README.RTF
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{\listoverride\listid1595016848\listoverridecount0\ls2}}{\info{\title (H3)DM Toolkit (DM Toolkit Box):}{\author Keith Strohm}{\operator Victor Penman}{\creatim\yr1998\mo8\dy19\hr16\min20}{\revtim\yr1998\mo8\dy20\hr11\min46}{\version4}{\edmins30}
{\nofpages17}{\nofwords5492}{\nofchars31306}{\*\company Wizards of the Coast}{\nofcharsws38445}{\vern71}}\widowctrl\ftnbj\aenddoc\hyphcaps0\formshade\viewkind4\viewscale100\pgbrdrhead\pgbrdrfoot \fet0\sectd \linex0\endnhere\sectdefaultcl {\*\pnseclvl1
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{\pntxtb (}{\pntxta )}}{\*\pnseclvl9\pnlcrm\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}\pard\plain \s15\nowidctlpar\widctlpar\adjustright \b\fs20\cgrid {\f2 AD&D Core Rules CD-ROM readme.rtf file (8/19/98)
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2
\par This document is divided into five parts. The first deals with customer support. The second deals with installing the program. The third deals with memory requirements. The fourth deals with data conversio
n from Core Rules version 1.x. The fifth and largest part is updates to the printed manual.
\par
\par
\par }\pard\plain \s15\nowidctlpar\widctlpar\adjustright \b\fs20\cgrid {\f2 Customer Support:
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2 \tab The customer support phone number is printed in the manual. Use this for immediate support. Additional information on the product is also available at the TSR, Inc. websit
e for this product }{\field{\*\fldinst {\f2 HYPERLINK http://www.tsr.com\\\\cr2 }{\f2 {\*\datafield
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}}{\fldrslt {\cs19\ul\cf2 www.tsr.com\\cr2}}}{\f2 .
\par \tab Updates and answers to Frequently Asked Questions (FAQs) on the program (excluding the Campaign Mapper) will be posted at the Evermore web site }{\field{\*\fldinst {\f2 HYPERLINK http://www.evermore88.com\\\\html\\\\core_rules_ii.hmtl }{\f2
{\*\datafield
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www.evermore88.com\\html\\core_rules_ii.hmtl}}}{\f2 .
\par \tab Support for the Campaign Mapper is provided at the ProFantasy web site }{\field{\*\fldinst {\f2 HYPERLINK http://www.profantasy.com }{\f2 {\*\datafield
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79002e0063006f006d002f000000}}}{\fldrslt {\cs19\ul\cf2 www.profantasy.com}}}{\f2 .
\par
\par
\par }\pard\plain \s15\nowidctlpar\widctlpar\adjustright \b\fs20\cgrid {\f2 Installation:
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2 \tab The Typical install option requires approximately 75 megabytes of free hard drive space.
\par \tab The Full install option requires approximately 170 megabytes of free hard drive space.
\par \tab The Minimum install option requires approximately 30 megabytes of free hard drive space.
\par \tab The Custom install option allows you to choose which parts of the program are installed on the hard drive and which are accessed off the CD. Depending on how this is configured, the free hard drive space required can range from 30 to 170 megabytes.
\par \tab In addition to the free hard drive space required to install the program, free hard drive space is also required to run the program. Please read the section below.
\par
\par }\pard\plain \s15\nowidctlpar\widctlpar\adjustright \b\fs20\cgrid {\f2 Memory requirements:
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2 \tab If you encounter problems getting the program to run or run correctly, the most likely cause is insufficient memory
caused by insufficient hard drive space. The minimum requirements for this product are 16 megabytes of RAM and 60 megabytes of available hard drive space. The program uses available hard drive space for virtual memory. If problems occur, please try the f
ollowing steps:
\par
\par {\pntext\pard\plain\f2\fs20\cgrid \hich\af2\dbch\af0\loch\f2 1.\tab}}\pard \fi-360\li360\nowidctlpar\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls2\pnrnot0\pndec\pnstart1\pnindent360\pnhang{\pntxta .}}\ls2\adjustright {\f2
Make sure your system has virtual memory on. For Windows 95 users, access your Control Panel (press the Start button and then select the }{\f2\ul S}{\f2 ettings option). When the Control Panel opens, select the System option. Select the Performance tab o
n the System Properties popup and select the }{\f2\ul V}{\f2 irtual Memory\'85 button. If the \ldblquote Disable virtual memory\'85\rdblquote
box is checked, uncheck it. If you elect to specify your own virtual memory setting, set the maximum number to at least 60.
\par {\pntext\pard\plain\f2\fs20\cgrid \hich\af2\dbch\af0\loch\f2 2.\tab}}\pard \fi-360\li360\nowidctlpar\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls2\pnrnot0\pndec\pnstart1\pnindent360\pnhang{\pntxta .}}\ls2\adjustright {\f2
Make sure you have sufficient
free hard drive space. Because this varies with the system, there is no practical way to exactly determine how much your system will need. If your system has 16 megabytes of RAM, it should have at least 60 megabytes of free hard drive space. To check y
ou available hard drive space, access the Windows Explorer program. Then left click on your hard drive (typically C on the left side of the screen). Once the hard drive is selected, left click on the }{\f2\ul F}{\f2
ile menu at the top of the screen and then left click on P}{\f2\ul r}{\f2 operties. Accessing the General tab should show you the amount of Free space on your hard drive. If it less than 60MB, try freeing some hard drive space.
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If your system will run out of memory, it is most likely to do this the first time you attempt to
use the Find feature for the Tome of Help. To get around this, you can build the find files when you are not running the program. To do this, find the Adandd.hlp file that is the Help directory for this program. In most instances, it will be in the Cor
e Rules 2 folder in your program files folder
. You can also find this file on the CD for this product. Once you find the file, double left click on it to launch it. Once launched, left click on the Find tab. The first time you do this, the program will build cer
tain files it needs for the Find feature to operate. After these files have been built, the program saves them and it will require much less memory to use the Find feature in the future. Remember, to take advantage of this method, you must run the Find fe
ature for the first time when you are NOT running the Core Rules program. Use the Windows Explorer program to locate the Adandd.hlp file and run it for the first time.
\par }\pard \nowidctlpar\widctlpar\adjustright {\f2
\par }\pard \fi360\nowidctlpar\widctlpar\adjustright {\f2 If your system runs too slowly, we suggest you turn sound and animations off. To do this, go to the Main Menu screen and left click on the }{\f2\ul O}{\f2
ptions selection near the top of the screen and then left click on the }{\f2\ul I}{\f2 nterface\'85 selection. In the window which pops up, click on the Off radio buttons for both Animations and Sounds.
\par }\pard\plain \s17\nowidctlpar\widctlpar\adjustright \f2\fs20\cgrid {
\par }{\b Conversions from version 1.x
\par }{\tab When you install the program, you have the option of converting any custom data (characters, monsters, items, etc.) that were created with the AD&D Core Rules version 1.x program that are on your hard drive. If you choose to do this, the progr
am will search your hard drive for these files and convert them to the version 2.0 format. Please be advised this conversion may take several minutes.
\par \tab After the program is installed, the Convert menu on the Main Menu screen may be used to convert the version 1.x data on an individual or group basis.
\par \tab Because of differences between the program versions, not all of the information may convert correctly. Please pay particular attention to:
\par \tab \tab Character Conversion: A character\rquote s hit points may change as a result of conversion. Please use the Update function in the Characters portion of the program to check and correct this.
\par \tab \tab Encounter Conversions: For the main monster, if you had changed the monster\rquote s THAC0 or AC, this will not convert. For additional (spec
ial monsters), only the number and type of monsters will convert. NPCs in encounters will convert as descriptions. To check on encounter conversions, go to the DM Toolkit portion of the program. Select Monsters and Encounters and then select Encounters.
Select the Encounter you have converted (bottom left of screen) and then use the edit button to check and correct it.
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2\cf1
\par
\par }{\b\f2\cf1 Updates to the printed manual:
\par }{\f2\cf1
\par Core Rules CD-ROM 2.0 Read Me File
\par }{\f2\cf13
\par DM Toolkit (DM Toolkit Box):
\par }\pard\plain \s15\fi144\nowidctlpar\widctlpar\adjustright \b\fs20\cgrid {\b0\f2\cgrid0 This part of the program is for use in t
he creation of custom-made AD&D game campaigns. You can add new items, races, monsters, treasure, and encounters into the program\rquote s database. You can also export your custom items to other databases and import items from other databases.
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2
\par NPC Generation
\par }\pard \fi144\nowidctlpar\widctlpar\adjustright {\f2 This button brings up the NPC Character Management screen. Select either the Core Rules button (to create an NPC in accordance with the }{\i\f2 Player\rquote s Handbook}{\f2 rules) or the Player
\rquote s Option button (to create an NPC in accordance with the }{\i\scaps\f2 Player\rquote s option: }{\i\f2 Skills & Powers}{\f2 rules).
\par }\pard \nowidctlpar\widctlpar\adjustright {\f2
\par }\pard\plain \s1\sa48\keepn\nowidctlpar\widctlpar\outlinelevel0\adjustright \b\fs20\cgrid {\b0\f2 Monsters and Encounters
\par }\pard\plain \s18\fi144\nowidctlpar\widctlpar\adjustright \f2\fs20\cgrid {Selecting this button takes you to a screen where you can create and manage monsters and encounters.
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2
\par }\pard\plain \s1\sa48\keepn\nowidctlpar\widctlpar\outlinelevel0\adjustright \b\fs20\cgrid {\b0\f2 Treasure
\par }\pard\plain \s16\fi144\ri130\sa48\nowidctlpar\widctlpar\adjustright \fs22\cgrid {\f2\fs20 Selecting this button takes you to a screen where you can generate and edit treasures.
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2
\par Other Custom Information
\par }\pard \fi144\nowidctlpar\widctlpar\adjustright {\f2 To create a custom psionic power, race, spell, item, or other general data, select this button.
\par }\pard \nowidctlpar\widctlpar\adjustright {\f2
\par }\pard\plain \s1\sa48\keepn\nowidctlpar\widctlpar\outlinelevel0\adjustright \b\fs20\cgrid {\b0\f2 Table Rolls
\par }\pard\plain \fi144\nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2 Select this button to access a screen where the program generates results based on the various tables included in the books provided in the Books Online section of this program.
\par }\pard \nowidctlpar\widctlpar\adjustright {\f2
\par }\pard\plain \s1\sa48\keepn\nowidctlpar\widctlpar\outlinelevel0\adjustright \b\fs20\cgrid {\b0\f2 Import
\par }\pard\plain \fi144\nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2 To add material to your database from another database, select this button. This provides a window where you can locate the file to be imported. Once you locate the file, Open it.
\par }\pard \nowidctlpar\widctlpar\adjustright {\f2
\par }\pard\plain \s1\sa48\keepn\nowidctlpar\widctlpar\outlinelevel0\adjustright \b\fs20\cgrid {\b0\f2 Export
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2 To provide a copy of material from your database for use in other copies of the program, use this button. Once the file is exported, it may be imported into other databases.
\par
\par }\pard\plain \s1\keepn\nowidctlpar\widctlpar\outlinelevel0\adjustright \b\fs20\cgrid {\b0\f2 Close
\par }\pard\plain \fi144\nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2 Selecting this button returns you to the Main Menu screen
\par }\pard \nowidctlpar\widctlpar\adjustright {\f2
\par
\par
\par Creating NPCs
\par
\par }{\f2\cf13 NPC
\par }{\f2
\par }\pard\plain \s16\ri130\sa48\nowidctlpar\widctlpar\adjustright \fs22\cgrid {\f2\fs20 This screen permits you to create and manage Non-player Characters (NPCs).
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2
\par }\pard\plain \s1\sa48\keepn\nowidctlpar\widctlpar\outlinelevel0\adjustright \b\fs20\cgrid {\b0\f2 NPCs
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2 This list box displays the NPCs in your database. Most of the buttons to the right of this list box will only operate if you have selected (left clicked on) an NPC in this list box.
\par
\par When an NPC is selected, information on that NPC is displayed in the lower text box.
\par }\pard\plain \s1\sa48\keepn\nowidctlpar\widctlpar\outlinelevel0\adjustright \b\fs20\cgrid {\b0\f2
\par Core Rules
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2 When this radio button is selected, NPCs are created in accordance with the Player\rquote s Handbook rules.
\par
\par }\pard\plain \s1\sa48\keepn\nowidctlpar\widctlpar\outlinelevel0\adjustright \b\fs20\cgrid {\b0\f2 Player\rquote s Option
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2 When this radio button is selected, NPCs are created in accordance with the Skills & Powers rules.
\par
\par }\pard\plain \s1\sa48\keepn\nowidctlpar\widctlpar\outlinelevel0\adjustright \b\fs20\cgrid {\b0\f2 Create NPC
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2 Selecting this button allows you to create a NPC in accordance with either the Player\rquote s Handbook (Core Rules) or Player\rquote s Option: Skill & Powers book (Player\rquote
s Option) depending on which radio button is selected.
\par
\par Update NPC
\par This button permits you to modify the character record for the NPC selected in the list box.
\par
\par Convert to Character
\par This button permits you to change the NPC selected in the list box to a Player Character. When this occurs, the NPC will be removed from the NPCs list box and will appear as a Player Character in the Characters list box.
\par
\par }\pard\plain \s1\sa48\keepn\nowidctlpar\widctlpar\outlinelevel0\adjustright \b\fs20\cgrid {\b0\f2 View
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2 Press this button to see how selected character\rquote s record will appear when it is printed out.
\par
\par }\pard\plain \s1\sa48\keepn\nowidctlpar\widctlpar\outlinelevel0\adjustright \b\fs20\cgrid {\b0\f2 Print
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2 Select this button to print out the selected character\rquote s record.
\par
\par }\pard\plain \s1\sa48\keepn\nowidctlpar\widctlpar\outlinelevel0\adjustright \b\fs20\cgrid {\b0\f2 Add
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2
This spin button appears when you enter the screen to add an NPC to an encounter. To do this, select the NPC in the list box, use the spin button to set the number of times you want this NPC added to the encounter, and select the Close button.
\par
\par }\pard\plain \s1\sa48\keepn\nowidctlpar\widctlpar\outlinelevel0\adjustright \b\fs20\cgrid {\b0\f2 Close
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2 Select this button to return to the Custom Database screen.
\par
\par
\par }{\f2\cf13 Monsters and Encounters
\par }{\f2
\par Encounters:
\par To create an encounter, click on the Encounters button.
\par
\par Encounter Templates:
\par To create a new encounter template, click on this button
\par
\par 2 \endash 20 Encounter Table:
\par Select this button to access the encounter tables.
\par
\par }\pard\plain \s1\sa48\keepn\nowidctlpar\widctlpar\outlinelevel0\adjustright \b\fs20\cgrid {\b0\f2 Monsters
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2 To create custom monsters or examine monsters already in your database, click this button.
\par
\par Close
\par Selecting this button returns you to the Custom Database screen.
\par
\par
\par
\par }{\f2\cf13 Treasure
\par }{\f2\cf5
\par }{\f2 Edit Treasure Tables:
\par The treasure tables from the Dungeon Master\rquote s Guide may be reviewed and modified by clicking this button.
\par
\par Roll Treasure:
\par Clicking on this button allows you to randomly generate treasures in accordance with the treasure tables.
\par
\par Saved Treasure:
\par To access treasure you have saved in a bundle, or to create a custom bundle, left click on this button. This brings up the List of Treasure Bundles screen.
\par }{\f2\cf5
\par }\pard\plain \s1\sa48\keepn\nowidctlpar\widctlpar\outlinelevel0\adjustright \b\fs20\cgrid {\b0\f2 Close
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2 Selecting this button returns you to the Custom Database screen.
\par
\par
\par }{\f2\cf13 Custom Information
\par }{\f2
\par }\pard\plain \s1\sa48\keepn\nowidctlpar\widctlpar\outlinelevel0\adjustright \b\fs20\cgrid {\b0\f2 Custom Powers
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2 Select this button to access a screen where you can create custom psionic sciences and devotions.
\par
\par }\pard\plain \s1\sa48\keepn\nowidctlpar\widctlpar\outlinelevel0\adjustright \b\fs20\cgrid {\b0\f2 Custom Races
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2 Select this button to access a screen where you can create custom races.
\par
\par }\pard\plain \s1\sa48\keepn\nowidctlpar\widctlpar\outlinelevel0\adjustright \b\fs20\cgrid {\b0\f2 Custom Data
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2 Select this button to access a screen where you can create custom items, proficiencies, kits, schools, and other data not covered by other DM Toolkit options.
\par
\par }\pard\plain \s1\sa48\keepn\nowidctlpar\widctlpar\outlinelevel0\adjustright \b\fs20\cgrid {\b0\f2 Custom Spells
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2 Select this button to access a screen where you can create custom spells.
\par
\par }\pard\plain \s1\sa48\keepn\nowidctlpar\widctlpar\outlinelevel0\adjustright \b\fs20\cgrid {\b0\f2 Close
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2 This button saves yo
ur work and returns you to the DM Toolkit Screen. Because the custom database is large, saving may take some time and you may notice a delay before the next screen appears
\par
\par
\par }{\f2\cf13\cgrid0 Tables
\par }{\f2\cgrid0
\par This window allows you to have the program generate table results. To do
this, use the Books drop down list box to select the book which contains the desired table, then select that table in the Tables list box, and then select the Roll button. A new screen will appear with the result.
\par
\par Close
\par Selecting this button returns you to the DM Toolkit screen.}{\f2
\par
\par }{\f2\cf13\cgrid0 Import
\par }{\f2 Selecting this button brings up a dialog box that allows you to import files into your database. To do this, use the Look In drop down list box to find the file you want to import. One the file is located, select it and then select the Open button.
\par
\par Important: you will only be able to import files which have previously been exported by some version of this program.
\par
\par }{\f2\cf13\cgrid0 Export
\par }{\f2\cgrid0
\par This menu allows you to export files so that they may be added to a different database.
\par
\par }\pard\plain \s1\sa48\keepn\nowidctlpar\widctlpar\outlinelevel0\adjustright \b\fs20\cgrid {\b0\f2\cgrid0 Database Type
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2\cgrid0
This list box displays the different categories of items in your database. Select the category that contains the character or custom item, monster, spell, etc. you wish to export. This causes a list of the custom items in that category to appear in the
Database Items.
\par
\par }\pard\plain \s1\sa48\keepn\nowidctlpar\widctlpar\outlinelevel0\adjustright \b\fs20\cgrid {\b0\f2\cgrid0 Database Items
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2\cgrid0
This list box displays the characters and custom items contained in the category selected in the Database Type list box. To export a character, item, etc., select it in this list box and then select the Add button.
\par
\par }\pard\plain \s1\sa48\keepn\nowidctlpar\widctlpar\outlinelevel0\adjustright \b\fs20\cgrid {\b0\f2\cgrid0 Items to export
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2\cgrid0
This list box displays the list of characters, items, monsters, etc. that you have chosen to export. To remove an item from this list, select it and then select the Remove button. The category for the selected item appears in the box below this list box.
\par
\par }\pard\plain \s1\sa48\keepn\nowidctlpar\widctlpar\outlinelevel0\adjustright \b\fs20\cgrid {\b0\f2\cgrid0 Export\'85
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2\cgrid0
This button is active when there are one or more items in the Items to export list box. Selecting this button allows you to export all items in the list box in a single file. Selecting this button displays a dialog box where you name the fi
le you are exporting and choose where to save it. You will need to provide a copy of this file to whomever you want to import it.
\par
\par }\pard\plain \s1\sa48\keepn\nowidctlpar\widctlpar\outlinelevel0\adjustright \b\fs20\cgrid {\b0\f2\cgrid0 Close
\par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid {\f2\cgrid0 Selecting this button returns you to the previous screen.}{\f2
\par
\par }{\f2\cf13 Creating an NPC:
\par }{\f2
\par Selecting the Create NPC button on the \'85\'85\'85
screen brings up the NPC Creation screen. The radio buttons allow you to choose from either the Standard Races (Dwarf, Elf, Gnome, Half-elf, Halfling, and Human for Core Rules plus Half-Orc and Half-Ogre for Player\rquote
s Option), or All Races (custom and nonstandard races). Select the race you want your NPC to be from the drop down list box \ldblquote Select a race \'85\rdblquote
\par
\par The allowed classes for that race appear in the \ldblquote Select a class ...\rdblquote list box. Select the class you want for the NPC and that class (or classes) appear in the \ldblquote Class\rdblquote
boxes on the right of the screen. Note that the default level for each class is 1. You can use the spin buttons to set each class level anywhere from 0 to 100.
\par
\par If you want the NPC to be a class that is not supported by the rules, select the \ldblquote Select from ALL classes\rdblquote button.
\par
\par This brings up Allowed Multiclasses (Allowed Dual Classes for human characters) popup window. You may select up to five different classes for your NPC. Note that only one selection may be made from each list box. Af
ter you have selected the classes you want, select the }{\f2\ul C}{\f2 lose button to return to the NPC Creation screen.
\par
\par To view and edit the NPC\rquote s ability scores, select the \ldblquote Ability scores \'85\rdblquote button. This brings up the Subability Scores screen.
\par
\par Use this screen to adjust the NPC\rquote s ability scores (and subability scores if using Player\rquote s Option). If you are using Player\rquote
s Option, each ability and subability score must be adjusted individually. They are not automatically tied together as they are in Character Generation.
\par
\par One the character\rquote s ability scores (and subability scores) are as you want, select the Close button to return to the NPC Creation screen.
\par
\par When the NPC\rquote s race, class(es), and ability scores are as you want them, select the \ldblquote Create NPC \'85\rdblquote button.
\par
\par The p
rogram automatically completes the generation of the NPC and returns you to the city screen. You may use this screen to modify the character as explained in the Character Generation section. When you are finally satisfied with the character, left click on
the \ldblquote Save\rdblquote road sign. This returns you to the Character Management screen and your new NPC appears in the NPC list box.
\par
\par Convert NPC to PC:
\par
\par To convert an non-player character to a player character, go to the NPC Character Management screen, select the NPC you want to convert from the box under the text \ldblquote NPC\rdblquote , and select the Convert to Character button.
\par
\par This moves that character from the NPC list box and places it in the Characters list box. Once this occurs, the program treats that character as it does any other player character.
\par
\par
\par }\pard\plain \s17\nowidctlpar\widctlpar\adjustright \f2\fs20\cgrid {Creating a custom encounter template:
\par
\par The first step in creating a custom encounter is to create a template for that encounter. To do that, select the "Encounter Templates" button from the Custom Database screen (DM Toolkit).
\par
\par In the "Options" drop down list box for "Monster Types", select either All or Custom. At the lower left of the screen, beneath the word "Create", select the "New..." button. This calls the "Encounter Template" popup window.
\par
\par Select the Monsters button and
then select the Add button on the screen which pops up. This pops up another window. (Note: If you had chose "Custom" Monster Type Options, you will have a much smaller list of monster to choose from than if you chose "All".)
\par
\par Once you have selected th
e monster you want for the encounter, select the "OK" button and then select the "Close" button on the "List of monsters which ..." popup window. This brings up the Encounter Template window where you must give the encounter template a name. Enter this n
ame in the edit box. Use the "Properties" button to change the number of monsters which appear.
\par
\par There are a number of other buttons on this window. The "Monsters" button will allow you to add more monsters to the encounter. The "Treasures" button allows y
ou to specify treasure types for the encounter as you did for the custom monster when you created it.
\par
\par The "Traps" button gives you access to windows which allow you to add traps to the encounter. It also allows you to create new, custom traps.
\par
\par The "Items
" button allows you to add specific items to the encounter. The "Monster Type" button allows you to select a different monster type to add to the encounter. The "Description" button brings up a large edit box that allows you to enter a detailed descript
ion of the encounter.
\par
\par The "2-20 Encounter Table Information ..." button calls a popup window that allows you specify how this encounter will appear on a 2-20 table.
\par
\par In the portion of the program where encounters are generated off a 2 - 20 table, a number
of filters are used to determine which encounters are appropriate for each table. The above window shows the default settings for the lair or wandering, frequency, and number of hit dice filters. If these are not set as you like, you may change them.
\par
\par The default setting for "Climate and Terrain" is any. This means the encounter may occur in any setting. Directions on how to change the climate and terrain settings were given as part of the creating a custom monster example.
\par
\par When the filters are as you want them, select the "OK" button. This returns you to the "Encounter Template" window. When this is as you want it, select the "OK" button and you have created the new template.
\par
\par Creating an encounter from a custom template:
\par
\par Step 1: Select the "Encounter Templates" button on the Custom Database (DM Toolkit) screen.
\par On the Encounter Templates screen, select custom for the Options under Monster Types. Only custom templates will appear in the bottom left list box. Select the template you want, and select the "New ..." button.
\par
\par Name the Encounter on the Encounter Template popup window, select the "OK" button, select the Close button, and you are done.
\par
\par Encounter Tables:
\par To create or access encounter tables, click on the2-20 Encounter Table button on the Custo
m Database screen. This displays the 2-20 Encounter Tables screen. This screen shows all 2-20 tables that are currently in the database in the list box on the left of the screen.
\par
\par The New button to the right of the list box is always active. The Edit, Delete, View, and Print buttons are only active when an encounter table is selected in the list box.
\par
\par To examine a table which has already been created or to generate an encounter on that table, select the table in the list box and click on the edit button.
\par
\par The encounter templates which are in the table appear in the slots on the left side of the screen. The encounter table name appears in the Name edit box. The drop down list box below the Name box allows you to select monster encounter templates based on
their rarity. The monster encounters templates appropriate for the selected rarity factor appear in the list box on the right side of the screen.
\par
\par To roll an encounter, click on the roll button. The encounter template rolled first flashes in its slot on the left side of the screen and is then highlighted. To have the program generate an encounter for this template, click on the Generate button.
\par
\par To change the monster templates which appear on the left side of the 2-20 Encounter Table screen, click on the Fill button. To change the filter for selecting the templates which appear, click on the Filter button.
\par
\par The screen which appears allows you to choose monsters from all monsters, custom monsters, or standard monsters by using the drop down list box. You
may also filter monsters based on their Hit Dice, the Climate and Terrain they occupy, and their Activity Cycle.
\par
\par To create a new table, click on the Close buttons until you return to the 2-20 Encounter Tables screen. When you return to that screen, click on the New button.
\par
\par This takes you to a 2-20 Encounter Table screen where the Name box and encounter slots are empty. To generate a table set the filters as you desire and click on the Fill button.
\par
\par To add a specific monster template to a specific slot in the encounter, first click on the radio button to the right of the desired slot and then double left click on the monster template in the list box on the right side of the screen.
\par
\par Once you have the table as you want it, click the OK button. Important: you will not be able to save a table until you have given it a name.
\par
\par Custom Monsters:
\par To create custom monsters, click on the Monsters, Custom button from the Custom Database screen. This brings up the Monster screen which is very similar to the Encoun
ters screen. The main difference between the two screen is that the lower list box in the Monster screen displays different types of the selected monster instead of encounters.
\par
\par In the above screen, the Bugbear monster type was selected at the top of the screen and the different types of bugbears appear in the lower list box.
\par
\par To create a new Monster type, click on the New button next to the Monster Types list box. Only two pieces of information can be entered to create a new monster type (and the bitmap in
formation is optional). The bitmap determines what picture is displayed when the monster is selected.
\par
\par To create a new monster for a selected type, click on the New button by the Monsters list box. Note that this new monster will be tied to the monster type selected in the upper box.
\par
\par This popup permits you to enter information for the custom monster that appears the same as the information for the standard monsters as provided by the Monstrous Manual. You will have to name the monster before it can be added to the database.
\par
\par Monsters:
\par Clicking on the Monsters button brings up a screen that allows you to examine all of the monsters in your database.
\par
\par The monsters in the database appear in the list box on the left of the screen. Above this list box is a search box. When a word is typed into this box, the monster name with the nearest alphabetical match is selected.
\par
\par The picture of the selected monster is shown in the upper right screen. When there is more than one picture for the selected monster (as with
dwarves), the Next Image button is active. Clicking on the Full screen ... button enlarges the monster picture and shows it only on the screen. The View button allows you to see information about that monster. The Print button allows you to print this
information.
\par
\par Creating a Custom Encounter with a Custom Monster
\par
\par Step 1: Create monster
\par
\par Select "Monsters, Custom" on the Custom Database (DM Toolkit) screen.
\par
\par Copy Monster
\par The easiest way to create a new custom monster is to copy an existing monster and alter its record. To do this, select a monster from the large "Monster Types" list box below the "Search" list box in the upper left portion of the screen.
\par
\par Next, select a monster from the "Monsters" list box in the lower left corner of the screen. Then select the "Copy" button next to the lower list box.
\par
\par This brings up the template for that monster with all of the information, except the name, already filled in. Whenever you make a custom monster, even as a copy, you must name. This name must be uniqu
e, that is, it must be different from any other monster name in your database.
\par
\par New Monster
\par A more ambitious way to make monster is to start from scratch.
\par
\par To create a new monster from scratch, we first need a new monster type. To do this, select the "New" button to the right of the large list box below the "Monster Types" heading (under the "Search" edit box).
\par
\par This brings up the Monster Type popup window. You will need to name the monster type in the edit box in this window. You may assign a bitmap to t
he new monster type by using the browse button adjacent to the Bitmap edit box. You may use the browse button to locate the bitmap file anywhere on your computer.
\par
\par We select the bitmap by selecting the "Open" button, entering a name in the Name of Type
box, and selecting the "OK" button to return to the Monsters screen. The name you entered now appears as a monster type on that screen. When you select it, you will see the bitmap you chose as the picture at the right, but no monsters listed in the lower
left list box. This is because we have not yet created any monsters associated with your monster type.
\par
\par To create a new monster, select the "New..." button next to the empty "Monsters" list box at the bottom left. This brings up the "Monsters" popup windo
w, but now most of the information areas are empty. Note that the association with your monster type is shown in the upper right of the window. In addition to the drop down list boxes, radio buttons, check boxes, edit boxes, etc., there are a number of r
ather large buttons with descriptive labels ("Select Climate and Terrain... for example).
\par
\par When you select one of these, a window pops up that allows you to enter or choose additional information on the monster. "Enter Appearance", "Combat", "Enter Habitat/
Society", "Enter Ecology", and "Enter Variants..." are all buttons which bring up text-only boxes. These allow you to enter information which may displayed when the monster is viewed or printed out, but which are not accessed by the program to perform cal
culations or other functions.
\par
\par The "Select Type" button allows you to change the monster type of bitmap associated with this monster. "Suggest XP Value" causes the program to calculate a suggested XP for that monster. You may choose to have that XP entered
into the "XP Value:" edit box.
\par
\par The default setting for Climate and Terrain is "any" which means that monster can appear anywhere. The drop down list box allows you to choose from a very large number of settings. In order to manually select climates and
terrain types, you must choose the "Custom" setting in the drop down list box. This setting is two above the default "Any" setting and you will need to scroll the settings up to select it.
\par
\par The "Select Treasure Types" button brings up this screen which al
lows you to select treasure types for the monster. Specific treasure is then randomly generated for each treasure type as outlined in the Dungeon Master Guide. The "Inventory" button allows you to assign specific (not randomly generated) items and/or tr
easures to the monsters.
\par
\par You may assign up to five different armor classes to a single monster. The default is AC 10. Armor classes are assigned using the drop down list boxes at the left of the popup window. When you assign an armor class, you should e
nter in a description for it. The program uses the first (top) armor class as the overall armor class for the monster.
\par
\par The Movement popup window allows you to assign movement rates to the different types of movement. A drop down list box allows you to assign a maneuverability class for Flying.
\par
\par The Attacks popup window allows you to assign attacks in several ways. A scrolling list box of "Possible" attacks appears at the left of the window. You may use the buttons beneath the "Attacks" box to remove an a
ttack you have assigned to a monster. The "New" button allows you to create a new attack type and give it to the monster. The "Edit" button allows you to modify an attack you have assigned to the monster. To use the edit button, you must first select th
e attack you wish to edit. To assign any or all of them to a monster, select the attack and then select the "Add" button. You may also use the edit boxes at the bottom of the window to enter attacks.
\par
\par The Special Defenses popup window allows you to choose certain defenses via check boxes and allows you to enter additional defenses and their descriptions in an edit box.
\par
\par To give spells to the monster, first select the type (wizard or priest) and then the level of the spells. You then select the spell in the
right scrolling list box and then select the "Add" button to give it to the monster. Monsters are not limited to having only wizard or priest spells or spells of a particular level. To see a list of all wizard or priest spells at one time, set the Level
spin button to 0.
\par
\par The "Inventory" button allows you to give specific items to a monster. When this screen first appears, all of the boxes are blank. Use the drop down list box in the upper right corner of the screen to choose the type of items you want t
o the monster to have. To give a particular item to a monster, select it in the right scrolling list box and then select the "Add" button.
\par
\par Once you have completed the information for you monster, select the "OK" button and that monster will appear in the "Monsters" list box whenever that monster type is selected.
\par }{\b\f0
\par
\par }{Campaign Mapper 5.20 Read Me file.
\par
\par
\par 0.0 Contents
\par 1.0 Documentation
\par 2.0 Known Bugs
\par 3.0 Frequently Asked Questions
\par 4.0 Campaign Mapper Tutorials
\par
\par 1.0 Documentation
\par Please refer to the Documents subdirectory of your Campaign Mapper for
\par the latest map, dungeon and city design tutorials. These are in Word 97
\par and WRI format. You can read the later using Wordpad which can be found
\par in Windows Acessories.
\par
\par 2.0 Known Bugs
\par Some minor bugs have slipped through the new at the time of release. Check
\par www.profantasy.com for patches.
\par
\par 2.1 Mid-command zoom shows an error dialog
\par Problem
\par Using any Zoom in the middle of the Outline or Number Label command will
\par cause a dialog box to appear with an error message.
\par
\par Solution
\par This can be cleared by clicking on OK. There is no further negative
\par effect. Don't use zooms in the middle of these commands
\par
\par 2.2 Right click in Outline command shows an error dialog
\par Problem
\par Right clicking in the middle of the Outline command can cause an error
\par dialog box to appear. This can cause the method of selection to remain
\par as a Window.
\par
\par Solution
\par If this happens, please save your drawing. This will restore the method
\par of selection to Window.
\par
\par 2.3 Can't undo Outline
\par Problem
\par Undoing an outline causes a solid filled black entity to appear. The
\par entire selected entity
\par turns black.
\par
\par Solution
\par Select Edit > Erase, select Same Entities as Before, OK-Apply edit.
\par This will remove this entity.
\par
\par 2.4 Undo doesn't work first time.
\par Problem
\par On some systems, UNDO doesn't work the first time it is selected
\par
\par Solution
\par Press either mouse button to repeat the UNDO - it will work this time.
\par
\par 3.0 Frequently Asked Questions
\par How can I minimize the number and increase the speed of the redraws that
\par Campaign Mapper makes?
\par
\par Campaign Mappers complex attractive symbols can be quite slow to redraw
\par on complex maps. Here are some hints to reduce the number of redraws CM
\par makes.
\par
\par 1. Resize the screen so that the task bar, when it pops up, only goes over the prompt
\par area. This means you can raise the prompt bar to look at the time (etc.) without
\par causing a redraw. CM remembers the window shape and size between sessions. All you
\par lose is a few pixels at the bottom of the screen.
\par
\par 2. A more powerful display card eliminates almost all non-zooming redraws.
\par
\par 3. Minimise the use of scroll bars. Scroll bars are useful in navigating painted
\par images and documents. They are not usually the best way of getting around a CAD map.
\par Use zooms instead. In many cases a zoom extents, zoom window is much quicker than using
\par scroll bars.
\par
\par 4. Don't create any more multipolies than you need to - sometimes a green polygon with
\par a blue polygon in it is better than a green multipoly consisting of two multipolies.
\par
\par 5. Hide layers which contain entities that you don't need to see whilst working (e.g.
\par backgrounds, vegetation layer)
\par
\par 6. Many people have their display settings set wrongly. Your card may have hardware
\par acceleration and you may not even know it. Select Task Bar > Control Panel > Display >
\par Settings > Advanced > Performance. Set Hardware Acceleration on full. If you don't get
\par any problems then use this setting. (In particular the Hercules Stingray doesn't work
\par on full acceleration)
\par
\par 7. Your display cards manufacturer may have an improved driver at their web site.
\par
\par 8. Don't use the highest resolution your card will allow.
\par
\par How do I flood fill?
\par This is covered in the last example of the tutorial and in depth in the help file
\par under Mulitpoly and How To..
\par
\par My printer doesn't print properly. Why?
\par This is almost always due to out of date printer software for your printer. Make sure
\par that you have the latest Windows 95/NT driver for your printer, not a 16-bit Windows 3.11
\par driver. Some vector based printers have insufficient memory for large CAD images. Decrease
\par the resolution if this is the case.
\par
\par How do I design my own fill styles, layer, symbols, grids, etc.?
\par You can't with Campaign Mapper. You need Campaign Cartographer 2 for this.
\par
\par How do I draw bigger maps/dungeons/cities?
\par
\par For a template with four times the area:
\par 1) Start a new map/dungeon/city.
\par 2) Show all layers, thaw all layers
\par 3) Edit > Scale All, OK. Type 2 and press ENTER for a scale factor.
\par 4) At the "Scale center" prompt, type 0,0 and press ENTER.
\par 5) Erase the text on the scale bar, replacing it with values twice as big
\par 6) Save this drawing.
\par
\par When you want to draw a bigger map, open this drawing, save it with a new name then
\par get to work.
\par
\par }{\f6 4.0 Campaign Mapper Tutorials
\par
\par 4.1 How to use these tutorials
\par
\par To make these tutorials short and clear, we use the following simple rules:
\par
\par 1. Map Menu >> Coast >> Smooth Land means select "Smooth Land" from the "Coast" submenu of the "Map" menu - which would be a bit of a mouthful to repeat again and again!
\par
\par 2. Words in uppercase, e.g. SMOOTH POLY, are names of CM commands.
\par
\par
\par 4.2 Starting Campaign Mapper
\par
\par To start CM click on the Dungeon Master's globe, then on the CM button. The first time you start CM, you see a blank outdoor map ready for you to draw on to. Subsequently, you will see the last map you saved.
\par
\par
\par 4.3 A simple out-door map
\par
\par \{here we'll have the an illustration that they're working towards\}
\par
\par }{\i\f6 Starting a new map
\par }{\f6 1. File Menu >> New >> Map
\par You see a dialog box asking for the name of the new map. The suggested name is "map", but you can enter any filename you want.
\par
\par }{\i\f6 Setting the map's background color
\par }{\f6 Because we are drawing an island, the background will be sea blue.
\par {\pntext\pard\plain\s17 \f6\fs20\cgrid \hich\af6\dbch\af0\loch\f6 1.\tab}}\pard \s17\fi-360\li360\nowidctlpar\widctlpar\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec\pnb0\pnstart1\pnindent360\pnhang{\pntxta .}}\ls1\adjustright {\f6
Click the "Background Color" icon
\par }\pard \s17\nowidctlpar\widctlpar\adjustright {\f6
\par The Command Line says "Select new background color [dialog]:"
\par Whenever you see a word on the Command Line in square bracke
ts, e.g. [dialog], it is what CM will do if you right-click (click the right mouse button). Here, CM is saying that if you right-click you will get a dialog box from which you can pick a color. Otherwise you can type the number of a color, or pick a colo
r from the color bar.
\par
\par 2. Right-Click (click the right mouse-button)
\par You see the Select Color dialog box
\par
\par 3. Click on a sea-blue color then click the OK Button
\par The background to the map is now sea-blue
\par
\par
\par 4.4 Creating an Island
\par
\par 1. Click the "Jagged Landmass" icon
\par The Command Line says "1st point:" and the pointer changes to crosshairs. CM is waiting for you to click in some points.
\par
\par 2. Click points around the island's coast. Right click to finish.
\par Each time you left-click, CM adds to the coastline. Right-clicking joins the first and last points, completing the island.
\par
\par At any time, even in mid-command, you can use the "Zoom" icons to get a better view of the area you are working on.
\par
\par 3. Click the "Outline" icon
\par The Command Line says "pick entities in window".
\par
\par 4. Click (don't drag) to place the corners of a "window" that crosses the coastline
\par The island is outlined in black.
\par
\par
\par 4.5 Creating an incomplete landmass
\par
\par 1. Click the "Jagged Landmass" icon
\par The Command Line says "1st point:" and the pointer changes to crosshairs. CM is waiting for you to click some points.
\par
\par 2. Click the "On" icon
\par
\par ON is a "modifier". It places a point precisely on the entity you select. There are also icons for "Endpoint", "Intersection", and "% along"
\par Whenever CM asks for a point, you can use a modifier for absolute precision.
\par
\par The Command Line says "entity" and the pointer changes to a pick-box. CM is waiting for you to pick an entity on which to place the first point.
\par
\par 3. Select the border of the map / sea where you want the coast to start
\par The first point is attached precisely to the border
\par
\par 4. Click points along the coast until you are close to the next border
\par
\par 5. Click the "On" icon and select the border
\par The point is attached precisely to the border
\par
\par 6. Click the "Endpoint" icon and select the border near its corner
\par The next point of our landmass is placed in the map's corner
\par
\par 7. Right-click to finish the landmass
\par
\par 8. Click the "Outline" icon
\par The Command Line says "pick entities in window".
\par
\par 9. Click (don't drag) to place the corners of a "window" that crosses the coastline
\par The island is outlined in black.
\par
\par
\par \{To keep the tutorial short, some tasks will be only be covered in the on-line help system. We would like to make sure that users find these tasks by listing the most important here. This list is growing.\}
\par
\par Other tasks
\par Look under "How to" in the help system's Contents tab for a full listing of other tasks, including:
\par
\par Creating maps of different sizes
\par Smoothed coastlines
\par Adding contours
\par Saving maps for the Internet
\par Creating dungeons
\par Creating cities}{\b\f0
\par
\par }{\f0
\par }}
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