Mercurial > hg > early-roguelike
annotate arogue7/arogue77.doc @ 171:80c060734f51
arogue7: fix messages from detection potions.
Another fix for overwritten messages, this time for potions of monster
detection and magic detection.
I've made the message appear before the display of information, which
may be closer to the originally intended behavior.
author | John "Elwin" Edwards |
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date | Thu, 02 Jul 2015 16:27:39 -0400 |
parents | adfa37e67084 |
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125
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7 The Dungeons of Doom |
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8 |
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9 Toolchest |
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10 |
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15 |
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16 1. INTRODUCTION |
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17 |
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18 Rogue is a screen-oriented fantasy game set in the |
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19 ever-changing Dungeons of Doom. The game comes complete |
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20 with monsters, spells, weapons, armor, potions, and other |
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21 magical items. The dungeon's geography changes with every |
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22 game, and although many magical items have certain |
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23 identifiable properties, such as turning the player |
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24 invisible, the physical manifestation of the magic changes |
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25 each game. A red potion, for example, will cause the same |
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26 reaction throughout a given game, but it may be a completely |
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27 different potion in a new game. |
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28 |
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29 Entering the dungeon with only a little food, armor, |
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30 and a weapon, the player must develop a good strategy of |
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31 when to fight, when to run, and how to best use any magical |
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32 items found in the dungeon. To make things interesting, the |
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33 player has a quest to return one of several unique |
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34 artifacts, rumored to lie deep in the dungeon's bowels. |
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35 Returning with this artifact brings great glory and the |
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36 title of Complete Winner. But even after finding the |
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37 artifact, the player may wish to continue further to match |
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38 wits with an arch-devil, demon prince, or even a deity found |
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39 far down in the dungeon. Defeating such a creature will |
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40 gain the player many experience points, the basis for |
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41 scoring in Rogue. |
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42 |
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43 It is very difficult to return from the Dungeons of |
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44 Doom. Few people ever make it out alive. Should this |
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45 unlikely event occur, the player would be proclaimed a |
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46 complete winner and handsomely rewarded for any booty |
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47 removed from the dungeon. |
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48 |
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49 |
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50 2. CHARACTER CLASSES |
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51 |
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52 Before placing the player in the dungeon, the game |
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53 requests the player to select what type of character they |
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54 would like to be: a fighter, a magic user, a cleric, a |
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55 druid, a thief, a paladin, a ranger, a monk, or an assassin. |
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56 |
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57 2.1 The Fighter |
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58 |
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59 A fighter is very strong and will have a high strength |
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60 rating. This great strength gives a fighter the best odds |
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61 of winning a battle with a monster. At high experience |
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62 |
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63 |
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64 |
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65 |
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69 |
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70 - 2 - |
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71 |
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72 |
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73 |
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74 levels the fighter also gets to attack multiple times in a |
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75 single turn. This obviously further increases his chances |
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76 at winning battles. Intrinsic to the fighter class is a |
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77 robustness which results in 1 to 12 extra hit points for |
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78 every new experience level. |
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79 |
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80 2.2 The Magician |
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81 |
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82 A Magician is able to "cast" spells. The number and |
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83 variety of spells increases as the magician gains experience |
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84 and intelligence. Magic users are not as hearty as |
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85 fighters; they receive 1 to 6 extra hit points for every new |
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86 experience level. |
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87 |
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88 2.3 The Cleric |
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89 |
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