Adventurer #05
30 ноября 1996 |
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Presentation - The program for creating adventyur QUILL.
(C)???? Q U I L L "In the world of software while the time available programs contributing significantly to NADI description of game programs. One is the The FIR program was a program Quill. She opened the possibility by creating vat adventyurnye game for those who have to of well-developed imagination, there is patience, and there is absolutely no skills in programming ... ... the best of them (for example, TOWER of DISPAIR) show no success can be achieved ... ... Quill program for a long time to mined on the market ... " / ZX-REVIEW, 1991. / So, Quill - a fully automated program for creating adventyur that most of those who tired of playing in adventyurki and want most to make some masterpiece will be happy. It was written by GYLSOFT in 1983, and russified adapted to the system TR-DOS Tomenko Eugene in 1994. Some teams benefit distinguish it from GAC'a, but about ABS'e and say nothing. Lack of graphics a bit offset by the possibility of using UDG. Below is a description of the disk version, but the cluster is virtually identical. The options Main Menu At first a few words about the commands present in each option. Z - exit to main menu. P & L - the output of the text on the screen or printer. Some options you can enter the number (B, C, D, E, F) or one or two word (G, H), from which will be displayed text. Service of all the options are very similar, and to understand them you will not be easy. A first thing you need to enter words by varying your future games, and some words are already present. They are: name the cardinal points, intermediate directions, up, down, take, put, load, save, stop (death), inventory, look. Let's try to write the word, for example, "Knife": I knife 20 And now a synonym for: I dagger 20 Will review synonyms of the word "knife": S Knife And finally, erase the word. D Knife If you could do it, then rejoice. At the push buttons you know and work with Quill'om can. B In this option, you can enter the community absorption, which will pop up during the game. For example: I in a book written by a strange character. C details, or not very detailed (It depends on you personally) a description of locations. Items that will be travel during the game, describe is not worth it. D In this regard, options are described locations to each other. Example: associate four locations so that the first location is just north of zero, the second to the west of it the same, and the third in southwest from zero, all locations linked. A 0 1 2 3 St. A 1 w 0 SW 2 to 3 A 2 cs is 0 1 3 A 3 SW 0 is a Yu 2 If you have rushed to gain vyshepri maintenance, and the screen flickers a question mark, then the text locations are not entered. Generally, when referring to something does not exist the program fails to realize this. With an inventory of bonds is not necessary to specify those in which there are any obstacles such as doors. E This is written before the name stamps, but note that the dictionary necessarily need to make these words, preferably not one (its synonyms). Remember, the more words will be in the dictionary, to be friendly relationship with a player more interesting would be to play your game. F Rasshvyrivanie items on localization bond obligations. Items may receive special numbers that do the following: 252 - assign a subject marker is not created ". 253 - put your character in this subject. 254 - shove it in the hands of your personnel nazhu. For example: A 2 7 - sending the object with the number 2 in location 7. A 3252 A 4253 A 5254 G and H are logic low priority (The settlement) is verified after the user enters a command (in game), and the logic of higher priority (hereinafter ce) can be checked before entering. More details about these options, see "Logic adventyury. K Testing adventyury. This op tion is also discussed in a separate Head of the same name. IJL will ask you for a filename, and then loads the code block or unloaded or ready adventyura code block. Do not be afraid, if you mistype the name, nothing bad happen. Simply you will be informed that mistake. M output folder of your drive. N report on the number of free memory. This option will prevent you from sverhobiliya in describing locations and entering messages. Remember that you have a little more thirty kilobytes of memory and about five to leave for the logic. O entered here will give the number of nyat player that he is not omnipotent and can not bear fifty items at once. When testing is convenient to introduce here number of more to carry a lot of different things. P Changing Colors (BORDER, PAPER, INK). (C) output of the BASIC language, or simply of speaking, a system reset. Logic adventyury 43 teams are divided into Quill'a several categories. Command of the first group working with the locations, the team second groups relevant to the subject. In the third Categories team associated with variables. The fourth and last group includes service commands. We consider each category separately. Service Team CHANSE n - the probability that some of the n percent. This is probably the most exciting team since It allows you to create close to the reality of action. Example: create a helper (the number of 20), the incoming and outgoing of the location, in which the player, after a while, and always different (almost in Hobbit'e or Sherlock'e). Forty седьмое message says that your assistant to come, and forty-eighth explains that he was gone. (Ce) I _ _ CHANSE 40 20 CREATE MESSAGE 1947 I _ _ CHANSE DESTROY 30 20 MESSAGE 48 DESC - give a description of locations in which Torah is the player. Example: (Bp) I cm _ DESC INVEN - print a list of items existing playing. Example: (Bp) I and _ INVEN SAVE / LOAD - save / load position of the game on an external storage media - floppy disk or tape (depending on version). Example: (Bp) I survived _ SAVE I boot _ LOAD SCORE - tell how much interest Game completed a player or that will be more precise, contents of a variable number 30. Example: (Bp) I through _ SCORE TURNS - napechatat number of moves, made by the player. Example: (Bp) I moves _ TURNS QUIT - to find out if a player does not want finish the game. Y - continues to execute command line, and other key stop. END - to end the game and learn to be I play this game again. N - cleaning your computer's memory, the other keys - Start from the beginning. After the QUIT command necessarily need to apply END. Example: to finish the game, report the number of points and strokes. (Bp) I stop _ QUIT SCORE TURNS END ANYKEY - waiting for a pressing or be key. OK - make it clear to the player that all Okay. Example: (Bp) I take the key GET 7 OK DONE - abort test future conditions and proceed to enter commands. Usually used when there are multiple inspection of one team (see example to PRESENT / ABSENT). PAUSE n - wait n cycles interrupt (One cycle is equal to 1 / 50 seconds). BEEP mn - beep duration m/50 seconds and pitch n. Working with locations AT n If the character is in the room n, then the command will continue. Example: when playing the game you want to display any information, moreover, it is in the description of the zero location. In the future (ce) and (bp) shows in which option to enter a logic. (Ce) I _ _ AT 0 ANYKEY GOTO 1 DESC Since the starting area is always is zero, then before you run will be printed on the information it contained, and After hitting the player move to the first location. NOTAT n condition is met if your character is not in the room n. Example: Your character - a magician taken possession of a bottle of gin, and in location 13 is a protective pentagram guarding against evil forces, in which his you can call. (Bp) I associ gin NOTAT 1913 SCORE END I associ gin AT 13 ... ATGT n / ATLT n If the character is in a location with a number greater / less than n, then the following condition for the action. Example: In locations with numbers from 15 to 27 dark, and terrible monsters live there, afraid to light a candle. (Ce) I _ _ ATGT 14 ATLT 28 NOTCARR 1 END GOTO n - go to location n. Example: a player in a location opened in 1925 door (item 18), leading to the west location 29. (Bp) I h _ AT PRESENT 25 18 GOTO 29 DESC Working with objects PRESENT n / ABSENT n condition is met if the object n present / absent in one location with a player. Example: in location 5 is a closed cabinet (he is 4) you wish to open. The fifth message indicates that the cabinet was opened, and it was costume (number 6). The sixth message states: "The cabinet is already open." (Bp) I opened the closet AT PRESENT 5 4 SWAP 4 May 5 MESSAGE PAUSE 50 DESC DONE I opened the closet ABSENT AT 5 4 6 MESSAGE CARRIED n / NOTCARR n If the character have / not have the item number n, then performed some action. Example: location 8 lies locked Chest (number 10), which can open key (number 12). In the twentieth report written: "The key turned with a creak, and from the chest dropped a bag of gold (the subject 14). "In the twenty-first message reads:" Chest locked, and you do not have the key, that it could be open. " (Bp) I indentation Sund 8 AT PRESENT CARRIED 10 12 SWAP October 1911 CREATE MESSAGE 14 20 PAUSE 100 DESC I indentation Sund PRESENT AT 8 10 12 NOTCARR MESSAGE 1921 WORN n / NOTWORN n If the character is wearing the subject of n, then run some action. Example: in custody in room 26 You can only walk wearing a cap of darkness (item 12). (Ce) I _ _ AT 26 NOTWORN 12 END GET n / DROP n - get / set subject n. Example: make so that the knife (Item 7) could be taken and lozhit. (Bp) I take a knife GET 7 OK I Throwing Knife DROP 7 OK DESTROY n / CREATE n - create / destroy object n. Example: when a character eats an apple (No. 9), it disappears. But it can be back to the game, pulling on apple in location 39. (Bp) I ses apples DESTROY 9 OK I tear apples ABSENT AT 39 9 9 CREATE GET 9 OK SWAP mn - sharing the locations of objects m and n. This command is typically used for lighting candles or torches for opening and unlocking doors, etc. Example: ignition torch (No. 22) and turning into a burning torch (No. 23). (Bp) I zazhe Fake CARRIED 22 SWAP 22 23 CLEAR 0 OK WEAR n / REMO n - put / remove object n. Example: dressing and removal of a suit (Number 1). (Bp) I dressed Coast CARRIED 4 WEAR 4 OK I filmed Coast CARRIED 4 REMO 4 OK Working with variables ZERO n / NOTZERO n If the variable n is / is not zero, then further actions are performed. EQ nm / GT nm / LT nm If the variable n is equal to / more / less than m, then the following actions are performed for the condition. CLEAR n / SET n - set the variable n to 0 / 255. LET nm - assign a value of n m. PLUS nm / MINUS nm - add / subtract the number m of the variable n. Example: A player fell into the darkness. If through five moves, he does not light the light, broken leg. Warning message 17 appears in two moves before his death. (Ce) I _ _ NOTZERO 29 0 ZERO SET LET 6 May 1929 I _ _ LT 3 May 1917 MESSAGE I _ _ ZERO 5 MESSAGE 1918 SCORE END Testing adventyury Description of variables After selecting this option, you will be asked: "Do you need a diagnosis?" If the answer is yes (Y), then lower four rows of the screen will appear 8 columns of digits. If the answer is negative, testing will be similarly game. The variables are numbered from 0 to 31. Each variable can send numbers from 0 to 255. All counters decreases are zero. And now in more detail about each. 0 - If it is not equal to zero, then in the room dark, and when you try to view location displays a message. Escape the room will be impossible until until the variable is not reset. 1 - It contains a number of items that bear a player. Dressed items not taken into account, so you can fasten ten subjects in themselves, while You can carry only four or five. 2 - meter, decreasing when the following commands: DESC, SAVE, LOAD and after logging in to another location. 5-9 - Four counter, decreasing after each move. 3, 4, 10-29 - Variables that can be freely manipulated, so as to action programs are not affected, and the very she did not change. 30 - This variable stores the number, indicating which part of the game (as a percentage was a player. It makes no sense here of send more than one hundred. 31 - Contains a number of locations in which the player. When testing adventyury, unless, of course, know how to read, you immediately realize in some locations are worth. Slightly useful Information The main problem in programs for create adventyur in Quill'e in particular, limited input to a few words (Usually up to two). Quill understands slovoso chetaniya form verb + noun, and the main purpose of the authors adventyur - bypass this restriction. Consider the following dialogue: > Make the pick from what it do? ; MESSAGE 1950 > Wire you made the pick of the wire.; MESS 1951 "And how to create such a thing?" - Ask you. It can be done elementarily. (Bp) I sdel money laundering CARRIED 13 (wire) LET Feb. 26 MESSAGE 50 I from the wire EQ January 26 SWAP 13 14 MESSAGE 51 (Ce) I _ _ NOTZERO MINUS 26 January 1926 If you use more complex logic, you can increase the length of sentences many times. Application to the program is Quill'u TestQuill, which can be used start game 4 Minute, Africa Garden and Hampstead running editor. This provide a platform from which to soar on top of a adventyur. So let them take each fan adventyur their hands on his gold-plated pen and write in this magnificent editor at least one program that has the right to be adventyuroy. From the Editor: You may have noticed that at the beginning of this description is missing the copyright of the author? Alas, the author is unknown to us. This program and its description have appeared thanks to the FLASH inc., but they also could not help us in establishing the identity of the author. That is why we brought him in advance apologize and hope that will get in touch with us and you more than once ADVENTURER'a see on the pages of his work. *
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