Mercurial > hg > early-roguelike
annotate xrogue/README.TXT @ 306:057c5114e244
Super-Rogue: fix some out-of-range constants.
Constants K_ARROW etc., for causes of death other than monsters, are in
the 240-255 range. They were often passed to functions taking char,
which is usually signed, making the values out of range.
The function declarations have been changed to unsigned char, which is
also the type used by the scoreboard code.
author | John "Elwin" Edwards |
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date | Sat, 17 Apr 2021 15:41:12 -0400 |
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1 Welcome to XRogue |
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2 http://roguelike.sourceforge.net/xrogue |
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3 |
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4 XRogue: Expeditions into the Dungeons of Doom |
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5 Copyright (C) 1991 Robert Pietkivitch |
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6 All rights reserved. |
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7 |
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8 Based on "Advanced Rogue" |
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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10 All rights reserved. |
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11 |
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12 Based on "Rogue: Exploring the Dungeons of Doom" |
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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14 All rights reserved. |
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15 |
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16 See the file LICENSE.TXT for full copyright and licensing information. |
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17 |
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18 |
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19 XRogue: Expeditions into the Dungeons of Doom |
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20 --------------------------------------------- |
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21 |
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22 Introduction: |
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23 |
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24 Rogue was introduced at the University of California at Berkeley as a |
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25 screen-oriented fantasy game. The game had 26 types of monsters that |
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26 the player could meet while exploring a Dungeon generated by the computer. |
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27 Scrolls, potions, rings, wands, staves, armor, and weapons helped the |
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28 player to battle these monsters and to gain gold, the basis for scoring. |
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29 |
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30 The version of rogue described in this guide has been expanded to include |
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31 over 200 monsters with many new capabilities and has been renamed xrogue. |
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32 Many of the monsters are intelligent and they, like the player, must avoid |
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33 traps and decide when it is better to fight or to run. There are also a |
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34 number of new commands in this version not found in previous versions. |
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35 |
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36 The game contains monsters, spells, weapons, armor, potions, and other |
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37 magical items that you will discover during your quest. The Dungeon's |
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38 geography changes with every game and although many magical items have |
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39 certain identifiable properties, such as turning the player invisible, |
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40 the physical manifestation of the magic changes each game. A red potion, |
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41 for example, will cause the same reaction throughout a given game but |
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42 it may be a completely different potion in a new game. |
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43 |
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44 Entering the Dungeon with only a little food, armor, and a weapon, the |
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45 player must develop a good strategy of when to fight, when to run, and |
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46 how to best use any magical item found in the Dungeon. To make things |
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47 interesting the player has a quest to return one of several unique and |
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48 magical artifacts which are rumored to lie deep within the Dungeon. |
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49 Returning with this artifact to the surface brings great honor. |
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50 |
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51 However, after finding the artifact, the player may wish to continue |
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52 his quest deeper into the Dungeon to match wits with an arch-devil, a |
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53 demon-prince, or perhaps Charon the Boatman. Defeating such a creature |
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54 will gain the player many experience points which is the basis for |
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55 scoring in xrogue. It is very difficult to return from the Dungeons |
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56 of Doom alive. Very few players have won this game. |
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57 |
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58 Character Classes: |
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59 |
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60 Before placing the player in the Dungeon, the game requests that you |
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61 select what type of character they would like to be: Fighter, Paladin, |
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62 Ranger, Magic-User, Cleric, Thief, Assassin, Druid, or Monk. |
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63 |
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64 The Fighter |
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65 |
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66 A Fighter has the best odds at winning battles with monsters. At high |
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67 experience levels, the Fighter is able to attack his opponent multiple |
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68 times in a single turn. Strength is the main attribute of the Fighter. |
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69 |
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70 The Magic-User |
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71 |
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72 A Magic-User is able to cast spells. Intelligence is the main attribute. |
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73 The number of spells a Magic-User can cast increases as he gains in |
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74 experience points and in intelligence. His spell casting ability allows |
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75 him to identify any item in the Dungeon. 16 spells. |
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76 |
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77 The Cleric |
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78 |
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79 A Cleric is able to pray for assistance in battle. Wisdom is the main |
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80 attribute. The number of prayers granted to the Cleric increases as he |
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81 gains in experience points and in wisdom. Clerics can affect (turn) the |
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82 undead monsters to avoid battle. Ie., zombies, ghouls, etc. If the |
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83 Cleric is very powerful relative to the undead monster, turning it will |
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84 utterly destroy it. 16 prayers. |
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85 |
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86 The Paladin |
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87 |
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88 A Paladin is a type of holy warrior, being a cross between a Cleric |
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89 and a Fighter. He is able to pray and affect the undead like the Cleric |
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90 and fight like the Fighter, but both to a lesser extent. He is on the |