@DATABASE "Szenarion Documentation"
@AUTHOR "Stefan Waschk (S.Waschk@tu-bs.de)"

@NODE MAIN "Szenarion V2.06 - Rulebook."

        	     	        @{"Szenarion" Link "pic01.iff/Main" 0}

  	                           @{b}The
	                         Rolegame
	                    Software - Package@{ub}

                        Version 2.06 by S. Waschk

 @{" DISTRIBUTION  " Link "DISTRIBUTION"  }       @{b}IMPORTANT@{ub}.
 @{" Introduction  " Link "Allgemeine Informationen"   }       general informations/hardware..
 @{" Concept       " Link "Arbeitsablauf" }       HOW DOES IT WORK?
 @{" RFEditor      " Link "Der Rollenspiel-Feld-Editor"}       The Rolegame Field Editor
 @{" RKSim         " Link "Rollenspiel-Kampf-Simulator"}       The Rolegame-Encounter-Simulator

 @{" Objects       " Link "Objektgeneration"           }       including own iff-files
 @{" PlantFlagSet  " Link "Das Plantflagset"           }       field-flags-usage
 @{" Allfile       " Link "Das Allfile"                }       filling in the encounter-description
 @{" NPC-Strategy  " Link "NPC-Strategie"              }       chosing from the ActingSet
 @{" Characters    " Link "Charakter-File"             }       character-values, transformation
 @{" Magic Spells  " Link "Zauber"                     }       how to create magic spells
 @{" ITEMS         " Link "Gegenstände"                }       how to create items
 @{" User-Interface" Link "Szenarion Multi-User-Interface"}       Szenarion-Multi-User-Interface
 @{" PLAYER-HINTS  " Link "Tips & Tricks für Spieler"  }       HINTS FOR PLAYERS
 @{" Register      " Link "Kontakt"                    }       how to register

                 @{b}@{bg Shadow}@{fg Highlight}  Szenarion -- "Makes masters life easier!"  @{bg Background}@{fg FillText}@{ub}
@ENDNODE

@NODE "Distribution" "Distribution"

@{b}DISTRIBUTION@{ub}

This  document  overrides  any  former  documents  included  with preceding
versions of this software package, and is to be considered valid for those,
as well as for the package with which it is included.

There  are @{b} no warranties@{ub}, either expressed or implied, with respect to the
software,  its  quality,  performance,  merchantability, or fitness for any
particular  purpose.  This software is provided "as is" and the entire risk
as  to  its  quality  and performance is with the user.  The author of this
software  shall  not  be liable for errors contained in the software or the
software's documentation, or for incidental or consequential damages of any
kind in connection with the performance, use or posession of this software.
The  use  of  undocumented  features/commands  is not permitted except with
permission  from  the  author,  and the author is in no way responsible for
consequences thereof.

The  right  to  use  this  software  and/or  its  documentation for private
purposes  may  or  may  not  be  restricted by additional copyrights and/or
registration  conditions.   If  given away under above or below conditions,
the  receiver  in  no way receives the ownership of the program itself, but
may only be licenced to use it if above and below conditions are met.

If these rules infringes the local law and/or rights of any area, political
or  geographical,  this  software  is  not to be used and/or distributed in
these areas.

The  executionable  and/or  non-executionable  parts of this program or any
package  consisting  of  any or all of these parts are not to be altered by
any  means  (including editing, reprogramming, crunching, and recompiling),
except de-archiving; without making a text file, named "CHANGES.DOC", which
should  state  by  whom  (name, and how to be reached) the program/package/
documentation  was  altered, and why it was altered.  Note that by changing
any  part  of  the  software, you will resume all the responsibilities, but
none  of  the  rights  of  the  author (S.Waschk).  The author is in no way
responsible   for  any  changes  made  to  any  part  of  the  package,  or
consequences thereof.

The  name  of the executable file(s) may be changed at convenience, as long
as  this  does  not  infringe  any  copyright  of  any other author, and by
changing  the name(s), observe that all rights and/or restrictions given by
this  text,  and/or  by the software itself still applies.  The author does
not take responsibility for consequences resulting of renaming files (it is
possible  that  some of the file expect other file to be named in a special
way).

The  documents  contained  in  the  software  package  contain  proprietary
information  which is protected by copyright (©).  All rights are reserved.
No  part  of these documents may be photocopied, reproduced, electronically
copied,  or  translated  to  another  language without the inclusion of the
software and other included files as part of a package.

The  executable  files  accompagnying this package may not be reproduced or
transferred   outside   a   one-machine-environment   without   all   these
accompagnying files including this file.

Any translation of any part of the package, to whatever language, has to be
included  as  an additional text file, and should not contain the signature
of the Author, but must be signed by the person(s) doing the translation.

These documents are not to be changed by any means, excepting archiving, if
the  documents are extractable, and readable after extracting, and the name
of  the  archive  is  directly  spellable  using  letters "A".."Z", numbers
"0".."9"  and  "\_"  plus  punctuation  ".", and does not contain more than
eight  (8)  characters (as defined above) plus punctuation (".") plus three
(3)  characters.   This  is  to  ensure  compatibility with the MS-DOS® and
PC-DOS® file systems.

	@{b}S.Waschk@{ub}

@ENDNODE

@NODE "Allgemeine Informationen" "Allgemeine Informationen"

@{b}GENERAL INFORMATIONS@{ub}

@{b}Why do I need this?@{ub}

This  mighty  Tool  was  designed  to  help the dungeon-master handling his
party.   Once (upon a time) I began this project (4 long years ago), I only
had  in  mind  to  write a tool for providing getting a headache after each
fantasy-session.   So here it is, the Szenarion, the simulator of the field
of  honour.   It  enables  you  to  construct  your  floor-plans  with  the
Rollgame-Field-Editor  (RFEditor),  to describe them in the allfile (in the
allfile-directory) and to simulate them with the RKSim.

You  will  also  spare time.  Once you have created some monsters and a few
maps, you can easily use them for further adventures.

You  will  turn  on the heat for your players, for never before their lives
depended on their very own skills.

You will be the players' best friend by providing them with smart hints.

You will NEVER AGAIN be concerned by endless rule-conversations, FOR NO ONE
NEEDS TO KNOW THE RULES.

All  once  easily  killed  monster  will  honour  you,  for  never again an
orc-party will get slaughtered by an unmotivated band of self-called heros!

By  the way, the Szenarion wasn't created to change fantasy-game, to enable
your  party  slaughtering  a  hundred monsters more, but to give these poor
creatures a fair chance of surviving and acting intelligent!  Keep in mind,
that you are still responsible for the quality of your queste.


@{b}HARDWARE@{ub}

This program was developed and tested on a A2000/68030/7MB/532MB-HD/OS 3.1,
also tested on A3000/68030, A3000/68060, A1200 (exept RFEDitor).

  REQUIREMENTS:

        o Kick 2.1+
	o 1MB+ CHIP RAM and 2MB FAST RAM
        o 5 MB HD
	o AGA-chipset or flicker-fixer 

@{b}Installation@{ub}

Use the HD-install - icon and follow the advices, given on screen. To modify
the setup, use an ASCII-Editor and modify the file ENV/Szenarion.config

        o @{b}Path@{ub}: ASCII-editor-path (f.e. SYS:Tools/MEmacs).

	o @{b}Screenmode@{ub}: NTSCHIRESLACED (A2000, A3000, A4000 + flicker-fixer),
                               EURO72 (A1200, A4000).
                               POOR   (all, BUT JUST FOR TESTING!)

        o @{b}Output@{ub}: Documentation-format: `none' or `TeX' or `ASCII'.


NO SPACES WILL BE ACCEPTED!

@{b}Input@{ub}

Use  the  Szenarion-Multi-User-Interface (see there) or joystick in port 2,
toggle through menu by pressing it UP, or use the following hot-keys:

                        next            select		
          ------------------------------------
           player 1:     q                a
           player 2:     i                k
           player 3:     7                4
           player 4:     9                3

@ENDNODE

@NODE "Arbeitsablauf" "Arbeitsablauf"

@{b}CONCEPT@{ub}

@{b}1. Planing@{ub}

Consider  what  kind  of  encounter you would like to create.  What do your
characters  have  to  do  (kill  all  enemies,  reach a certain field, hold
out...).  Make some notices.

@{"2. RFEditor " Link "Der Rollenspiel-Feld-Editor"}

Use the Editor RFEditor to draw the map after your likings.  To spare time,
copy  segments  out  of  old  maps.   Then  save the file under the desired
name...

THE EDITOR CREATES THE ALLFILE

@{b}@{"3. Allfile" Link "Das Allfile"                }@{ub}

This  is  the documentation of your encounter.  Describe special locations,
hide   treasures   from  the  inventory/  etc.,  for  providing  the  right
'fantasy-feeling',  describe and/or include additional characters.  Use the
map in the maps/drawer to get the desired coordinates.

Sorry, but "'" isn't allowed, too!

@{b}4. Characters@{ub}

ALL  CHARACTERS  FROM  THE ALLFILE HAVE TO EXIST IN THE CHARACTERS/ DRAWER!
Use  the  @{b}NeuerCharakter-Tool@{ub}  to  create missing fellows.  Cause of intern
requirements,  the  corrensponding  pictures are titled in german, here are
the translations:

Balrog - balrog                 Bogenschütze - bowman
Bär - bear                      ChiefOrk - ork-cheiftain 
Corsar - pirate                 Echsenmensch - lizard-man
Gefangener - prisoner           Geist - ghost
Ghul - ghul                     Gnom - gnom
Goblin - goblin                 Golem - golem
Kleintier - minor animal        Krieger - fighter
Lanzenträger - lancer           Löwe - lion
Magier - magician               Minotaur - minotaurus
Moredhel - dark elve            Moskito - moskito
Olog Hai - olog hai (troll)     Ork - ork
Pferd - horse                   Priester - priest
Schwarzmagier - sorcerer        Schwertkämpfer - swordsman
Skelett - skeleton              Spinne - spider
toter_baum - dead tree          Troll - troll
Waldelb - elve of the forrest   Waldelbin - female elve
Wurm - Worm (big)               Zwerg - dwarf

If  you  don't  use  the  tool  NeuerCharakter,  you  have  to  update  the
word-library in the config/ drawer by hand!


@{b}5. Spells@{ub}

If  you  have  created  characters with new spells, use the tool @{b}++Spell@{ub} to
create these new spells also.

By  clicking  on the gadgets, a help-message will be displayed in the upper
right corner.  Follow the advises givern there.


@{b}6. Inventory@{ub}

Also  describe  all  (allfile  and character)-refered items in that drawer.
Use an ASCII-editor.


@{b}7. START ENCOUTER@{ub}

If   you've   done   all   these   works   correct,   you   can  start  the
encounter-simulater  @{"RKSim" Link "Rollenspiel-Kampf-Simulator"} --- Refer the demo.map/demo.allfile!


@ENDNODE

@NODE "Der Rollenspiel-Feld-Editor" "Der Rollenspiel-Feld-Editor"

@{b}THE ROLEGAME-FELD-EDITOR@{ub}

@{b}1.General Information@{ub}

After  starting  the  RFEditor,  an  empty field appears.  Set correct size
(21x21 up to 100x100 fields is possible).

Use  the field-cursor to select modification, afer creating raw shapes, use
@{b}Copy, Rotate and Flip@{ub} to expand fast.

Afer saving the encounter-map, the allfile will be created automatically

@{b}2.SIZE@{ub}

 1 field = 1x1 meter = about 3x3 feet 

@{b}3.DIFFERENT MODI@{ub}

There are three different modi:

	o FLAGS: influences the cursor-PlantFlagSet.

        o COLOR: influence the cursor-color.

	o none: wired frame mode for faster construction and access to field-
                edges


@{b}4.PLANTS@{ub}

Characters  and  objects  are  represented  by  64x64 pixel-images, you can
'plant'  on the field.  For each character (PlantFlag character is set) the
allfile will 'auto-reference' it.


@{b}5.STAIRS@{ub}

You  may  connect two fields on the map by using STAIRS.  Characters, which
come  to  a  halt  on  those fields will be swapped to the other end of the
stair.   By  this  way you can create different levels, traps etc...  Refer
the demo.map-file.

@{b}6.HOTKEYS@{ub}

            @{b}[ ] / *@{ub}     last- next- first- last  (PLANT)


               @{b}8     -@{ub}           up              unaffect
                                                          (CURSOR)
           @{b} 4     6  +@{ub}  left   CURSOR  right      affect
        
               @{b}2@{ub}                down


@{b}7.Colors@{ub}

        o blue:  WATER (character-ability simming is important!)
	o dark green: Walls, block way (without doors)
        o green: grass ...
	o yellow: sandy areas/fields
        o grey: rock
	o red,purple: special, (carpets ..)


@ENDNODE

@NODE "Rollenspiel-Kampf-Simulator" "Rollenspiel-Kampf-Simulator"

@{b}RKSim - The Encounter Simulator@{ub}


@{b}1. General@{ub}

This   tool   needs   a   correct   allfile,   map-file,   character-files,
inventory-files  and  spell-files  to  start  a simulation.  Each character
(1-4),  referenced  in the allfile as @{b}PlayerCharacter@{ub}, will get his/her own
character-display,  in  which he/she can interact, either by keyboard or by
special Szenarion-tools.

After  starting  the  simulation,  the  master  may  alter  the  setup  via
MASTER-MENU.   This  includes  adding  new groups, changing field-flags (->
strategic points)...

@{b}2. Master-hotkeys@{ub}

 Alt+Shift+m    ORDER/RELEASE master menu after simulation-round
 Alt+q          QUIT encounter
 Alt+p          PAUSE encounter
 Alt+s          END actual phase

@{b}3. Character-display@{ub}

Each  character  gets  own  informations,  corresponding  on  own abilities
(sensing,   hiding,  acting).   Also  the  terrain,  light-settings..   are
concerned.   F.e.   a  running  character will get less informations than a
slow aproaching fellow.

	o @{b} Name@{ub} In the upper left corner the name, hitpoints (beam
          on the left) and picture of the character are displayed.

        o @{b}character's view:@{ub} The player character is standing in the
          center of the field. Zoom in to have a nearer look. Sometimes not
          all displayed targets are selectable, cause the character might be
          too busy (sensing-throw failed).


        o @{b}friend-Icons: @{ub} Up to nine characters of the same party can be 
          displayed. These (npc)-characters the player may give orders to, if
          the background-color is GREEN. To create a follower, the character
          has to do a charming talk or by setting 'obeye' in the npc's acting-
          set. GREY stands for (n)pcs, which act indiviually, YELLOW for 
          characters, which obeye to other characters of the same party as the 
          player's. To be displayed as 'friend-icon', the character has to be 
          marked as DisplayNPCharacter in the allfile.

          Little beams display their hitpoints: Blue beam = acting, 
                                                red       = benumbed 

	o @{b}Text-area:  @{ub} Here the informations are given for each
          recordnized special location, friends and foes... Also the player-
          menu will be displayed here.

@{b}4. Character-hotkeys@{ub}

Players have to use the multi-user-interface or the following hot-keys:

Player  | Display 	| next menu-point  	| select / more  
------------------------------------------------------------------
      1 | upper left 	| Q  			| A 
      2 | upper right 	| I  			| K 
      3 | down  left 	| 7  			| 4 
      4 | down  right   | 9  			| 6 


@{b}5. Simulation@{ub}

The master may choose between two ways of encounter-simulation:
        
        1. let the player do the bloody work
        2. simulate it (via MASTER-Menu)


5.1 BUILD-UP-SEQUENCE

During  rendering  the  player-fields,  the  characters get a look on their
condition,  armouring...   This  takes about 12-50 sec.  on my 68030/25MHZ,
depending  on  #players and the view (many objects).  Keep in mind, that up
to  about  3600  triangles/objects  have  to  be  transformed, illuminated,
(un)zoomed and dithered.

5.2 INFORMATION-SEQUENCE

After   regarding  field-positions,  acting  and  sensing-throws  for  each
character,  the players get their evaluated informations.  Positions on the
field  are  refered  'online'.  Clan-colors represent friends and foes, for
each party has its own clan-color.

5.3. ACTING-SEQUENCE

In  this sequense the players may choose their actions.  They can flip from
one possible action to another by pressing their hotkeys (see 4.).  A small
help-text describes each action.

Some   actions   (f.e.   fireing  a  bow  have  to  be  prepared  (here  by
loading/aiming))

Players should read the PART: HINTS FOR PLAYERS!


5.4. SIMULATION-RESULTS

Here    all    choosen    actions   will   be   simulated,   depending   on
character-abilities etc.


@{b}Resulting damages@{ub}

Damages  may reduce the amount of hitpoints, but evend destroy armour, make
benubed  or  kill by one mighty blow.  NPCs will regard helpless characters
as  minor  dangerous.   They  will  try  to attack others.  Spell-inhabited
fields will be marked by special symbols.


@{b}Master-Menu@{ub}

The master may interact after each round by pressing ALT+SHIFT+m during the
acting-sequence.   By  that he/she can realize special idears of characters
(f.e.   special traps).  So the master is able to handle nearly all results
of a players mind, that might be influence the encounter.

You will find an online-help in the new master-menu (>=V2.06).


@{b}End of Simulation@{ub}

Is only one party left, RKSim will ask for ending the simulation (Or in
the shareware-version, when the light is off).


@{b}Fight Documentation@{ub}

From  the  encounter-documentation  you can reproduce all players' actions.
It  is  very  helpfull for dividing experience-points or to remind you of a
fractured leg, a character MAY NEVER AGAIN climb a rope!


         y-pos                 done hp-damage        killed by magic
           |                          |                     |
char-name  |       actual hitpoints   |own critical hits    |  5 rnds benubed
     |     |                |         |       |             |          |
  @{b}Gronar(x,y) fellowship LE 21/52 HIT 12 / 2/ 1 KILLS Orkok(M) -5/9 BW-los 5 @{ub} 
         |        |             |          |            |       |
       x-pos      |   full hitpoint-amount |          killed    |
                  |                        |                    |
              party-name           done critical hits  own malus for 9 rnds

  @{b}- The helmet bursts by a mighty stroke
  - The leg is fractured   @{ub}
              |
              |
 special informations for further rolegaming

@ENDNODE

@NODE "Objektgeneration" "Objektgeneration"

@{b}OBJECTS@{ub}

All  objects  are  stored in the gfk/ drawer.  Replace them, concerning the
following rules:

      o size:  64x64x4 pixel, no compression allowed!

      o color: Only use green OR grey OR yellow! For clan-colors use pink or
        red.

      o saving:  gfk/xxx.iff.

      o including: Replace an old one by your own or add it as a new one (not
        more than max.65 objects!). If creating a new one, you will have to
        change the config/data.plt and coonfig/Lib.plt -file!

      o use the down-middle 30x20 pixel, otherwise display-error might occur.

 see PlantFlagSet


SYNTAX 

 @{b}

{Name, {Flag 1, .., Flag n}, Bild}@{ub} 


      o Name: {a..z}, {A..Z}, {ä,ü,ö,ß,A,Ü,Ö,_} allowed

      o Flag:  field-flags from the PlantFlagSet

      o Bild: refered graphic from gfk/ drawer


@ENDNODE

@NODE "Das PlantFlagSet" "Das PlantFlagSet"

@{b}THE PLANTFLAGSET@{ub}

These  flags  determine  the  field-conditions.   You can block ways, chose
strategic areas etc. Chose one or more flags per field:

@{b}
BlockWay,    BlockView,    BlockMissles,    BlockSomeMissles,    MagicArea,
StrategicArea, SlowDown, LeadsTo, Open, Close, Trap, Story, Character.@{ub}


FLAGS


@{b}BlockWay@{ub}

No one may cross the field.  Even characters should include that flag.


@{b}BlockView@{ub}

Charactes  may  not  view  through  such  fields nor get informations about
fields behind.


@{b}BlockMissles@{ub}

All  missiles  will  get  stuck,  only  missiles,  that  are  fired through
windows(..).   or from direct behind such fields will fly unhindered/have a
chance to reache the target.


@{b}BlockSomeMissles@{ub}

Use it to determine 'hard to fire through' areas (f.e. trees). Characters
direct behind such fields get cover AND are able to fire unhindered.


@{b}SlowDown@{ub}

Mark  hart-to-cross-areas  by  that  flag or to prevent (n)pcs from leaving
certain  tracks.   Those  areas  will  only be crossed, if there's no other
choice.


@{b}MagicArea@{ub}

Same effect as SlowDown, but enlights those areas.  Certain spells set that
flag.  Don't use it too often.


@{b}StrategicArea@{ub}

With that flag you can 'show' your monsters important locations.  They will
try  to  reach  those  fields,  if they are not marked with the ActingFlags
{obeye,stand}, or in close combat.  Leader will send their followers, also!
They will recordnize fields up to 30 meters away (15 fields/ 99 feet).


@{b}LeadsTo@{ub}

All stairs will be (auto)marked.


@{b}Open/Close@{ub}

Doors  can  be locked (characters need their open-skill) or unlocked.  Open
doors may be crossed by little loss of time.

@{b}Traps@{ub}

for further use.


@{b}Story@{ub}

Those fields will be auto-refered in the allfile. There you can describe
them for your players, to create the right fantasy-feeling.


@{b}Character@{ub}

Those  fields  will  be  auto-refered in the allfile, to include characters
from  the  characters/ drawer. 


EXAMPLE TROLL

                     hinders view
                          |
  name(Lib.plt!)          |             picture-name(gfk/)
        |                 |                     |
@{b}   (MyTroll,{BlockWay,BlockView,Character},Troll.iff)@{ub}
                   |                   |
         no one may pass him           |
                                       |
                       allfile-included, mark as character


@ENDNODE

@NODE "Das Allfile" "Das Allfile"

@{b}THE ALLFILE@{ub}

1.GENERAL

This   file   will   be   generated   via   RFEditor.    It   is  the  @{b}
documentation@{ub}  of  your  encounter.   You may delete/add (un)necessary
blocks as you like.


      o @{b}Head:@{ub} name,size and ambiente. Full-versin-owners may choose
        from:

            good visibility           low visibility     very poor visibility
                   |                        |                       |
            @{b}    {midday, RSP_morning, RSP_afternoon, RSP_bright, RSP_moon}@{ub}
                              |                         |
                        med. visibility               bright                 


      o @{b}Story:@{ub}  Here you may give general informations, Always fill
        out the gerneral-information-   About!

      o @{b}Traps:@{ub}  still not supported

      o @{b}Characters:@{ub}  Here all present characters have to be listed.
        You can easily include characters during the simulation, building
        groups in the groups/drawer.

IMPORTANT:   The  sequence  of  appearing  in  that  list determins leaders
(before all followers) and riders (mount before rider, on the same field)


SYNTAX

Fill  in  informations, that may be given always or after a role on sensing
(has failed/nearly succeded/full succeded).  Refer the demo.alf-file

      o @{b}Story:@{ub} Story-entries, refered in the inventory-drawer, may
        be used by characters (take).

        @{b}( name, X-coordinate, Y-coordinate,
        always { general description.},{},
        fail   { sensing failed.},{},
        normal { role on sensing was quite ok},{},
        good   { role on sensing was good.},{} )@{ub}

      o @{b}Characters:@{ub}

        Three different characters-types: 

        {@{b}PlayerCharacter, NonPlayerCharacter, DisplayNPCharacter@{ub}} 


        @{b} ( name, X-coordinate, Y-coordinate,
        character-type, { ActingFlags }, 
        always { general description.},{},
        fail   { sensing failed.},{},
        normal { role on sensing was quite ok},{},
        good   { role on sensing was good.},{} )@{ub}

        See ActingFlags

@ENDNODE

@NODE "NPC-Strategie" "Verhaltensflags und NPC-Strategien"

@{b}ActingSet And NPC Strategie@{ub}

FLAGS

These  flags  determin  the  acting  of  each computer-controlled character
(npc).   They  also  turn  characters  to  followers,  informants, peaceful
citizens etc.

      o @{b}neutral:@{ub} The characters stays peaceful as long as no one
        attacks him.

      o @{b}attackOnSight:@{ub} Attacks all enemies on sight.

      o @{b}stand:@{ub} Holds position until attacked, but uses long-range
        weappons against enemies.

      o @{b}join:@{ub} The character might join other parties if asked.

      o @{b}inform:@{ub} Supplies other characters with informations, if asked

      o @{b}obeye:@{ub} Follower, obeyes the first character of the same party
        listed above in the allfile without that flag.

      o @{b}guard:@{ub} When nothing has to be done, such characters will
        return to their start-position.

NPC-STRATEGY

Every  not-benumbed,  not neutral character may choose from all the actions
like  players  do.   If not willing to surrender (ability-check, concerning
left  hitpoints),  the  character  will  attack  one  of  the visible foes.
Leaders try to coordinate attacks.

If  possible,  the character will choose an attack, that ensures not to get
into close combat.



@ENDNODE

@NODE "Charakter-File" "Charakter-File"

@{b}CHARACTER-FILE@{ub}

All  characters  are  stored in the characters/ directory.  You may edit or
create  new  ones by using the @{b}NeuerCharacter-Tool@{ub}.  Abilities are
represented  in  100%  possibilities.  An ability-value is representing the
bonus,  a  character gets on an ability-check.  To transfer your character-
values  to the Szenarion-representation, use the following table to look up
the bonus, given by the depending main-ability. 
 @{b}
           -------------------------------
           MAIN ABILITY VALUE
           ------------------    B O N U S
             D100     D20   
           -------------------------------
            0.. 4      0           -25
            5..30    1..8          -10
           31..75    9..11           0
           76..90   12..13          +5
           91..94   14..15         +10  
           95..97   16..17         +15
           98..99     18           +20
             100      19           +25
             101      20           +30
           102..    21..           +35
@{ub}
Add  the  special  skill  of  the  ability,  you want to transform from the
following interval

   biggest malus, char has no experience with
                          |
                          |   character has normal experience
                          |       |
                   @{b}     [-25..0..30..150] @{ub}
                              |       |
          char has basic knowlege     |
                                      |
                                character is excellent

EXAMPLE

A character wants to use its longbow, the master transforms the old values:

DEX 12->(+5), distance-weappon 11->(+30) ==>    longbow,+35
  

HITPOINTS
@{b}
           level |fighter| thief | priest   | magic-u| bard  | hunter 
           --------------------------------------------------------------
              1. | 35    | 27    | 17       | 17     | 17    | 32 
              2. | 45    | 32    | 22       | 22     | 22    | 38 
              3. | 60    | 37    | 27       | 27     | 27    | 44 
              4. | 75    | 42    | 33       | 33     | 33    | 50 
              n. |20+n*15| 22+n*5| 12+n*5   | 12+n*5 | 12+n*5| 26+n*6  
@{ub}
MAGIC-POINTS
@{b}
                             INT     | points  
                         -------------------------
                            0- 75    |     0  
                           76- 95    |     1 *level 
                           96- 99    |     2 *level
                          100-101    |     3 *level
                          102+ 	     |     4 *level
@{ub}
@ENDNODE

@NODE "Zauber" "Zauber und magische Formeln"
@{b}Magic Spells@{ub}

You  may  create  as  many  spells  as you like (or your HD).  Use the tool
@{b}++Spell@{ub}, follow the help-texts in the upper right corner. All spells
are stored in the spells/ drawer.

Spells  may  fail,  depending  on  the  level-difference between caster and
victim!   Szenarion-spells  are  fixed.   They will stay at the target-area
(see duration in the tool). 

@ENDNODE

@NODE "Gegenstände" "Gegenstände"

@{b}ITEMS@{ub}

You may create items by describing desired tools via ASCII-editor in the
inventory/ drawer. If refered in an allfile, the characters may pick up
an item (if their tonnage allows it).

SYNTAX 

      o @{b}Name:@{ub}  Same as the filename

      o @{b}Bild:@{ub} picture in raw-format out of the gfk/ drawer:
       
         {Ampulle,Heiltrank,gelbe_Flüssigkeit,rote_Flüssigkeit,lila_Flüssigkeit,
              Goldsack,Fackel,Seil,Spruchrolle}
        
      o @{b}Art:@{ub} unused

      o @{b}Gewicht:@{ub} weight

      o @{b}Probe:@{ub} does the item needs an ability-check, when used?
            YES: Enter ability (in german ,look up in characters/)
 
      o @{b}Wirkung:@{ub} Does the item hide a spell (entry `Zauber'), or
        does it influence an ability (f.e.  ``Auftreten''=leadership).

      o @{b}Effekt:@{ub} If the item hides a spell, refer corresponding spell
        (f.e. 'protectionI.spell') or the value of the affected ability (f.e. +10)

      o @{b}Benutzung:@{ub} action, the user has to undertake (f.e. 'drink')

      o @{b}Anwendung:@{ub} Item gets consumed ('1') else ('0')

@ENDNODE


@NODE "Szenarion Multi-User-Interface" "Szenarion Multi-User-Interface"

@{b}SZENARION MULTI-USER-INTERFACE@{ub}


@{b}Multi-User-Interfac@{ub}

!You will do the @{"Interface" Link "pic04.iff/Main" 0} construction at YOUR OWN RISK, NO WARRANTIES!

You will need an old joystick and four fire-buttons.

@ENDNODE

@NODE "Tips & Tricks für Spieler" "Tips & Tricks für Spieler"

@{b}PLAYER-HINTS@{ub}

@{b}1.General@{ub}

Of cause, these can't be univeral hints. You might find yourself confronted
by a small slimy frog, but you might even be a balrog's victim!

All,  who  don't  want  to  play  'hack&slash'  should  read  the following
instructions carefuly!


@{b}terrain@{ub}

Try  to  attack from higher fields.  These charges get a bonus.  Don't come
to  a  stand  where you can't fall back, for a stronger opponent might push
you  back.   If  you can't fall back, you will suffer bad damages.  You may
also  use  this  strategy  for your own attacks (select push away).  If you
don't  play a water-creature, stay off the water!  You might drown and your
attacks even get a malus.


@{b}setup@{ub}

Bowmen  may  fire  directly  over  their  frontmen  without  a danger.  But
standing  elsewhere in the line of fire might be harmful (depending on your
size).

Try  to  get a good view, so that you, or at last all players together, are
able to watch the whole scene.  You might miss some details!

@{b}kinetic energy@{ub}

Crushing  into  the  enemy with speed gives you an additional bonus on your
attack.   But pray to the Gods if your opponent is able to strike back, for
your defensive-value gets a malus!

@{b}special actions@{ub}

Don't  attack  each  round.   Try  to hide or sneak to your target.  Aim or
concentrate, if you are not involved in close-combat.

@{b}how to attack@{ub}

You   might   detect,   that   you're   charging   early   or  late  during
combat-sequence.   That  depends  on your maneuver-value.  So keep in mind,
that  others  might  strike first, or strike back --- combine attacks.  The
late  attacks  will  cause  seriouse  damage, for the defensive-values gets
decremented by each attack. Don't get surrounded!

Don't strike on all, if many might strike back --- you will decrement their
devensive-value, but your defensive-value will be low, too!

If you're strong enough, try to push your opponent out of the way!

@{b}into the unknown@{ub}

Even 'stupid' npcs will try to prepare their bows.  So running alone around
a  corner  might be like an execution (if three or more archers wait on the
other side!).

@ENDNODE

@NODE "Kontakt" "Kontakt"

@{b}How To Register@{ub}

Fill in the 'REGISTRATION-FROM' and send it back to the following address:


   Stefan Waschk
   Siegfriedstr. 119
 D-38106 Braunschweig
   GERMANY

@ENDNODE
