0)(A%(A,8)2(RH0LH(M,3)100FRM%(M,3)100(CH17)2(CH17)(CH12)2(CH12):M%(M,3)1:((1)100)1FRM%(M,3)1%VAM%(M,3):TD%(A)TD%(A)M%(M,1)M%(M,14):FD%(A)FD%(A)M%(M,13)M%(M,14)%`GGGG(A3)(M%(M,14)):BGBG(A1)(M%(M,14)):G2G2(A3):B2B2(A1)&j// CHECK MONSTER REACTIONSc$TD%(1)0:TD%(3)M%(0,1):FD%(1)0:FD%(3)M%(0,13):GG1:BG0:G20:B20o$$M1NM$)M%(M,5)R3R3ROĭM%(M,3)2200((1)M%(M,4)M%(M,5)RO:3670$.M%(M,5)RO3690$3M%(M,3)0TT(M%(M,3)):M%(M,3)1:3670d%8M%;" BLOCKS THE WAY!":58:100P# :"YOU CAN'T GO THAT WAY.":LL2:V%(RO)2:100]# >> GOs# R3RO:ROR2:3600# NX0:D$;"READ EAMON.ROOMS,R";RO:RN$:X1ND:RD%(X):RD%(X)0RD%(X)NRNXNX1# :RD%(7):D$:NLRD%(7):LTLMNL#500$ /":59:1006" D0:A16:(V$,1)("NSEWUD",A,1)DAF" :R2RD%(D)^" R2200R24003300m" R203500" R299ĺ:"YOU SUCCESSFULLY RIDE OFF INTO THE":" SUNSET.":2000" 3490" GTR2200:A%(GT,8)0R2A%(GT,5):3040# :"THE ";AN$(GT))::AE:SEX$:GOLD:BANK:AC:A14:WN$(A):WT%(A):WO%(A):WD%(A):WS%(A):! D$;"OPEN THE ADVENTURER":PRITND$;"WRITE THE ADVENTURER":MN$(0):REC:D$;"CLOSE"! D$;"RUN MAIN HALL,S6,D1"! ///MOVE " TD%(1)TTĺ:"YOU'LL HAVE TO RUN FOR IT! 2510_ :5:"(INSERT EAMON MASTER DISKETTE, THEN":" HIT THE 'C' KEY) ";:16368,0u A$:A$"C"2520} A$ D$;"OPEN CHARACTERS,L150,S6,D1":D$;"WRITE CHARACTERS,R";REC:MN$(0):M%(0,1):M%(0,2):CH:A14:SA%(A):N! A15:WA%(AHE FOLLOWING DEALS:":9 TP0:A1NA:A%(A,4)12350_ A%(A,2)0A%(A,1)A%(A,1)CH10q$ TPTPA%(A,1)) " ";A%(A,1);" GP FOR THE ";AN$(A);".". A:TP;" TOTAL.":8 GOLDGOLDTP:GOLD0GOLD0 B :"(HIT ANY KEY TO CONTINUE) ";:A$:,4)1:WN$(W5)WN$(W21):WP%(W5)WP%(W21):W2W21:W252060X4M%(0,8)ACM%(0,8)ACW14:WP%(W)WT%(W)A%(WP%(W),6):WO%(W)A%(WP%(W),5):WD%(W)A%(WP%(W),7):WS%(W)A%(WP%(W),8) W::5:"YOU SELL YOUR TREASURES AT THE MARKET AND CONCLUDE TS, 'YOU'RE GOING TO HAVE PROBLEMS CARRYING SO MANY WEAPONS. YOU SHOULD CHOOSE FOUR:"W1W21:4);W;"--";WN$(W):::"ENTER THE NUMBER OF THE WEAPON TO SELL (1-";W21;") " (37):23:A$:W5(A$):W51W5W21W5(W5)2080=*A%(WP%(W5)CLOSE":DIEĀW14:WN$(W)"NONE"::W21:A1NA:A%(A,2)1A%(A,2)4ĭA%(A,4)1WN$(W2)AN$(A):WP%(W2)A:W2W21:A%(A,4)0A:W262100W :5:"LORD WILLIAM MISSLEFIRE, WHO HAS PUT ON A LITTLE MORE WEIGHT, CHECKS YOUR EQUIPMENT AND SAYA,8)1 ADVENTURE-SPECIFIC/ TEMPORARY9l3500Bv 30 N,ATTACK,WEAR,SAVE,S,SMILE,REMOVE,RESUME,E,FREE,OPEN,READ,W,GIVE,PUT,READY,U,TAKE,GET,LIGHT,D,SAY,DROP,DRINK,FLEE,HEAL,SWITCH,USE,LOOK,INVENTORY DONE****ADJUST65 D$;"4)1: SAVE AC( ADJUST WEAPONS, WA%A1NA:A%(A,4)1WTWTA%(A,3):M%(0,0)M%(0,0)A%(A,3)(A%(A,2)4)A%(A,6)(A%(A,2)4)A%(A,4)201ĭA%(A,2)11WTWTA%(A,3)(2AN$(0)"EMPTY HAND":A%(A,2)2:A%(A,5)2:A%(A,6)15:A%(A,7)4:A%(3)5:A%(NA,4)1:A%(NA,5)0:A%(NA,6)2:A%(NA,7)2:A%(NA,8)1M%(0,1)HD(HD19)1(HD18HD23)1(HD22):HD20M%(0,2)1:HD23M%(0,2)2MX10010(HD18)10(HD22)M%(0,3)5(AG18)5(AG22):M%(0,7)M%(0,3)M%(0,9)A2:M%(0,8)0:M%(0,1(DF,13)M%(DF,13)DM8M%(DF,13)1M%(DF,13)0:MN$(DF);" IS UNHARMED.":59k8M%(DF,13)M%(DF,1)77008MN$(DF);:(M%(DF,13)5M%(DF,1)1)7660,7665,7670,7675,76808" IS LIGHTLY WOUNDED.":598" IS HURTING.":598" IS IN PAIN.":59 9):HT4ĺ"---A CRITICAL HIT!":LL1:7700f7S6M%(OF,12)(M%(OF,12)0):DHTDB(HT1)S((1)S)17A$"---A HIT!":HT1A$"---A GOOD HIT!":HT3ĺ"---A SOLID HIT!"7DDM%(DF,9):A$:LL1:D1D0:M%(OF,10)600ĺ"ABSORBED BY ARMOUR":598M%Bī59Y6A5Bĺ" SHIELD DAMAGED!":A%(LH,5)A%(LH,5)B:A%(LH,7)A%(LH,7)1:LL1:596" SHIELD DESTROYED!":A%(LH,5)0:A%(LH,7)0:LL1:M%(0,8)0:596 DAMAGE ASSESSMENT6MR150MR150)7HT11(MRDL%(2)1)1(MRDL%(3)1)1(MRDL%(4)ĺ"---TOO SLOW!":59>5MRMRD1:MRDL%(1)ĺ"---DODGED!":59o5D2MRMRD2:MRDL%(1)ĺ"---BLOCKED!":75905MRMRD3:MRDL%(1)ĺ"---PARRIED!":59576005 SHIELD5M%(OF,12)A%(LH,7)DF0596A((1)100):BM%(OF,12)A%(LH,7):A10(DF,7)0):HT0:D1M%(DF,7)(M%(DF,7)0):D3(M%(DF,8)):D20:M%(DF,8)0D2D3:D304yM%(DF,15)0D10:D20:D30:MRMR20:MN$(DF);"***WHO IS CAUGHT WITH DEFENSES DOWN!":LL14~MRDL%(1)ĺ"---A MISS.":59:**FUMBLES5OF0MRMRM%(0,0):MRDL%(1)M%(OF,10)1)3((M%(OF,10)1)3)M%(OF,10)M%(OF,10)3R3`ACM%(DF,9):AC3AC33jDL%(1)755AC:DL%(2)755AC5(AC3):DL%(3)905(AC2)15(AC3):DL%(4)1155(AC0)5AC:M%(DF,6)0DL%(4)DL%(4)5M%(DF,6)R4tRR((1)100):MRRROBM%(DF,7)(M%2: 2L HIT DETERMINATION2QOBM%(OF,11):DPM%(OF,12)(M%(OF,12)0):M%(OF,15)5M%(OF,15)0:"????? ";BV$(M%(OF,10));" ";MN$(DF):LL1:M%(OF,10)M%(OF,10)1:HT1:DB0:762073VMN$(OF);" ";BV$(M%(OF,10);" ";MN$(DF):LL1:M%(OF,10)M%(OF,10)1:(17390=1M%(DF,3)1:M1NM:M%(M,3)1M%(M,3)2M%(M,3)1\1M:R4R3:R3RO:3600:R3R4e1300~1 MONSTER GET WEAPON1GT01A1NA:A%(A,4)ROA%(A,2)2GT1Ă:2MN$(OF);" PICKS UP ";AN$(A);"."::A%(A,4)OF1:M%(OF,10)A%(A,5):GT1(M%(DF,10)30:M%(0,8)(FM%(0,8)X):A%(RH,5)472500HA%(LH,2)3M%(0,8)(OBX)(M%(DF,10)10):RH0ĭM%(DF,10)24M%(DF,10)28M%(0,8)(OBX)0M72800R RANGED COMBAT0p0z75100 AFTER ATTACK0 SKILL INCREASE1TT0:M%(DF,3)0)(A%(RH,5)5):M%(0,10)A%(RH,5)323(A%(RH,5)6):RH0M%(0,10)((1)3)25/>M%(0,8)0:M%(0,10)A%(RH,5)32:A%(RH,5)5A%(RH,5)6M%(0,10)13:725060CX11(BG1)1(BG2):A%(LH,2)3M%(0,8)(WA%(6)M%(0,3)A%(LH,5)):F1.5(M%(DF,10)15).5"THE ";AN$(A);" SHATTERS!":58:A%(A,6)A%(A,6)(A%(A,2)8):300V."WHAM!":59:300j.  FIX VARIABLES.*OF0:DFM:A%(RH,2)2İ7400:GT100,7235Q/4M%(0,11)WA%(A%(RH,5))M%(0,3)A%(RH,6):OBM%(0,11):M%(0,12)A%(RH,7):DPM%(0,2)M%(0,12)(M%(0,12)X ATTACK *** ADJUSTG-b4900:56:LTĺ"YOU SWING BLINDLY!":59:300Z-l4700:FO7200m-v4800:FO7100u-92- ATTACK ARTIFACT-A%(A,2)4A%(A,2)87190-D0:A%(RH,2)2DA%(RH,7)6M%(0,2):A%(A,7)A%(A,7)D@.A%(A,7)0A%(A,7)0:B201:4810:FOİ6700:300:,V4700:FORM200:50:300H, SPECIALU,92:100l,, === EXAM ART A ,6ANZĺ"YOU SEE YOUR ";AN$(A);".":59,rRA200:50:A%(A,0)1:LK1,wB1NZ:A%(B,4)A600A%(B,4)RO:A%(B,0)1:RB200:50,|,-(1)100)A%(A,6)ĺ"THE ";AN$(A);" GOES OUT!"::LL3:A%(A,7)0:ALSLS0:LC0:LM0:LTNLb+F300m+p LOOKz+$V%(RO)2+.300+8 EXAMINE+=+BWHRO:HA1:EMBRO400:4810:FOİ6700:A%(A,4)A%(A,4)400(A%(A,4)400):300,LWH201:HA201:EM*.* ///DROP*4900C*WH1:HA1:EMB1:4810:FO91p*:AN$(A);" DROPPED.":LL3::A%(A,4)RO*WTWTA%(A,3):ARHM%(0,0)M%(0,0)A%(A,3)(A%(A,2)4)A%(A,6)(A%(A,2)4)*RHRH(ARH):LHLH(ALH)Y+A%(A,2)5A%(A,7)1ĭ(&)FO0:C%0:D%0:S,S$,AN$,C%:C%ı2)X1NAt)D%C%:A2A%(C%,4):A2WHA2HAA2EMFOFO1:AC%:C%D%Ă:)R:C%D%Ă:)X999::F1ĺ:"WHICH ";S$;" DO YOU WANT?":F0:::100)$ GET S$))S$""ĺ:C$(C);" WHO OR WHAT";:S$:4900400:4810HLJFO925HVJA%(A,4)1ĭARHALH93mH`J:A%(A,5)0A%(A,2)5ĺ"IT WON'T LIGHT.":59:100H~J"IT LIGHTS.":59:A%(A,7)1:LT1HJA%(A,4)1LSA:LM1:LCA%(A,5)HJ300H N OPENH*N4900:4800:FOHA201:4810:FO92 I4NA%(A DISKETTE TO RESTART THE GAME."ZGF:"DO YOU WISH TO CONTINUE? ";:A$:A$::A$"Y"ĀGF"INSERT GAME DISK AND PRESS ";N$::LP0:29060G|GD$;"OPEN EAMON.DESC,L242":D$;"OPEN EAMON.ROOMS,L";L%(1)G8J LIGHT HBJ4900:HA1:WHRO:EMBROȂFDK$"BSAVE GAME.PTRS,A$69,L8"xFFDK$"BSAVE GAME.SVAR,A";(105)(106)256;",L";(109)(110)256(105)(106)2561FFDK$"BSAVE GAME.STR,A";(111)(112)256;",L";(115)(116)256(111)(112)2561 GF:"THE GAME IS NOW SAVED. BOOT ON THIS":"(A,2)4) EzDA$"L"A$"B"LHA+ED17900AEDYY0:ALS:5100JED300dEE EFFECTS OF READYINGjEFFuEPF SAVEEZF:"DO YOU WANT TO SAVE THIS GAME? ":"(Y/N) :";EdFA$:A$"Y"A$"N"18020EnFA$:A$"N"100ExFD$;"CLOSE":X(0):DK$(4)FB READY 2-HANDERWDBRHM%(0,0)M%(0,0)A%(RH,3)(A%(RH,2)4)A%(RH,6)(A%(RH,2)4)mDBY(RHLS)(LHLS)DBRH0:LH0:A$"B":17500D\D ***READY***DfDAN$(A);" READIED.":58EpDA$"R"A$"B"RHA:M%(0,0)M%(0,0)A%(A,3)(A%(A,2)4)A%(A,6)(A%";BCB"? ";:A$:A$::A$"R"A$"L"ĭA$"B"A%(A,8)1.5100|CB(A$"R"RH0)(A$"L"LH0)(A$"B"RH0LH0)17500CBA$"B"17100CBA$"R"M%(0,0)M%(0,0)A%(RH,3)(A%(RH,2)4)A%(RH,6)(A%(RH,2)4):Y(RHLS):17500CBY(LHLS):17500DARHALH937B>:"YOU READ IT OUT LOUD.":56:300=Bt@]BB:"'";S$;"!'":LL3::300iBhB READYBrB4900:WH1:HA1:EMB1:4810:FO91B|BA%(A,2)0A%(A,8)394BB:A%(A,8)217100CB"(R)IGHT HAND OR (L)EFT";:A%(A,8)1.5ĺ" OR (B)OTHRO15100'A:M%(M,3)15030,15040,15050LA:MN$(M);" GROWLS AT YOU!":15100oA:MN$(M);" IGNORES YOU.":15100A:MN$(M);" ";C$(C);"S BACK.":15100A:M::100A> SAYA>4900:WHRO:HA1:EMBHA:4810:FO16500A>A%(A,2)792B>A%(A,4)1 BACKFIRES!"::DF0:A0:D1:S6:76350@. HEALG@.S$""DF0:12010Y@.4700:FO90r@.S2:11500:SUC300@.:M%(DF,13)ĺ"SOME WOUNDS HEAL!"::LPLP3@.M%(DF,13)M%(DF,13)((1)5)((1)5)2:7645:300@: SMILEA::M1NM:M%(M,5)AN$(LH)?':7645:65:100p?,SUC0:SA%(S)RL(100(1)1):SUC(((RLS2%(S))(RL5))(RL95)):RL10011600?,SUCĺ:"NOTHING HAPPENED.":?-RL(100(1)1):RLS2%(S)S2%(S)S2%(S)2:SA%(S)SA%(S)2? -S2%(S)S2%(S).8?-%@P-:"THE SPELL0->$':MN$(DF);" CARRIES THE FOLLOWING:":x>.'LK0:A1NA:A%(A,4)DF201ĺ" ";AN$(A);25(AN$(A)));"[WORN]":LK1>8':LKĺ>B'A1NA:A%(A,4)DF1Ă:10100>L'" ";>`'AN$(A)>j'>t'?~'DF0ĺ:"RIGHT HAND: ";AN$(RH):"LEFT HAND: ";M%(0,0)M%(0,0)A%(A,3)(A%(A,2)4)A%(A,3)(A%(A,2)4)f=#A%(A,4)M1:RHRH(ARH):LHLH(ALH)o=#300=# /// GIVE A TO M=#GT1=J$=%(S$)GOĺ:"YOU DON'T HAVE THAT MUCH."::100=&%G(S$):GOGOG=v%300=' INVEN>'S$""DFR!<(# ///GIVED<2#4900:WH1:HA1:EMB1:S$"GOLD"A0:9020V<7#4810:FO91<<#:"GIVE TO WHOM? ";S$:4700:FO90!NX0R2RO::".....BUT CAN'T FIND AN EXIT!"::;H!R2RD%(6(1)1):R21R2NR8510QZ90HQZ ARTQZA%(A,7)0ĺ:"THE WORDS HAVE DISAPPEARED!"::LL3:300QZ:X1A%(A,6):RA%(A,5)1X:50::A%(A,7)A%(A,7)1:300Q] FREEQ]4900:WHRO:HARO:EMBRO:4810:FO90 R]A:100FPhV((1)100)A%(A,6)ĺ:"NOTHING SEEMS TO HAPPEN.":58:300PrVA%(A,7)A%(A,7)1:M%(0,13)M%(0,13)A%(A,5)::"YOUR WOUNDS SEEM TO ";("OPENHEAL",(A%(A,6)0)41,4);"!"PwVA%(A,7)0A%(A,1)0P|VDF0:GSOUB7645:300PY READ QY4900:48000:LTNL3OUA%(IT,4)A200:A%(A,3)A%(A,3)A%(IT,3)BOU"OK.":59KOU300WOU DRINKoOU4900:4800:FO92OUA%(A,4)1ĭARHALH93OVA%(A,2)622100OJV:"YOU'RE NOT THAT THIRSTY!":100OTV HEALP^VA%(A,7)ĺ:"THERE ISN'T ANY LEFT!":A%(A,4)0WTWTA%(IT,3)(A%(A,4)1)gNUM%(0,0)M%(0,0)A%(IT,3)(A%(IT,2)4)A%(IT,6)(A%(IT,2)4)NUA%(IT,4)1ARHM%(0,0)M%(0,0)A%(IT,3)(A%(A,2)4)A%(IT,6)(A%(IT,2)4)NURHRH(ITRH):LHLH(ITLH)OUITLSLS0:LC0:LM0:A%(LS,7)в PUTMR4900:4800:FO92_MRITA:"PUT INTO/ON WHAT? ";S$:4800:FOĺ:"INTO WHAT?":100rMXRA%(A,2)490MbRA%(A,3)A%(IT,3)A%(A,5)ĭA%(A,3)900ĺ:"IT WON'T FIT.":58:300MSA%(IT,4)191MUA%(IT,4)1WTWTA%(IT,3)(A%(A,4)0)&NU%(A,8)0A%(A,8)3ĺ"READY ";AN$(A);"? Y/N ";:A$:A$:A$"Y"17030OLO:300_LP DOOR/GATELP:A%(A,8)0ĺ"IT IS OPEN ALREADY.":58:300L(PA%(A,6)0ĭA%(A,6)RHA%(A,6)LHĺ"IT WON'T OPEN.":58:300L2P"IT OPENS.":58LNA%(A,2)420100(IzN948IN CONTAINERMINA%(A,7)020145INGT0:X1NA:A%(X,2)9ĭA%(X,5)AA%(X,6)AA%(X,7)HENXLHXRHGTXIN:GT0ĺ:"IT WON'T OPEN!":58:300INA%(A,7)0:A%(A,4)0ĺ:"IT OPENS.":58JNA%(A,4)02 4gh` a8 ȱ8iЯ`C`t@ Ak ߠȱ ߅ ߅ ߠȱ8ܩ`R 8E ߠృȱȱ i祜i ߅<ȱȱ0&008e$"WRITE EAMON.NAME":ADV$:ND:DV:L(0):L(1):L(2):L(3):D$;"CLOSE"x:16368,0:"CONTINUE? ";A$:A$::A$"Y"47DSE":"CONTINUE? ";A$:A$::A$"Y"47;",R"I @A0ĺA$(I)- JJ1X:A%(I,J)::< TD$"CLOSE" D$;"OPEN EAMON.DESC":D$"WRITE EAMON.DESC":N(1):N(3):NE:N(2):L(1):L(2):L(3):D$;"CLOSE" :16368,0:"CONTINUE? ";A$:A$::A$"Y"47DD$;"CLOSE"ED$;"OPEN EAMON.NAME":DD$: X71(A3)4(A2): D$"OPEN "E$(A)",L"L(A)d I1N2(A):D$"READ"E$(A)",R"I:A$(I) V1X:A%(R,V)::D$: D$"CLOSE":D$"DELETE "E$(A) N(A)N2(A) ,L(A)N:N(A)N2(A) 1D$"OPEN"E$(A)",L"L(A) 6I1N2(A):D$"WRITE"E$(A)$:N(N$)J d:"ENTER # OF RECORDS (CURRENT=";N(A);") ";:G$:N2(A)(G$) n:3:"BE SURE THAT THE DISK IN THE DRIVE NOW IS THE ONE WHICH YOU WISH TO RESIZE." x :"TYPE 'C' TO BEGIN, OR ANY OTHER KEY TO ABORT: ";:Q$:Q$:Q$"C"Ā  ......"L(1):" MONSTERS..."L(2):" ARTIFACTS.."L(3) <:"WHICH ONE DO YOU WISH TO RESIZE?"::" 1) ROOMS 2) MONSTERS 3) ARTIFACTS ";:A$:A(A$):A1A3Ā F:"ENTER THE NUMBER OF YOUR SELECTION: ";A$:A(A$):A3Ā Z"ENTER FILE SIZE: ";:N$:A$:A$"C"30[ (D$"OPEN EAMON.NAME":D$;"READ EAMON.NAME":ADV$:ND:DV$:D$;"CLOSE" -D$;"OPEN EAMON.DESC":D$;"READ EAMON.DESC":N(1):N(3):NE:N(2):L(1):L(2):L(3):D$;"CLOSE" .N(0)N(1)5 2::"THE PRESENT FILE SIZES ARE:"::" ROOMS RESIZE FILES UTILITY/ VERSION 7.0RGA$(200),A%(200,15) D$(4):E$(1)"EAMON.ROOMS":E$(2)"EAMON.MONSTERS":E$(3)"EAMON.ARTIFACTS"::3:10:"RESIZE FILES UTILITY":: 6:"INSERT ADVENTURE DISK TO BE MODIFIED AND TYPE 'C'":A    90N,0;YRq:"DO YOU WANT TO RESTART THIS GAME?":" Y OR N:";ZY\qA$:A$"Y"A$"N"29020lYfqA$:A$"N"ĀYpq(4);"BLOAD GAME.PTRS":(4);"BLOAD GAME.SVAR":(4);"BLOAD GAME.STR"Yq18300Yq100Zp:A1NA:A%(A,4)ROA%(A,2)10A%(A,3)90041e8 (4);"MAXFILES 7":SL$((43626)):DR$((43624))MDK$(4):D$(4)cLR70:LM70:LA64x(L1242:B0:TT13~DK$;"OPEN EAMON.DASC,L";L1R1TT:RECRBDK$;"READ EAMON.DASC,R";REC:DE$:DK$:I2$DE$:600:DE$I$: 3   REC:DE$:DK$4NSDESC,R0":T14:N%(T):(gLR:LM:LA9lDK$;"CLOSE"N2 >> EDIT EFFECT2:"ENTER EFFECT #";NO:I2$DE$:600:DE$I$::PF >> WRITE DESCZFDK$;"WRITE EAMON.DESC,R";REC:(34);DE$;(34):DK$: N >> READ DESC *NDK$;"READ EAMON.DESC,R";5010) DK$;"CLOSE"::"DISK 1";A$::nDK$;"OPEN EAMON.ARTIFACTS,L";LA:DK$;"OPEN EAMON.MONSTERS,L";LMt >DK$;"CLOSE"::"DISK 2";A$::HDK$;"OPEN EAMON.ROOMS,L";LR:DK$;"OPEN EAMON.DESC,L242"RX >> QUITbDK$;"WRITE EAMON.5900:150 ART DESCG:700:RECNO200:DE$"":R8İ20000f"ARTIFACT DESCRIPTION:": I2$DE$:600:DE$I$:180005010|:700:RECNO600:DE$"":R8İ20000"MONSTER DESCRIPTION:":I2$DE$:600:DE$I$:18000 OLD ARTIFACT [NA] NEW ARTIFACT [OM] OLD MONSTER [NM] NEW MONSTER": "CHOICE? ";CH$ R80:CH$"NA"CH$"NM"R81 CH$"OA"CH$"NA"TY2:5100CH$"OM"CH$"NM"TY4:5500(I$,(I$)1):A$;:615@ A$(8)(I$)I2$I$I2$:A$;:600Q A$(8)600p A$(27)ĺI2$:I$I$I2$:y 615  >> EDIT EFFECT  700:RECNO400:20000:13000:18000:150  DESC EDIT 5950 :"ENTER SELECTION:": " [OA] I$"":615) A$(4)I2$(I2$,2):610z A$(9)CIISIS:H(36):V(37):39:1::(" I",IS1,1)::H1:V1:615 A$(9)I2$" "I2$:610 A$(21)(I2$)A$(I2$,1):625 A$(21)A$" ":625 A$(8)(I$)1I2$(I$,1)I2$:I$Kġ::900R l(A$(31)A$(9)(A$(21)(I2$)))(I$)(I2$)250ĺ(7);:615v nA$(31)ISĺA$;:I$I$A$:610 qA$(31)ĺA$;:I$I$A$:I2$(I2$,2):615 vA$(5)ĺI2$;:I$I$I2$:I2$"":615 {A$(2)(I$)āA1(I$):(8);::I2$I$I2$:DK$ :I2$DE$:600:DE$I$:& , d DK$;"WRITE EAMON.DASC,R";REC:(34);DE$;(34):DK$ X///ROUTINE TO INPUT I$, HAVING BEEN PASSED I2$ ]I$"":IS0 bI2$;:958:(I2$)āA1(I2$):(8);: gA$:A$(13)Č958:: jA$(17)L 8 (4);"MAXFILES 7":SL$((43626)):DR$((43624))MDK$(4):D$(4)cLR70:LM70:LA64x(L1256:B0:TT30~ PRINT DK$;"OPEN EAMON.DASC,L";L1DK$;"OPEN EAMON.DESC,L";L1R1TT:RECRB DK$;"READ EAMON.DESC,R";REC:DE$:   A DARK AND NARROW HALL. (N/S)"X PDK$;"DELETE EAMON.ROOMS":DK$;"OPEN EAMON.ROOMS,L70" ZR1196:DK$;"WRITE EAMON.ROOMS,R";R dRN$(R):A17:RD%(R,A):: nDK$;"CLOSE"D;R:RN$(R):A17:RD%(R,A):A:Rj 2R41196:DK$;"READ EAMON.ROOMS,R";R:RN$(R):A17:RD%(R,A):A:R <DK$;"CLOSE":DK$ F HRN$(11)"NEAR THE LAKE. (E/S)":RN$(130)"IN A NARROW DESCENDING CANYON.":RN$(168)"IN A DARK HALL. (E)":RN$(169)"IN  DK$(4)(RN$(196):RD%(196,7)HDK$;"OPEN EAMON.ROOMS,L70"R1196:DK$;"READ EAMON.ROOMS,R";R:RN$(R):A17:RD%(R,A):::60R113:DK$;"READ EAMON.ROOMS,R";R:RN$(R):A17:RD%(R,A):A:R! (R1535:DK$;"READ EAMON.ROOMS,R"F ROOMS, ARTIFACT,ETC" k " 4. REPLACE OLD ROOM,ARTIFACT OR":" MONSTER (WITHOUT VIEWING OLD)"q " 5. WRITE/EDIT A DESCRIPTION" " 6. SPECIAL FUNCTIONS"  " 7. QUIT" ":"ENTER KEY FOR YOUR CHOICE (1-7) "; ,ING ";::DUNGN$:("LOCK",1,LK4);:L " ";::("CONT.ISRT",1,9CI): "YOUR CHOICES ARE--"::" 1. ADD NEW ROOM,ARTIFACT,EFFECT OR":" MONSTER" " 2. EDIT OLD ROOM,ARTIFACT, EFFECT":" MONSTER"  " 3. LIST NAMES O #104 (" INSERT SANCTUARY - DISK 1";A$q 2N%(1)196:N%(2)114:N%(3)106:N%(4)37:LR70:LM70:LA64 <DUNGN$"SANCTUARY":ND$"6":DV$"7.0R":DV7 FND6 P5910 Z35000 60000% :T14:T$(T);"-";N%(T);" ";:::3:4);"EDITS DUNGEON EDIT 7.0R. HAS BEEN MODIFIED FORF 'SANCTUARY' AND IS_ NOT COMPATIBLE WITHv OTHER 7.0 OR 7.0R ADVENTURES  (4);"MAXFILES 7" DK$(4):D$DK$::5:" DUNGEON EDITOR 7.0(R)"::11);::"SANCTUARY VERSION":8 ***DUNGEON EDIT 7.0(R)***;THIS PROGRAM SUPPORTSTTHE ADVANCED COMBATqAND ENCUMBERANCE SYSTEM ('ACE') THE DUNGEON EDITOR WASDEVELOPED BY JOHN NELSON AND TOM ZUCHOWSKI  ***IMPORTANT: THI     !!! ! ! ! ! !!!!!!!!!""" " " " " """""""""       " ":625I A$(8)(I$)1I2$(I$,1)I2$:I$(I$,(I$)1):A$;:615q A$(8)(I$)I2$I$I2$:A$;:600 A$(8)600 A$(27)ĺI2$:I$I$I2$: 615S {A$(2)(I$)āA1(I$):(8);::I2$I$I2$:I$"":615Z A$(4)I2$(I2$,2):610 A$(9)CIISIS:H(36):V(37):39:1::(" I",IS1,1)::H1:V1:615 A$(9)I2$" "I2$:610 A$(21)(I2$)A$(I2$,1):625 A$(21)A$8);:! gA$:A$(13)Č958::; jA$(17)LKġ::900 l(A$(31)A$(9)(A$(21)(I2$)))(I$)(I2$)250ĺ(7);:615 nA$(31)ISĺA$;:I$I$A$:610 qA$(31)ĺA$;:I$I$A$:I2$(I2$,2):615 vA$(5)ĺI2$;:I$I$I2$:I2$"":615;TCH PLEASE";A$::DK$5 DK$;"OPEN EAMON.DASC,L242"P RAZ:RECRB:N3N31 DK$;"WRITE EAMON.DASC,R";REC:(34);DE$(N3);(34)::DK$;"CLOSE" ,SUTINE TO INPUT I$, HAVING BEEN PASSED I2$ ]I$"":IS0 bI2$;:958:(I2$)āA1(I2$):(8 (4);"MAXFILES 7":SL$((43626)):DR$((43624))MDK$(4):D$(4)_(B0:A11:Z13}2NZA1:DE$(N):N20:N30DK$;"OPEN EAMON.DESC,L242"RAZ:RECRB:N2N21DK$;"READ EAMON.DESC,R";REC:DE$(N2)::DK$;"CLOSE" DK$:"SWI   615+ A$(8)(I$)I2$I$I2$:A$;:600< A$(8)600[ A$(27)ĺI2$:I$I$I2$:d 61527)ĺI2$:I$I$I2$: 615S4)I2$(I2$,2):610e A$(9)CIISIS:H(36):V(37):39:1::(" I",IS1,1)::H1:V1:615 A$(9)I2$" "I2$:610 A$(21)(I2$)A$(I2$,1):625 A$(21)A$" ":625 A$(8)(I$)1I2$(I$,1)I2$:I$(I$,(I$)1):A$;:(31)A$(9)(A$(21)(I2$)))(I$)(I2$)250ĺ(7);:615a nA$(31)ISĺA$;:I$I$A$:610 qA$(31)ĺA$;:I$I$A$:I2$(I2$,2):615 vA$(5)ĺI2$;:I$I$I2$:I2$"":615 {A$(2)(I$)āA1(I$):(8);::I2$I$I2$:I$"":615 A$(00: DK$;"WRITE EAMON.DASC,R";REC:(34);DE$;(34):DK$O ,:DK$;"CLOSE": X///ROUTINE TO INPUT I$, HAVING BEEN PASSED I2$ ]I$"":IS0 bI2$;:958:(I2$)āA1(I2$):(8);: gA$:A$(13)Č958:: jA$(17)LKġ::900= l(A$420 DESC EDIT59509:"ENTER SELECTION:":" [OA] OLD ARTIFACT [NA] NEW ARTIFACT [OM] OLD MONSTER [NM] NEW MONSTER":"CHOICE? ";CH$R80:CH$"NA"CH$"NM"RC$"REPLACE":500:TYPEA:TYPE4100,4200,4300,4400P >> REPLACE ROOMl700:RECNO:5950:1120h >> REPLACE ARTIF.r700:RECNO200:1220 >> REPLACE EFFECT700:RECNO400:13200 >> REPLACE MONSTER:700:RECNO600:1": ";::NA$:- LPLP1:LP1930HCİ3600@ A:DK$;"PR#0"S :5900::150g >> PAGE BREAKLP0:HCĺ(12);"LISTING ";A$;"S"::$:" (PRESS ANY KEY TO CONTINUE) ";:16368,0:B$::(37)1:958j >> REPLACE ITEM1235HCİ3600!* A:DK$;"PR#0"Z4 :"(HIT ANY KEY TO RETURN TO MENU) ";:A$:::150H F$"EAMON.MONSTERS":A$"MONSTER":3500 >> LIST STUFF ::LP0:"LISTING ";::A$;"S":::34,2:A1N%(TYP):DK$;"READ ";F$;",R";A:NA$:DK$:A$;"#";A;:5950:35009 F$"EAMON.ARTIFACTS":A$"ARTIFACT":3500C 5950 ::LP0:"LISTING ";:A$"EFFECT"::A$;"S":::34,2:A1N%(TYPE):RECA400:20000:A$;" #";A HCāX1(DE$)40:(DE$,X,40):LPLP1: HCĺDE$:LPLP1 ::LPLP1:LPECNO600:24000:1430+ >> LIST THINGS C$"LIST":500:TYPEA:N%(TYPE)0ĺ::"NONE OF THAT TYPE TO PRINT!":::"(HIT ANY KEX TO CONTINUE) ";:A$::150 HCĺDK$;"PR#1" TYPE3100,3200,3299,3400  F$"EAMON.ROOMS":A$"RO OM"20000:11000:31100:18000:5900:150< >> EDIT ARTIFACT700:RECNO200:22000:X14:AL$(AFX)FML$(FMP%(AD%(2)),X):1230 >> EDIT EFFECT 700:RECNO400:5950:21000:20000:13000:18000:5900:150` >> EDIT MONSTERj 700:R150x >> ADD MONSTER>N%(4)N%(4)1:NON%(4):RECNO600gNA$"":DE$"":D1MF:M%(D)DM%(D):14000:31400:LKī150800 >> EDIT OLD ITEMC$"EDIT":500:TYPEATYPE2100,2200,2300,24004%>700:RECNO:5950:21000:"":DE$"":D1AF:AD%(D)DA%(D)::X14:AL$(XAF)FM$(FMP%(AD%(2)),X):e12000:31200:LKī150n800 >> ADD EFFECT5950N%(3)N%(3)1:NON%(3):RECNO400(DE$""213000:18000::"MORE? ";:A$:A$::A$"N"1310<5900: Q5950+VN%(1)N%(1)1:NON%(1):RECNOj`NA$"":DE$"":D1ND:RD%(D)DD%(D)NO(DD%(D)0)::LTDLuj11000t31100:18000::"MORE? ";:A$:A$::A$"N"1100~5900:150 >> ADD ARTIFACTN%(2)N%(2)1:NON%(2):RECNO200INA$(NO)ġ:150&  >> LOCKED <<P*:C1020,2020,3010,4020,5020,150,150Yz150t >> DELETE FROM LOCKLKLK:C1N%(TYP)N%(TYP)1:150150 >> ADD ITEMC$"ADD":500:TYPEATYPE1100,1200,1300,1400L >> ADD ROOM:A$;:6152A$(8)(I$)I2$I$I2$:A$;:600CA$(8)600bA$(27)ĺI2$:I$I$I2$:k615 >> GET NUMBER6:958:"INPUT NUMBER OF ";T$(TY);" TO ";C$ " (1-";N%(TYPE);:") ";A$:NO(A$):NO1NON%(TYPE)(C$"CREATE")NOA$(4)I2$(I2$,2):610lA$(9)CIISIS:H(36):V(37):39:1::(" I",IS1,1)::H1:V1:615A$(9)I2$" "I2$:610A$(21)(I2$)A$(I2$,1):625A$(21)A$" ":625 A$(8)(I$)1I2$(I$,1)I2$:I$(I$,(I$)1)(A$(31)A$(9)(A$(21)(I2$)))(I$)(I2$)250ĺ(7);:615hnA$(31)ISĺA$;:I$I$A$:610qA$(31)ĺA$;:I$I$A$:I2$(I2$,2):615vA$(5)ĺI2$;:I$I$I2$:I2$"":615{A$(2)(I$)āA1(I$):(8);::I2$I$I2$:I$"":615ECT, OR MONSTER (HIT KEY, RAEM) ";LA$:A14:A$("RAEM",A,1)Ă:520VA$:X///ROUTINE TO INPUT I$, HAVING BEEN PASSED I2$]I$"":IS0bI2$;:958:(I2$)āA1(I2$):(8);:gA$:A$(13)Č958::jA$(17)LKġ::900DlA$:A$(12)LKLK:1503 1A$(9)CICI:150L 6(A$)1(A$)7300\ @C(A$):A$ ^C1000,2000,3000,4000,5000,6000,7000 DV5:DK$;"CLOSE":60  >> SELECT WHAT TO WORK ON#2:958:"DO YOU WANT TO ";C$;" A ROOM, ARTIFACT,":" EFF";A$:(A$)0(A$)NFĢ(37):10340<,n(FMP%(X)(A$):6800X,( === CHANGE FORMAT ===~,(6:958:"INPUT FORMAT NUMBER:";,(A$:A$"1"A$(NF)10420,(A$:F(A$),(6:958:X14:"FIELD ";AFX;" LABEL:";:I2$FM$(F,X):600:FM$(F,X)I$D-(":"FOR WHICH ARTIFACT TYPE:":X0DT:" ";X;" = ";TY$(X);("..................................",1,20(TY$(X))((TY$(X))20));FM%(X):+P("INPUT NUMBER 0 - ";DT;:":";A$+Z((A$)DTY(A$)0Ģ(37):10320+_(X(A$)$,d("NEW POINTER (0-";NF;:"): U"S*'"INPUT FIELD NUMBER:";A$:(A$)1(A$)AF2ĺ"TRY AGAIN, FROGFACE.":10220h*'(A$)AF26800*'X(A$)::"NEW LABEL:";A$:A$""XAFAFAF1:10200*(A$""150* (AL$(X)A$:XAFAFAF1*2(10200*<( === CHANGE FPTR ===+F(6:958)'(A$)MF26800M)'X(A$)::"NEW LABEL:";A$:A$""XMFMFMF1:10100\)'A$""150w)'M$(X)A$:XMFMFMF1)'10100)' >> ARTIF. DATA ASSIGN*':X1AF:" ";X;". ";AL$(X)::" ";AF1;". NEW FIELD":" ";AF2;". RETURN TO PREVIOUS MEN:(gLR:LM:LA#(lDK$;"CLOSE"0(v216,0:J(t' >> MON. DATA ASSIGN(~':X1MF:" ";X;". ";M$(X)::" ";MF1;". NEW FIELD":" ";MF2;". RETURN TO PREVIOUS MENU"('"INPUT FIELD NUMBER:";A$:(A$)1(A$)MF2ĺ"TRY AGAIN, FROGFACE.":10120:"SELECT LOAD/SAVE FUNCTION:"::" 1. LOAD PARAMETERS"::" 2. SAVE PARAMETERS"::" 3. RETURN"':"INPUT NUMBER (1-3): ";'A$:A$"1"A$"3"6930'A$:(A$)7100,7200,150'X >> QUIT']5950(bDK$;"WRITE EAMON.DESC,R0":T14:N%(T)" 5. ARTIFACT TYPES":" 6. ADD A FORMAT":" 7. RETURN TO MAIN MENU":"INPUT THE NUMBER (1-7):";&A$:(A$)1(A$)76830&A$:(A$)10100,10200,10300,10400,10500,10600,140& >> LOAD/SAVE PARAM.c':10);"LOAD/SAVE PARAMETERS":6:958%JA$:(A$)1(A$)46730A%TA$:(A$)15100,15200,15300,150^% >> CHANGE DATA ASSIGN%:08);"CHANGE DATA ASSIGNMENTS":6:"SELECT DATA TYPE:":" 1. MONSTER DATA":" 2. ARTIFACT DATA":" 3. CHANGE FORMAT POINTER":" 4. CHANGE A FORMAT"e&OGGLE H/C$HCHC:1502$, >> CHANGE DEFAULTS$6:12);"CHANGE DEFAULTS":6:"SELECT DEFAULT TO CHANGE:"::" 1. ROOM VALUES"::" 2. MONSTER VALUES"$@:" 3. ARTIFACT VALUES"::" 4. RETURN TO MAIN MENU"::"INPUT YOUR CHOICE (1-4):";d >> GEN. DUMMY ART.#n7#x"NBR ART. TO GEN:";NA#A1NA:DK$;"WRITE EAMON.DESC,R";N%(2)201:"YOU SEE ARTIFACT ";N%(2)1;"."#DK$;"WRITE EAMON.ARTIFACTS,R";N%(2)1:"ARTIFACT ";N%(2)1:X18:"0"::N%(2)N%(2)1:#DK$:150 $ >> T"Y"AN%(2)1:M1:LAAN%(4)1:34500K""MONSTER NUMBER TO START ON:";Mf"AN%(2)1:LAAN%(4)Mq"34500"8 >> DELETE"BC$"DELETE":500:N%(A)N%(A)1"L6000" === INCREMENT"C$"INCRMNT":500:N%(A)N%(A)1:6000"LKLK:6000#TERS"-!:"INPUT YOUR CHOICE (1-";SF;"):";F!S$:S$(13)ĺ:150a!(S$)1(S$)SF6045!:(S$)6100,6200,6300,6400,6500,6600,6700,6800,6900! >> GEN. DEAD!6:958:"ALL DEAD BODIES (Y/N):";!A$:A$"Y"A$"N"6110&"A$:A$LOCK MODE (NOW ";("OFFON",LK31,3LK);")"R :" 5. GENERATE DUMMY ARTIFACTS" :" 6. TOGGLE PRINTER (NOW ";("OFFON",HC31,3HC);")":SF76040!:" 7. CHANGE DEFAULTS"::" 8. CHANGE DATA ASSIGNMENTS"::" 9. LOAD/SAVE CUSTOMIZED PARAME:DK$;"OPEN EAMON.DESC,L242""R=p >> SPECIAL FUNCTIONSu:SF9::" SELECT FUNCTION OR PRESS ":::DV6SF6z" 1. GENERATE DEAD BODIES":" 2. DELETE LAST R,A,E,M":" 3. ADD TO NBR OF R,A,E,M":+ " 4. TOGGLE 20000#"MONSTER DESCRIPTION:":BI2$DE$:600:DE$I$:18000L5010p DK$;"CLOSE"::"DISK 1";A$::DK$;"OPEN EAMON.ARTIFACTS,L";LA:DK$;"OPEN EAMON.MONSTERS,L";LM >DK$;"CLOSE"::"DISK 2";A$::HDK$;"OPEN EAMON.ROOMS,L";LR81%CH$"OA"CH$"NA"TY2:5100GCH$"OM"CH$"NM"TY4:5500V5900:150e ART DESC:700:RECNO200:DE$"":R8İ20000"ARTIFACT DESCRIPTION:": I2$DE$:600:DE$I$:180005010|:700:RECNO600:DE$"":R8İ