1. a BIG challenge
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First of all I'd like to thank those of you who helped me with my D&D =
combat simulator. Second I'd like to tell you what I have in my plans =
for it.
1, An entire 'bank' of monsters ie more than one.
2. Possibly locations-this would affect the monsters.
3. Little text images of you and the monster.
4. It may just develop into a graphical game.
Of, course I cannot use BMPs for images, If I could it would become, not =
tooting my own horn, unbelievable because I have a BMP of every D&D =
monster. Anyways I've included my file for you to look at. A couple =
things must be taken into mind while checking this out;
A. It's nowhere near completed.
B. It's probably very memory inefficient.
C. I'm having problems with the 'thee' and 'thou' bit.
D.***The program is very unorganized at the moment, so it's a bit hard =
to understand but I've put -- statements in
If you could read my program and find out any errors I would be =
extremely grateful. Here are the problems I am facing, it's probably a =
good idea to look at the program first and run it.
Memory efficiency -- I don't think it has it! (What with all the =
"if" and "elsif" commands)
The Players Health -- At 0, the program needs to tell him/her they =
are dead, and the program should ask to play again.
The Monsters Health -- The monster has to die sometime!
No exit -- I need a command where the user =
can hit a specific key to exit any time.
The run option -- The player should only be able to =
use this once (I think I can get this one)
Monster Bank:
Is there a way to have a .ex file that combat reads off of to get =
monster stats?
*****THIS IS VERY IMPORTANT******
I need a turn based system going. At the moment the monster continues to =
attack, without giving the player a turn.
Same with the character, he/she is able to attack and run forever.
If you can solve these problems......THANK YOU! I cannot stress that =
enough! This e-mail has a lot of problems and is a lot of work.
-Thomas
PS I'm working on the scrolling, there isn't any -->yet <--
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<DIV><FONT face=3DArial size=3D2>First of all I'd like to thank those of =
you who=20
helped me with my D&D combat simulator. Second I'd like to tell you =
what I=20
have in my plans for it.</FONT></DIV>
<DIV> </DIV>
<DIV><FONT face=3DArial size=3D2>1, An entire 'bank' of monsters ie more =
than=20
one.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>2. Possibly locations-this would affect =
the=20
monsters.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>3. Little text images of you and the=20
monster.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>4. It may just develop into a =
graphical=20
game.</FONT></DIV>
<DIV> </DIV>
<DIV><FONT face=3DArial size=3D2>Of, course I cannot use BMPs for =
images, If I could=20
it would become, not tooting my own horn, unbelievable because I have =
a BMP=20
of every D&D monster. Anyways I've included my file for you to look =
at. A=20
couple things must be taken into mind while checking this =
out;</FONT></DIV>
<DIV> </DIV>
<DIV><FONT face=3DArial size=3D2>A. It's nowhere near =
completed.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>B. It's probably <EM>very </EM>memory=20
inefficient.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>C. I'm having problems with the 'thee' =
and 'thou'=20
bit.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>D.***The program is very =
unorganized at the=20
moment, so it's a bit hard to understand but I've put -- statements=20
in</FONT></DIV>
<DIV> </DIV>
<DIV><FONT face=3DArial size=3D2>If you could read my program and find =
out any=20
errors I would be extremely grateful. Here are the problems I am facing, =
it's=20
probably a good idea to look at the program first and run =
it.</FONT></DIV>
<DIV> </DIV>
<DIV><FONT face=3DArial size=3D2><FONT face=3DArial =
size=3D2><EM> </EM>Memory=20
efficiency -- I don't think it has it! (What =
with all=20
the "if" and "elsif" commands)</FONT></FONT></DIV>
<DIV><FONT face=3DArial size=3D2> The Players =
Health -- At 0,=20
the program needs to tell him/her they are dead, and the program should =
ask to=20
play again.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2> The Monsters =
Health -- The=20
monster has to die sometime!</FONT></DIV>
<DIV><FONT face=3DArial size=3D2> No=20
p; --=20
I need a command where the user can hit a specific key to exit any=20
time.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2> The run option =
=
--=20
The player should only be able to use this once (I think I can get this=20
one)</FONT></DIV>
<DIV> </DIV>
<DIV><FONT face=3DArial size=3D2>Monster Bank:</FONT></DIV>
<DIV> </DIV>
<DIV><FONT face=3DArial size=3D2>Is there a way to have a .ex file that =
combat reads=20
off of to get monster stats?</FONT></DIV>
<DIV> </DIV>
<DIV><FONT face=3DArial size=3D2>*****THIS IS VERY =
IMPORTANT******</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>I need a turn based system going. At =
the moment the=20
monster continues to attack, without giving the player a =
turn.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Same with the character, he/she is able =
to attack=20
and run forever.</FONT></DIV>
<DIV> </DIV>
<DIV><FONT face=3DArial size=3D2>If you can solve these =
problems......THANK YOU! I=20
cannot stress that enough! This e-mail has a lot of problems and is a =
lot of=20
work.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>-Thomas</FONT></DIV>
<DIV> </DIV>
<DIV> </DIV>
<DIV><FONT face=3DArial size=3D2>PS I'm working on the scrolling, there =
isn't=20
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2. Re: a BIG challenge
On Tue, 15 Aug 2000 10:34:17 -0700, Paul Kerslake wrote:
>Of, course I cannot use BMPs for images, If I could it would become, not
>tooting my own horn, unbelievable because I have a BMP of every D&D
>monster.
Why not? As long as the images are not color intensive, you can convert
them to 256 colors and Euphoria can display them no problem (but you will
have to use a 256 color graphics mode...) You'd also have to deal with a
limited color palette but anything's possible...
-- Brian
3. Re: a BIG challenge
or u could convert them to any of a number of other types
of files that EU also supports (check the archive)
and likly display them in full color graphics...
neil and trueEU and directX and SGL can
(among others) work in true color modes
and directX and SGL work in windows...
and sgl works in linux...
and there is an Xwin library for linux...
and i havent even scratched the list yet :)
----- Original Message -----
From: Brian Broker <bkb at CNW.COM>
To: <EUPHORIA at LISTSERV.MUOHIO.EDU>
Sent: Tuesday, August 15, 2000 3:39 PM
Subject: Re: a BIG challenge
> On Tue, 15 Aug 2000 10:34:17 -0700, Paul Kerslake wrote:
>
> >Of, course I cannot use BMPs for images, If I could it would become, not
> >tooting my own horn, unbelievable because I have a BMP of every D&D
> >monster.
>
> Why not? As long as the images are not color intensive, you can convert
> them to 256 colors and Euphoria can display them no problem (but you will
> have to use a 256 color graphics mode...) You'd also have to deal with a
> limited color palette but anything's possible...
>
> -- Brian
>
_____NetZero Free Internet Access and Email______
http://www.netzero.net/download/index.html
4. Re: a BIG challenge
the entry for the sgl library includes a link to the web page for SGL
check the archives
----- Original Message -----
From: Todd Riggins <triggins at AIRMAIL.NET>
To: <EUPHORIA at LISTSERV.MUOHIO.EDU>
Sent: Tuesday, August 15, 2000 4:57 PM
Subject: Re: a BIG challenge
> Hi, been sort of following this thread...
>
> Is there a website that I can see more information about
> SGL? Thanks in advance...
>
> -- Todd Riggins
>
> Hawke' wrote:
> >
> > or u could convert them to any of a number of other types
> > of files that EU also supports (check the archive)
> > and likly display them in full color graphics...
> > neil and trueEU and directX and SGL can
> > (among others) work in true color modes
> > and directX and SGL work in windows...
> > and sgl works in linux...
> > and there is an Xwin library for linux...
> > and i havent even scratched the list yet :)
> >
> > ----- Original Message -----
> > From: Brian Broker <bkb at CNW.COM>
> > To: <EUPHORIA at LISTSERV.MUOHIO.EDU>
> > Sent: Tuesday, August 15, 2000 3:39 PM
> > Subject: Re: a BIG challenge
> >
> > > On Tue, 15 Aug 2000 10:34:17 -0700, Paul Kerslake wrote:
> > >
> > > >Of, course I cannot use BMPs for images, If I could it would become,
not
> > > >tooting my own horn, unbelievable because I have a BMP of every D&D
> > > >monster.
> > >
> > > Why not? As long as the images are not color intensive, you can
convert
> > > them to 256 colors and Euphoria can display them no problem (but you
will
> > > have to use a 256 color graphics mode...) You'd also have to deal
with a
> > > limited color palette but anything's possible...
> > >
> > > -- Brian
> > >
> >
> > _____NetZero Free Internet Access and Email______
> > http://www.netzero.net/download/index.html
>
_____NetZero Free Internet Access and Email______
http://www.netzero.net/download/index.html
5. Re: a BIG challenge
Hi, been sort of following this thread...
Is there a website that I can see more information about
SGL? Thanks in advance...
-- Todd Riggins
Hawke' wrote:
>
> or u could convert them to any of a number of other types
> of files that EU also supports (check the archive)
> and likly display them in full color graphics...
> neil and trueEU and directX and SGL can
> (among others) work in true color modes
> and directX and SGL work in windows...
> and sgl works in linux...
> and there is an Xwin library for linux...
> and i havent even scratched the list yet :)
>
> ----- Original Message -----
> From: Brian Broker <bkb at CNW.COM>
> To: <EUPHORIA at LISTSERV.MUOHIO.EDU>
> Sent: Tuesday, August 15, 2000 3:39 PM
> Subject: Re: a BIG challenge
>
> > On Tue, 15 Aug 2000 10:34:17 -0700, Paul Kerslake wrote:
> >
> > >Of, course I cannot use BMPs for images, If I could it would become, not
> > >tooting my own horn, unbelievable because I have a BMP of every D&D
> > >monster.
> >
> > Why not? As long as the images are not color intensive, you can convert
> > them to 256 colors and Euphoria can display them no problem (but you will
> > have to use a 256 color graphics mode...) You'd also have to deal with a
> > limited color palette but anything's possible...
> >
> > -- Brian
> >
>
> _____NetZero Free Internet Access and Email______
> http://www.netzero.net/download/index.html
6. Re: a BIG challenge
- Posted by Irv Mullins <irv at ELLIJAY.COM>
Aug 15, 2000
-
Last edited Aug 16, 2000
Paul wrote:
>Of, course I cannot use BMPs for images,
But you can. If the bmp's have different palettes, just download a copy of
PaintShopPro and convert them all to use the same palette. If you choose
your initial palette carefully (make it one which has a wide range of colors),
then most will convert just fine.
Regards,
Irv
7. Re: a BIG challenge
- Posted by ck lester <cklester at YAHOO.COM>
Aug 15, 2000
-
Last edited Aug 16, 2000
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Here's a quick mock-up to get you started... You'll note there are still
several problems which you'll have fun fixing...
--D&D Combat Sim
include get.e
integer dam,dieroll,Mdieroll,Mdam,
pinit,minit,attres,matt,patt, turnNumber
atom desc,run,splvsnot,spldam, current_monster
sequence monsters, player, monster
constant HEALTH = 1,
THAC0 = 2,
ARMORCLASS = 3
function rolld(integer numDice)
return rand(numDice)
end function
monsters = { "Rag Man" , "Ugly Thing" , "Vomitus Maximus" } -- to give us a
variety
player = { 30 , 20 , 5 } -- to hold player attributes ( health, THAC0,
armor class )
monster = { rand(20) , rand(20) , rand(8) } -- to hold monster attributes
(health, THACO, AC)
turnNumber = 0
current_monster = rand(3) -- choose a random monster
-- initialize initialization values
minit=rand(20)
pinit=rand(20)
position(1,2)
printf(1,"\nStrolling along, you encounter a %s\n", {
monsters[current_monster] })
while 1 do -- we'll put our stoppages inside this loop
turnNumber = turnNumber + 1
while minit = pinit do -- as long as they're equal, redo 'em both
minit = rolld(20)
pinit = rolld(20)
end while
if pinit > minit then -- player attacks first
if turnNumber = 1 then -- if it's the first turn, say something special
puts(1,"You're lucky! It hasn't seen you...yet.\n")
else
puts(1,"It's your turn to act.\n")
end if
puts(1,"(A)ttack or (R)un: ")
desc = wait_key()
if desc='r' then
if rolld(20) < 10 then
puts(1,"\n\nAs you run away, you feel the magical bolt burn through your
body.\n")
player[HEALTH] = 0
else
puts(1,"\n\nWith fear and luck, thou escapes......\n")
abort(1)
end if
elsif desc = 'a' then
dieroll = rolld(20) -- roll d20
attres = player[THAC0] - dieroll
puts(1,"You attack... ")
if attres < monster[ARMORCLASS] then
puts(1,"but the monster dodges your blow.\n")
else
puts(1," and hit the beast!\n")
dam = rolld(6)
printf(1,"You cause the %s %d points of damage.\n", {
monsters[current_monster],dam } )
monster[HEALTH] = monster[HEALTH] - dam
end if
end if
else
if turnNumber = 1 then
puts(1,"The " & monsters[current_monster] & " knew you were coming and
attacks!\n")
end if
matt= monster[THAC0] - rolld(20)
if matt < player[ARMORCLASS] then
puts(1,"The " & monsters[current_monster] & " attacks, but misses!\n")
else
if rolld(20) > 15 then -- 15 or higher and the beast casts a spell
spldam = rand(10)
printf(1,"The %s swirls its arms in the air, and releases a spell which
deals you %d damage.\n",{monsters[current_monster] , spldam})
player[HEALTH] = player[HEALTH] - spldam
else
dam = rolld(8)
printf(1,"The %s strikes you for %d
damage!\n",{monsters[current_monster],dam})
player[HEALTH] = player[HEALTH] - dam
end if
end if
end if
if player[HEALTH] < 1 then
puts(1,"\n\nAAARRRRRGH! You collapse, dead.\n\n")
abort(0)
end if
if monster[HEALTH] < 1 then
puts(1,"\n\nYou've killed the beast! Victory is yours!\n\n")
abort(0)
end if
-- if nobody's dead, reroll initiative
minit = rolld(20)
pinit = rolld(20)
end while
--end of D&D Combat Sim
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<DIV><FONT face=3DArial size=3D2><SPAN class=3D720574701-16082000>Here's =
a quick=20
mock-up to get you started... You'll note there are still several =
problems which=20
you'll have fun fixing...
</SPAN></FONT></DIV>
<DIV><FONT face=3DArial size=3D2><SPAN=20
<DIV><FONT face=3DArial size=3D2><SPAN =
class=3D720574701-16082000>--D&D Combat=20
Sim</SPAN></FONT></DIV>
<DIV><FONT face=3DArial size=3D2><SPAN =
class=3D720574701-16082000>include=20
get.e</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2><SPAN =
class=3D720574701-16082000>integer=20
turnNumber<BR>atom desc,run,splvsnot,spldam, current_monster<BR>sequence =
monsters, player, monster</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2><SPAN =
class=3D720574701-16082000>constant HEALTH =3D=20
1,<BR> THAC0 =3D 2,<BR> ARMORCLASS =3D 3</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2><SPAN =
class=3D720574701-16082000>function=20
rolld(integer numDice)<BR> return rand(numDice)<BR>end =
function</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2><SPAN =
class=3D720574701-16082000>monsters =3D { "Rag=20
Man" , "Ugly Thing" , "Vomitus Maximus" } -- to give us a=20
variety</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2><SPAN class=3D720574701-16082000>player =
=3D { 30 , 20 ,=20
5 } -- to hold player attributes ( health, THAC0, armor class =
)<BR>monster=20
=3D { rand(20) , rand(20) , rand(8) } -- to hold monster attributes =
(health,=20
THACO, AC)</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2><SPAN =
class=3D720574701-16082000>turnNumber =3D=20
0</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2><SPAN =
class=3D720574701-16082000>current_monster =3D=20
rand(3) -- choose a random monster</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2><SPAN class=3D720574701-16082000>-- =
initialize=20
initialization =
<DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2><SPAN=20
<DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2><SPAN=20
class=3D720574701-16082000>printf(1,"\nStrolling along, you encounter a=20
%s\n", { monsters[current_monster] })</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2><SPAN class=3D720574701-16082000>while =
1=20
do -- we'll put our stoppages inside this =
loop</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2><SPAN =
class=3D720574701-16082000> =20
turnNumber =3D turnNumber + 1</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2><SPAN =
class=3D720574701-16082000> =20
while minit =3D pinit do -- as long as they're equal, redo 'em =
both<BR> minit=20
=3D rolld(20)<BR> pinit =3D rolld(20)<BR> end=20
while</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2><SPAN =
class=3D720574701-16082000> =20
if pinit > minit then -- player attacks first</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2><SPAN =
class=3D720574701-16082000> if turnNumber=20
=3D 1 then -- if it's the first turn, say something=20
special<BR> puts(1,"You're lucky! It hasn't seen =
you...yet.\n")<BR> else<BR> puts(1,"It's =
your turn=20
to act.\n")<BR> end if</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2><SPAN=20
class=3D720574701-16082000> puts(1,"(A)ttack or (R)un: =
")</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2><SPAN =
class=3D720574701-16082000> desc =3D=20
wait_key()</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2><SPAN =
class=3D720574701-16082000> if desc=3D'r'=20
then<BR> if rolld(20) < 10=20
then<BR> puts(1,"\n\nAs you run away, you feel the magical =
bolt burn=20
through your body.\n")<BR> player[HEALTH] =3D=20
0<BR> else<BR> puts(1,"\n\nWith fear =
and=20
luck, thou =
end if<BR> elsif desc =3D 'a' then<BR> =
dieroll =3D=20
rolld(20) -- roll d20</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2><SPAN=20
class=3D720574701-16082000> attres =3D =
player[THAC0] -=20
dieroll</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2><SPAN=20
class=3D720574701-16082000> puts(1,"You =
attack...=20
")</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2><SPAN=20
class=3D720574701-16082000> if attres <=20
monster[ARMORCLASS] then<BR> puts(1,"but the monster dodges =
your=20
blow.\n")<BR> else<BR> puts(1," and =
hit the=20
beast!\n")<BR> dam =3D rolld(6)<BR> printf(1,"You =
cause the=20
%s %d points of damage.\n", { monsters[current_monster],dam }=20
)<BR> monster[HEALTH] =3D monster[HEALTH] -=20
dam<BR> end if<BR> end =
if</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2><SPAN =
class=3D720574701-16082000> =20
else</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2><SPAN =
class=3D720574701-16082000> if turnNumber=20
=3D 1 then<BR> puts(1,"The " &=20
monsters[current_monster] & " knew you were coming and=20
attacks!\n")<BR> end if</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2><SPAN =
class=3D720574701-16082000> matt=3D=20
monster[THAC0] - rolld(20)</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2><SPAN =
class=3D720574701-16082000> if matt <=20
player[ARMORCLASS] then<BR> puts(1,"The " &=20
monsters[current_monster] & " attacks, but=20
misses!\n")<BR> else<BR> if rolld(20) > =
15 then=20
-- 15 or higher and the beast casts a spell<BR> spldam =3D=20
rand(10)<BR> printf(1,"The %s swirls its arms in the air, and =
releases a spell which deals you %d =
damage.\n",{monsters[current_monster] ,=20
spldam})<BR> player[HEALTH] =3D player[HEALTH] -=20
spldam<BR> else<BR> dam =3D=20
rolld(8)<BR> printf(1,"The %s strikes you for %d=20
=3D=20
player[HEALTH] - dam<BR> end if<BR> end=20
if<BR> end if<BR> if player[HEALTH] =
< 1=20
then<BR> puts(1,"\n\nAAARRRRRGH! You collapse,=20
dead.\n\n")<BR> abort(0)<BR> end =
if<BR> =20
if monster[HEALTH] < 1 then<BR> puts(1,"\n\nYou've killed the =
beast!=20
Victory is yours!\n\n")<BR> abort(0)<BR> end=20
if</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2><SPAN =
class=3D720574701-16082000> =20
-- if nobody's dead, reroll initiative</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2><SPAN =
class=3D720574701-16082000> =20
minit =3D rolld(20)<BR> pinit =3D =
rolld(20)</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2><SPAN class=3D720574701-16082000>end=20
while</SPAN></FONT></DIV>
<DIV><FONT face=3DArial size=3D2><SPAN=20
<DIV><FONT face=3DArial size=3D2><SPAN class=3D720574701-16082000>--end =
of D&D=20
Combat Sim</SPAN></FONT></DIV>
<DIV><FONT face=3DArial size=3D2><SPAN=20
------=_NextPart_000_001E_01C006FA.6DA38EC0--
8. Re: a BIG challenge
About not being able to use bitmap files, you might try using David Cuny's
RES library. It's really cool, and it has what you need in that area, so
you might want to take a look