@database ImpPro.guide @master ImpPro.guide @$VER: 0.6 @author "Zach Forsyth" @(c) "1994-95" @index HeddleyAutoIndex @remark Created with Heddley v1.1 (c) Edd Dumbill 1994 @node "Main" "ImpPro v0.6xxß Manual" *** ***** * * * * * * * ** * *** ***** ** ** @{b} The Definitive DM's Assistant@{ub} * * * * * * * * * * * @{b} Copyright © Zach Forsyth 1994-95@{ub} * * * * *** * * * * *** * * * * * * ** @{b} v0.6xxß -- Beta test release@{ub} * @{i} This documentation is only partially complete.@{ui} Most of this documentation is available on-line from within ImpPro. Simply try hitting the HELP key from within ImpPro or a module and some helpful information should pop up. @{" System requirements and setup " link "Intro" 0} @{" The Launcher                  " link "Imp_exe" 0} @{" Standard modules              " link "Modules" 0} @{" AREXX Commands                " link "AREXX" 0} @{" Registration information      " link "RegInfo" 0} @{" Beta history information      " alink "ImpPro:BetaHistory.txt/Main" 0} @{" To do list                    " alink "ImpPro:ToDo.txt/Main" 0} @{" Known bugs                    " alink "ImpPro:KnownBugs.txt/Main" 0} @endnode @node "Intro" "System requirements and setup" @{b}To use ImpPro you need:@{ub} -- Release 2.04 or higher (2.1, 3.0, 3.1, etc). -- A hard drive is recommended but not necessary @{b}To get ImpPro up and running:@{ub} -- Since you are reading this, I assume that you have extracted the archive successfully ;) The contents of the archive should be: @{" ImpPro          " link "Imp_exe" 0} -> Main executable @{" ImpPro.guide    " link "Main" 0} -> This documentation file @{" Knownbugs.txt   " link "ImpPro:Knownbugs.txt/Main" 0} -> List of known bugs @{" Betahistory.txt " link "ImpPro:Betahistory.txt/Main" 0} -> History of ImpPro's beta development @{" Needed.txt      " link "ImpPro:Needed.txt/Main" 0} -> List of ImpPro needed features @{" Data      (dir) " link "Data_dir" 0} -> Directory containing preference files @{" Modules   (dir) " link "Modules_dir" 0} -> Directory containing launchable modules @{" Tables    (dir) " link "Tables_dir" 0} -> Directory containing tables in .guide format @{" Save      (dir) " link "Save_dir" 0} -> Directory for saving module information @{" Libs      (dir) " link "Libs_dir" 0} -> Directory containing required libraries @{" Scripts   (dir) " link "Scripts_dir" 0} -> Directory containing sample AREXX scripts @{" Developer (dir) " link "Developer_dir" 0} -> Directory containing developer information -- Run the supplied installation script. You'll need a copy of CBM's Installer in your C directory. This Install program can be found on many of your commercial program disks or on the AmigaDOS 2.1+ Install disk. -- Make sure you have AmigaGuide or Multiview installed in your Utilities drawer, along with any datatypes and or libraries it needs. Multiview comes with WB3.0+, and the AmigaGuide distribution can be found on the Aminet. -- Several additional reference AmigaGuide files are available: Prices.guide --- List of prices in a mideval city Swords.guide --- A collection of magical swords Poisons.guide --- A collection of poison descriptions Spells.guide --- A collection of mage and priest spells Mail me if you wish to obtain these reference items. -- Also be sure that AREXX is running before ImpPro is started, or you will lose scripting abilities. -- To start ImpPro, just double-click on it's icon. ImpPro will then ask you for the screen mode to use. After this selection, ImpPro will set-up and display it's custom screen and you're ready to go. Be aware that @{"modules" link "Modules" 0} in the @{"modules directory" link "Modules_dir" 0} can be started without ImpPro running. For data sharing between modules, ImpPro needs to be running, however. @endnode @node "Libs_dir" "Libs directory" This directory contains two libraries that ImpPro needs to function properly: imppro.library --- contains functions common to all standard @{"modules" link "Modules" 0} bgui.library --- this library by Jan.van.den.Baard is used to build ImpPro's GUI. The Installer script will install these libraries for you. @endnode @node "Developer_dir" "Developer directory" This directory contains information necessary for potential ImpPro @{"module" link "Modules" 0} developers. @endnode @node "RegInfo" "Registration of Imp Professional" Because of rather scrict copyright restrictions imposed upon me by TSR (c), I am not allowed to release this program as shareware. However, postcards and gifts will not be refused! :) I can be reached at: Zachary Forsyth 525 University Ave SE #107 Minneapolis, MN 55414 USA If you have any suggestions for the program, or would just like to chat, feel free to give me a call at: (612)-378-9482 Or E-Mail me at: fors0037@gold.tc.umn.edu (only checked during the school year) @endnode @node "Imp_exe" "Imp Professional Desktop and Module launcher" To start the Imp Professional desktop and @{"module" link "Modules" 0} launcher, simply run it through the CLI or double-click on it's icon. Upon startup for the first time, the launcher will ask for the screen mode you wish to use. Simply double click on the screen mode you wish to use and the desktop will open. You may also select the number of colors for the desktop, up to 256 colors for AGA Amigas or 16 colors for OCS/ECS Amigas. If you wish for the desktop to be larger than the screen, specify "Autoscroll" and set the dimensions of the screen larger than the screen mode you are using. ImpPro will insist that your screen is at least 640x400. After the screenmode is selected, ImpPro will prompt you for the default font to use. Do not select a font that is too large or ImpPro may fail to open. ImpPro will then read in the @{"Default.dock" link "Default_dock" 0} file in the Data directory. For your convienience, a sample dock has been provided for you containing buttons for every module and table currently available. If "ImpPro:Scripts/Startup.launcher" is present, it will be executed. Finally, @{"Default.state" link "Default_state" 0} is read in containing the shared module information from your last session of ImpPro. This allows things like Running Party XP and Game Time to be preserved. To configure ImpPro, press the @{"Preferences" link "Preferences" 0} dock button. Free memory and copyright information can be found in the "About" dock item, along with a nifty picture of an Imp! To leave ImpPro at any time, select "Quit" from the dock. You will be asked for confirmation. If there are still windows on the screen after the shutdown script is run, Imp Professional will inform you and request that you close them before exiting. The Default.state file will be saved to disk to retain any shared variables within the launcher for your next session. @endnode @node "Modules" "Imp Professional standard modules" Modules included with Imp Professional: @{" Dice       " link "Dice_module" 0} @{" Clock      " link "Clock_module" 0} @{" Game Log   " link "GameLog_module" 0} @{" Encounter  " link "Encounter_module" 0} @{" Character  " link "Character_module" 0} @{" Horse      " link "Horse_module" 0} @{" City       " link "City_module" 0} @{" Dungeon    " link "Dungeon_module" 0} @{" Treasure   " link "Treasure_module" 0} @{" Name       " link "Name_module" 0} Most of the modules will bring up their specific documentation when you press the HELP key with the module's window activated. All of the module's window positions can be saved by accessing the "Snapshot window(s)" menu item in each module. @endnode @node "Data_dir" "Data directory" The Data directory contains preference and data files for ImpPro and other modules: @{" Art.data      " link "Art_data" 0} @{" City.data     " link "City_data" 0} @{" Monsters.data " link "Monsters_data" 0} @{" Treasure.data " link "Treasure_data" 0} @{" Default.prefs " link "Default_prefs" 0} @{" Default.dock  " link "Default_dock" 0} @{" Default.state " link "Default_state" 0} This directory may also contain additional files that have not yet been added to this documentation. Please see the files themselves for additional information. @endnode @node "Save_dir" "Save directory" This directory is for your use. This is the default directory that all modules will save and load user information to. Nothing in this directory is required by the program, it just contains several sample module save files. The extension on each file should indicate which module uses it. @endnode @node "Scripts_dir" "Scripts directory" This directory contains AREXX scripts that can be activated to perform various functions for each module. The file extension will indicate which module a particular script is for. You may launch these scripts from a shell, or with the @{"Standard ImpPro" link "ARexx_launcher" 0} @{"ARexx launcher" link "ARexx_launcher" 0}. @endnode @node "Modules_dir" "Modules directory" This directory contains all of the standard Imp Professional @{"modules" link "Modules" 0}. These files can either be double-clicked from the workbench or started using the custom dock provided by the @{"launcher" link "Imp_exe" 0}. @endnode @node "Tables_dir" "Tables directory" This directory contains any tables that may have been provided with ImpPro. Because of copyright laws, verbatim copies of the AD&D tables cannot be provided. The tables are usually in AmigaGuide format, although they may also be simple text files. If you find yourself using a table from the DM's guide quite often, take the time to type it in and put it in this directory. Then edit @{"Preferences" link "Preferences" 0} in the launcher to add the table in the launcher's dock using your favorite viewer or AmigaGuide to display it. Note that this copy is for your own use and is not to be redistributed. This directory may also include a Spells Guide and a Sword Guide. If it does not and you wish to obtain these huge databases for use with ImpPro, please contact me at fors0037@gold.tc.umn.edu. Also available is a Price Guide and a Poison Guide, also available from me directly. @endnode @node "Dice_module" "Dice Module" The dice module provides a user-definable button strip ( defined in "Default.state" ) and a combination gadget which accepts standard die string interpretation. At startup, the dice module will look for the file "ImpPro:Save/Default.strip", and read the user definable button strip from there. To roll a die in the button list, simply double-click on it and the result will be displayed. The die will be copied into the "Combo" string gadget for editing if you wish. You may repeat any die roll by clicking on the "Roll" button. A running total of all previous die rolls is also kept that may be cleared at any time using the "Clear" button. The "Combo" string gadget allows you to enter standard die strings. When you hit return in this gadget, the die string is interpreted and then rolled. To repeat this roll, simply press the "Roll" button. Some examples of die strings that may be entered into the "Combo" gadget: 1d20 1d20+1 3d8-2 1d100 100 <-- @{i}Will always return 100@{ui} 1d10*2 400d10000 @{b}Beware of rolling things such as "10000d4" because the computer may bog for quite some time while rolling all of those dice!@{ub} If you wish to add a die string to your list of dice available in the list view for double-clicking, simply type in the desired die string and hit the "Add" gadget. To remove a die string from the list, select it and hit the "Rem" gadget. The "Load die strip" and "Save die strip" selections in the menu load and save the list of die strings. @endnode @node "Dungeon_module" "Dungeon Module" The dungeon module will eventually be the central control module for ImpPro, launching encounters, traps, and events. Upon startup, you will be presented with two windows. @{"Dungeon View" link "Dungeon_View" 0} @{"Toolbox" link "Dungeon_Toolbox" 0} @endnode @node "Dungeon_View" "Dungeon View" This window allows you to scroll around your dungeon. The scrollbars at the right and bottom of the view are used for this purpose. If you wish to change the size of the dungeon, select "Dungeon Map Size" from the menu. To paint the dungeon, simply press the left mouse button on a square and it will be replaced with the currently active brush. To select a different brush, use the @{"Toolbox window" link "Dungeon_Toolbox" 0}. The right mouse button acts as an eraser, always painting with brush 0. Holding down the left or right mouse button will draw or erase until you release it. @endnode @node "Dungeon_Toolbox" "Dungeon Toolbox" This window contains all of the commands for the Dungeon module. A menu strip is also attached to this window. By either selecting "Load dungeon" from the menu or clicking on the "Load" gadget, you can load in a dungeon. Likewise, the "Save dungeon" and "Save" gadget save a dungeon to disk. Note that the default extension for dungeons is ".dun" and the default directory is "ImpPro:Save". The "Clear" gadget will clear the ENTIRE dungeon. You will be asked for confirmation. The "About" menu item displays version information and compilation date. "Hallway" will prompt you for a begin point and end point and will draw a line between the two. "Region" will prompt you for two corners of a box and will fill that region with the current brush. "Event" is not yet implemented. To change the size of the dungeon, select "Dungeon map size" from the Settings menu. A small window will pop up allowing you to enter new X and Y maximum values for the dungeon. As much of the current dungeon as possible will be copied into the new dungeon. If you make the dungeon smaller, you WILL lose the parts of your dungeon that exceed the new maximum values. This window also contains all of the brushes available to the Dungeon module. To change the active brush, simply click the left mouse button on the brush you wish to use. To paint with this brush, use the @{"Dungeon view" link "Dungeon_View" 0}. A description of the current brush can be seen in the information box below the brush bank. To quit the module, either select "Quit" from the Commands menu or close the Commands window. @endnode @node "Dungeon_Mapsize" "Dungeon Map Size" This requester allows you to specify the size of the dungeon currently in memory. Valid values for X and Y are between 10 and 1000. @endnode @node "Character_module" "Character Module" The character module is for keeping track of each of your players' vital information. To add a player to the list, click on "Add" and a "(no name)" character will be added to the list. Click on it's entry in the list view and give the character a name. Also, type in all of their current vital statistics in each page of information. Use "Remove" to remove a the highlighted character from the list. Use "Clear" to clear the entire character list. You will be asked for confirmation. To add XP to one or more highlighted characters, make sure you are on the "Vitals" page and type in the XP to add in the "XP to add" gadget and then press the "Do" button to the right. To import the current running XP total from the @{"encounter module" link "Encounter_module" 0}, click "Import" and the XP will be added to the value already in the "XP to add" gadget. Be sure to click "Do" to carry out the action. If more than one character is selected, the XP will be divided up equally between them. To select more than one character, hold down the left mouse button and drag select them. To give an "XP Gift" to a character (for doing something clever for example), simply double-click on a single character and the value will be added to their XP total. The size of a XP gift is determined by the "XP Gift Amount" gadget. Loading and saving entire character lists and individual characters is available via the menus @endnode @node "Encounter_module" "Encounter Module" The Encounter module keeps track of vital information and hit points for a group of monsters. The file @{"ImpPro:Data/Monsters.data" link "Monsters_data" 0} is loaded to provide a list of monsters from which to pick. To add a monster to the list, click on "Add" below the list view. A window will pop up containing the monster database. To generate a single monster, simply double-click on the monster to generate. To generate more than one monster of a type, highlight it in the list view, enter the number to generate in the gadget below the list view, and then click "Generate". Each monster's hit points will be rolled and vital statistics copied from the database. To remove a monster from the list, hightlight the monster and click "Remove". Note that this does not add XP to the running XP total. To clear the monster list, click "Clear". You will be asked for confirmation. You may edit all of each monster's statistics by highlighting the monster in the list view and editing any of the fields to the right. A comment field is available, allowing you to add any other information you may need on this monster (such as weapon, a description, etc.). If you change the monster's hit dice or hit RETURN in the Hit Die field, the monster's hit points will be re-rolled based on the new information. The monster's XP value will also be re-calculated to reflect the change in hit points. To damage a monster, enter either a number or a die string (1d4, 2d10, 6d6+1, etc.) into the "Damage" gadget and click "Do". If the monster's hit points reach 0, the monster will be either removed from the list or marked as "DEAD" and it's XP value added to the running XP total. A monster's hit points may also be directly changed via the "Current HP" gadget. Note that the monster's XP will not be re-calculated based on the new hit points when this is done. To damage more than one monster, simply drag select a group of monsters or hold down SHIFT while selecting individual monsters. When you click "Do" to cause damage, separate damage will be rolled for each monster. To change the behavior of the module with respect to dead monsters, use the "Remove Dead?" menu item. If this menu item is checked, dead monsters will be removed from the list, otherwise they will be simply marked as "DEAD" and you must remove them manually. The running XP total for an encounter is displayed in the "Encounter XP" gadget. This value may be imported into the @{"Character Module" link "Character_module" 0} to be divied up among the characters. To reset the running XP total, click "Clear" to the right of the gadget. Loading and saving of encounters as well as version information is available via the menu. @endnode @node "GameLog_Module" "Game Logging Module" The Game Log module keeps track of important events in your game and allows you to re-trace a session to see what happened. Currently, the @{"Encounter module" link "Encounter_module" 0} logs killed monsters automatically. Also logged automatically are experience awards to characters via the @{"Character module" link "Character_module" 0} as are alarms from the @{"Clock Module" link "Clock_module" 0}. To add an event to the log, simply hit the "Add" button and edit the text gadget in the bottom of the window. Upon hitting RETURN, the event will be added to the list view above it. The current game time will also be stamped with the event if the @{"clock module" link "Clock_module" 0} is running to provide the current game time. To edit a logged event, click on the event in the list view, edit the text gadget and hit RETURN. To remove an entry, highlight it in the list view and click "Remove". To clear the game log, click on "Clear". You will be asked for confirmation. To have a particular Game Log module ignore autolog messages from specific modules, simply select the desired ignore check item in the menu under "Settings". Loading and saving of game logs is available via the menu. @endnode @node "Horse_module" "Horse Generation Module" This module is currently undergoing a re-write, so no final documentation is available. @endnode @node "City_module" "City Professionals Generation Module" The City module will generate a list of professionals for a city. The professions are loaded from the file @{"ImpPro:Data/City.data" link "City_data" 0}. To generate a list of professionals, simply enter the # of professionals present in the city and hit "Generate". The list view will then provide a list containing the number of professionals of each type in your city. The random number routine uses the name of the city as a seed. This means that the same city name will always generate the same city! To recieve more information on a particular profession, simply double-click on the generated profession. For this to work, you must have the @{"Prices.guide" link "Tables/Prices.guide/main" 0} installed in your @{"ImpPro:Tables" link "Tables_dir" 0} directory. To always generate random cities, simply leave the "City Name" gadget blank. @endnode @node "Clock_module" "Clock Module" The clock module acts as a time keeper for ImpPro. It updates the game time used by @{"modules" link "Modules" 0} such as the @{"Game Log" link "GameLog_Module" 0}. Upon startup, it reads the current game time saved in @{"Default.state" link "Default_state" 0}. The current game time is shown in six number gadgets corresponding to Days, Hours, Turns, Rounds, Segments, and Seconds. Beside each of these gadgets are an up and down arrow that can be used to raise or lower each value. The "Alarms" gadget brings up the @{"Alarm window" link "Clock_alarms" 0}. The "Reset" gadget will reset game time to Day 0, 00:00.00 and clear all @{"alarms" link "Clock_alarms" 0}. The "Suspended" toggle gadget will suspend and un-suspend the clock with each mouse click. The clock module is suspended on startup. The "Load alarms..." and "Save alarms..." menu items can be used to save and restore @{"alarms" link "Clock_alarms" 0}. The "About" menu item displays version information. To quit the clock module, either close it's window or select "Quit" from its menu. The current game time will be preserved if you restart the clock module later. @endnode @node "Clock_alarms" "Alarms Window in the Clock Module" The alarm window allows you to set multiple alarms that will ring when the current game time reaches the desired value. When an alarm rings, it will be logged if the @{"Game Log module" link "GameLog_Module" 0} is up and running at the time. To add an alarm, click "Add" below the list view. A new alarm will be created with no name and set to go off immediately. The alarm's name may be changed via the text gadget below the alarm list. To change the time that the alarm will go off, use either the number gadgets or the sliders to the right to set the desired alarm time. To remove an alarm before it rings, simply select it from the list and click on "Remove". There are three types of alarms currently: Absolute, Relative and Periodic. An absolute alarm will go off at the exact time specified by the sliders. A relative alarm will go off at the current time PLUS the time indicated by the sliders. Think of an absolute alarm as exact time and a relative alarm as "time from now". The alarm types are interchangable via the cycle gadget above the sliders. A periodic alarm is much the same as a relative alarm except that it will continually repeat until removed manually. A periodic alarm must have an interval of at least 1 segment. After you are finished setting alarms, click on the close gadget to return to the @{"clock module." link "Clock_module" 0} @endnode @node "Monsters_data" "Monster Database File" The "ImpPro:Data/Monsters.data" file contains the list of monsters available to the @{"Encounter Module" link "Encounter_module" 0}. You may add to the list all you wish, but be sure to follow the same format as the other monsters because the @{"Encounter Module" link "Encounter_module" 0} does not do any error checking. Be sure each monster occupies one line and one line only! Click @{"HERE" alink "ImpPro:Data/Monsters.data/main" 0} to see your current Monsters.data file. @endnode @node "Treasure_Module" "Treasure Module" The Treasure module will generate a treasures based on one or more treasure types. The treasure type data is read in from the file @{"ImpPro:Data/Treasure.data" link "Treasure_data" 0}. To generate a single treasure type, simply double click on the desired treasure type in the leftmost listview. The amount of coins, gems, and art will be generated and displayed. To generate more than one treasure type, multi-select all of the treasure types desired and click on "Generate". The treasure will be added up and displayed. You may change any of the coin values as well as the number of gems and art by typing in a new value in the respective gadget. To re-roll art or gems, simply click on "Re-roll Gems" and "Re-roll Art" respectively. Ass you continue to roll treasure types, the coins, gems, and art will continue to accumulate. To start fresh, click on the "Clear button". Loading and saving of entire treasure lists is available via the menus. @endnode @node "Name_Module" "Name Module" The Name module acts as a server to other modules and yourself that generates random names based upon an external language file. The file "Default.lang" is loaded upon startup. To generate a name, simply click on the Generate gadget until you get a name that you like. To load a new language, simply select "Load language" from the menu. @endnode @node "City_data" "City Professions Database File" The "ImpPro:Data/City.data" file contains the list of professions available to the @{"City Module" link "City_module" 0}. You may add to this list as much as you like. The number before each profession is a weight value, the higher the number, the more likely this profession will be generated. Click @{"HERE" alink "ImpPro:Data/City.data/main" 0} to see your current City.data file. @endnode @node "Preferences" "Launcher Preferences" The preferences editor allows you to configure ImpPro's launcher to your liking. The files @{"Default.prefs" link "Default_prefs" 0} and @{"Default.dock" link "Default_dock" 0} are automatically loaded at run-time. To you may change the default font, screen mode, and palette using their respective buttons. Be sure to "Save Preferences" after you have made the change. For a new font or screen mode to take effect, you currently must quit and re-start ImpPro after saving the @{"Default.prefs" link "Default_prefs" 0} to make the changes take effect. You may add and remove dock buttons using the "Add" and "Remove" buttons below the button list view. The name of the button can be changed by editing the "Name" gadget. The command that a particular dock button will run can be either typed in the "Cmd" gadget or picked via the "Pick" button. The number of columns in a dock may also be changed via the number gadget. A high column value may cause ImpPro to spit out an error message and exit. After you are done editing the dock, be sure to save it via the "Save Dock" button. A dock button may be moved up or down in the list by selecting it and moving it with the Up Arrow and Down Arrow gadgets. You may also alphabetically sort the button list by clicking on the "Sort" button. You may load in an alternate dock at any time via the "Load dock" item. In the future, alternate docks will be available via a keypress, but not yet! :) To leave the preferences section, simply click on the close gadget. The dock will be updated at this time. @endnode @node "Treasure_data" "Treasure Types Database File" The "ImpPro:Data/Treasure.data" file contains the list of treasure types for the @{"Treasure Module" link "Treasure_Module" 0}. You may add to this list as much as you like. The table follows the format in the 1st Edition Monster Manual. Click @{"HERE" alink "ImpPro:Data/Treasure.data/main" 0} to see your current Treasure.data file. @endnode @node "Art_data" "Art Database File" The "ImpPro:Data/Art.data" file contains the list of art available to the @{"Treasure Module" link "Treasure_Module" 0}. You may add to this list as much as you like. Instructions for doing this can be found within the file. Click @{"HERE" alink "ImpPro:Data/Art.data/main" 0} to see your current Art.data file. @endnode @node "Default_prefs" "ImpPro Launcher Preferences File" This file contains the default screen mode, font, and palette information for ImpPro. To change anything in this file, run ImpPro and select @{"Preferences" link "Preferences" 0} from the dock. @endnode @node "Default_dock" "ImpPro Default Dock File" This file contains the default dock for ImpPro. This file will be loaded at startup and used to build the laucher's dock. To edit the default dock, start ImpPro and select @{"Preferences" link "Preferences" 0} from the dock. @endnode @node "Default_state" "ImpPro Default State File" This file contains saved information from your last session of ImpPro. In this file ImpPro records the current game time, and the current running XP value. ImpPro loads and saves to this file on startup and shutdown respectively. @endnode @node "AREXX" "Imp Professional AREXX commands" This is a preliminary list! Things will change and most commands are not yet implemented. @{b}* - Indicates function is not yet implemented@{ub} @{" Launcher  " link "Launcher_rexx" 0} @{" Encounter " link "Encounter_rexx" 0} @{" Character " link "Character_rexx" 0} @{" Dungeon   " link "Dungeon_rexx" 0} @{" Dice      " link "Dice_rexx" 0} @{" Clock     " link "Clock_rexx" 0} @{" Treasure  " link "Treasure_rexx" 0} @{" Game Log  " link "GameLog_rexx" 0} @{" Name      " link "Name_rexx" 0} Each of the modules with ARexx capabilities have a "Launch ARexx" menu item that will launch the @{"Standard ARexx Launcher" link "ARexx_launcher" 0}. Each of the modules also displays it's current ARexx port name in it's respective About box. @endnode @node "ARexx_launcher" "ImpPro Standard ARexx Launcher" Each of the modules with ARexx capabilities have a "Launch ARexx" menu item that will bring up a list of scripts available in the @{"scripts directory" link "Scripts_dir" 0} for that particular module. To launch a particular script, simply double click on the desired script or select it and click "Launch". To cancel the launching of a script, simply select "Cancel" or close the window. @endnode @node "Launcher_rexx" "Launcher ARexx Commands" Launcher ( Port: IMPPRO.# ) LAUNCH This command will launch the program you specify. Provide the full path and arguments as well. REQUESTER <Text> <Buttons> This command brings up a requester with the attributes you specify. The <Buttons> parameter should be in the format "Okay|Maybe|Cancel". The return value indicates which button was pressed, with the first buttons being 1, 2, 3 ... and the last button being 0. HELP <File> [<Node>] Brings up an AmigaGuide document. The <Node> parameter is optional. Your ARexx program will be suspended until the help window is closed by the user! SHUTDOWN Executes the ImpPro shutdown script and tries to quit the launcher. This command will fail if there still are some visitor windows on the public screen after the shutdown script is run. *LOADDOCK <Dock name> @endnode @node "Encounter_rexx" "Encounter Module ARexx Commands" Encounter ( Port: IMPENCOUNTER.# ) *LOAD <Encounter file> *SAVE <Encounter file> STATUS <Var> Returns a STEM variable containing the following information: <Var>.NUMMONS --- The number of monsters in the list <Var>.SELECTED --- The number of the currently selected monster <Var>.MONLEN --- The number of fields in the monster data LOCKLIST Locks the monster list and disables all gadgets that could alter the list while you are examining it. UNLOCKLIST Unlocks the list and returns to normal operation. ADDMON This command adds a new monster to the monster list and returns its number in the list. The new monster is automatically selected. REMOVEMON <Monster #> This command removes the monster specified from the list. SELECTMON <Monster #> This command selects a monster for manipulation with the GETMON and PUTMON commands. GETMON <Var> Returns a STEM variable containing all of the information pertaining to the currently selected monster. See the example ARexx scripts for a description of each field. PUTMON <Var> Assigns all of the values of a STEM variable into the fields of the currently selected monster. REQUESTER <Body> <Buttons> Similar to the Launcher command by the same name. ROLL <Die string> Similar to the Dice command by the same name. QUIT Forces Encounter module to quit. No confirmation. @endnode @node "Character_rexx" "Character Module ARexx Commands" Character ( Port: IMPCHAR.# ) *LOAD <Party file> *SAVE <Party file> *LOADCHAR <Characer file> *SAVECHAR <Characer file> *CLEAR STATUS <Var> Returns a STEM variable containing the following information: <Var>.NUMCHARS --- The number of characters in the list <Var>.SELECTED --- The number of the currently selected char <Var>.CHARLEN --- The number of fields in the character data LOCKLIST Locks the character list and disables all gadgets that could alter the list while you are examining it. UNLOCKLIST Unlocks the list and returns to normal operation. ADDCHAR This command adds a new character to the character list and returns its number in the list. The new character is automatically selected. REMOVECHAR <Character #> This command removes the character specified from the list. SELECTCHAR <Character #> This command selects a character for manipulation with the GETCHAR and PUTCHAR commands. GETCHAR <Var> Returns a STEM variable containing all of the information pertaining to the currently selected character. See the example ARexx scripts for a description of each field. PUTCHAR <Var> Assigns all of the values of a STEM variable into the fields of the currently selected character. REQUESTER <Body> <Buttons> Similar to the Launcher command by the same name. ROLL <Die string> Similar to the Dice command by the same name. QUIT Forces the Character module to quit. No confirmation is requested. @endnode @node "Dungeon_rexx" "Dungeon Module ARexx Commands" Dungeon ( Port: IMPDUNGEON.# ) LOAD <file> Loads a dungeon file into the Dungeon View. No confirmation is requested if the user has unsaved changes. SAVE <file> Saves the current dungeon in the Dungeon View to the specified file. CLEAR Clears the dungeon. No confirmation is requested. LOCK Locks the dungeon view. The user is no longer allowed to paint and the scrollers are disabled. No rendering by AREXX is shown. UNLOCK Unlocks the dungeon view. The changes since the last lock are rendered, painting is again allowed, and the scrollers are re-enabled. HALLWAY <x1> <y1> <x2> <y2> Draws a hallway between the coordinates specified. REGION <x1> <y1> <x2> <y2> Draws a region between the coordinates specified. SETBRUSH <Brush #> Set the current drawing brush to the number specified. PAINT <x> <y> Draw the current brush at the coordinates specified. MAP <x> <y> Return the brush number at the coordinates specified. MESSAGE [<Message>] Change the window title of the dungeon view to the message specified. If the <Message> parameter is missing, the title will be returned to the default. GET <MAPX> <MAPY> or <BRUSH> Returns the value of the attribute requested. MAPX and MAPY will return the maximum X or Y values for the dungeon. BRUSH will return the current brush number. FRAME <var> Returns a STEM variable containing the dimensions of the USED area of the current dungeon map: <var>.FX0 - X coordinate of upper-left corner <var>.FY0 - Y coordinate of upper-left corner <var>.FX1 - X coordinate of lower-right corner <var>.FY1 - Y coordinate of lower-right corner SETOFFSET <xoffset> <yoffset> [<xsize> <ysize>] Moves and resizes the dungeon map. <xoffset> and <yoffset> will move the dungeon in the direction you specify, negative being towards the top and left. The optional <xsize> and <ysize> parameters will allow you to re-size the dungeon as well Examples: SETOFFSET 0 0 100 100 --- Resize the dungeon to 100x100, no move SETOFFSET -10 -10 --- Moves the dungeon up and left 10 grids SETOFFSET 5 5 55 55 --- Move the dungeon down and right 5 and also resize the dungeon to 55x55 QUIT Forces the Dungeon module to quit. No confirmation is requested. @endnode @node "Dice_rexx" "Dice Module ARexx Commands" Dice ( Port: IMPDICE.# ) *LOAD <Die strip> *SAVE <Die strip> CLEAR Clears all of the information fields. BLIND <ON> <OFF> Turns blind mode on or off. When blind mode is on, dice that ARexx rolls will not update the total, result, and combo gadgets. GET <COMBO> or <TOTAL> Return the specified attribute. COMBO is the current string in the Combo gadget. TOTAL is the value displayed in the total gadget. RAND <Max val> Returns a random number between 1 and the maximum value (inclusive) specified. ROLL [<Die string>] Rolls the desired die string and returns the result. If the die string is omitted, the current die string in the combo gadget will be rolled and returned. *ADD <Die string> *REMOVE <Die string> *CLEARSTRIP QUIT Forces the Dice module to quit. No confirmation. @endnode @node "Clock_rexx" "Clock Module ARexx Commands" Clock ( Port: IMPCLOCK.# ) *LOAD <Alarm file> *SAVE <Alarm file> CLEARALARMS Clears all alarms. No confirmation. *SETTIME <Days> <Hours> <Turns> <Rounds> <Segs> <Secs> *SETRAWTIME <Raw game time> *GETRAWTIME RESET Resets game time and clears all alarms. No confirmation is requested. *ADDALARM <Time> <Type> <Message> *REMALARM <Message> *GETALARM <#> QUIT Forces the Clock module to quit. No confirmation. @endnode @node "Treasure_rexx" "Treasure Module ARexx Commands" Treasure ( Port: IMPTREASURE.# ) *LOAD <Treasure file> *SAVE <Treasure file> *CLEAR *GENERATE <Treasure Type> *SETCOINS <Coin type> <Number> *SETGEMS <Number> *SETART <Number> *GETCOINS <Coin type> *GETGEMS *GETART *QUIT @endnode @node "GameLog_rexx" "Game Log Module ARexx Commands" Game Log (Port: IMPLOG.#) *LOAD <Log file> *SAVE <Log file> CLEAR Clears all of the messages from the log. No confirmation. LOGEVENT <Log message> Logs an event, stamps the current time upon it, and selects it for editting by the user. QUIT Forces GameLog module to quit. No confirmation. @endnode @node "Name_rexx" "Name Module ARexx Commands" Name (Port: IMPNAME.#) LOADLANG <Language file> Loads in an alternate language for use with the GENNAME command. GENNAME This command returns a random name based upon the currently loaded language. QUIT Forces the Name module to quit. No confirmation. @endnode @node HeddleyAutoIndex "Index" @remark Index auto-generated by Heddley Index of database ImpPro.guide Documents @{"Alarms Window in the Clock Module" link "Clock_alarms"} @{"Art Database File" link "Art_data"} @{"Character Module" link "Character_module"} @{"Character Module ARexx Commands" link "Character_rexx"} @{"City Professionals Generation Module" link "City_module"} @{"City Professions Database File" link "City_data"} @{"Clock Module" link "Clock_module"} @{"Clock Module ARexx Commands" link "Clock_rexx"} @{"Data directory" link "Data_dir"} @{"Developer directory" link "Developer_dir"} @{"Dice Module" link "Dice_module"} @{"Dice Module ARexx Commands" link "Dice_rexx"} @{"Dungeon Map Size" link "Dungeon_Mapsize"} @{"Dungeon Module" link "Dungeon_module"} @{"Dungeon Module ARexx Commands" link "Dungeon_rexx"} @{"Dungeon Toolbox" link "Dungeon_Toolbox"} @{"Dungeon View" link "Dungeon_View"} @{"Encounter Module" link "Encounter_module"} @{"Encounter Module ARexx Commands" link "Encounter_rexx"} @{"Game Log Module ARexx Commands" link "GameLog_rexx"} @{"Game Logging Module" link "GameLog_Module"} @{"Horse Generation Module" link "Horse_module"} @{"Imp Professional AREXX commands" link "AREXX"} @{"Imp Professional Desktop and Module launcher" link "Imp_exe"} @{"Imp Professional standard modules" link "Modules"} @{"ImpPro Default Dock File" link "Default_dock"} @{"ImpPro Default State File" link "Default_state"} @{"ImpPro Launcher Preferences File" link "Default_prefs"} @{"ImpPro Standard ARexx Launcher" link "ARexx_launcher"} @{"ImpPro v0.5xxß Manual" link "Main"} @{"Launcher ARexx Commands" link "Launcher_rexx"} @{"Launcher Preferences" link "Preferences"} @{"Libs directory" link "Libs_dir"} @{"Modules directory" link "Modules_dir"} @{"Monster Database File" link "Monsters_data"} @{"Name Module" link "Name_Module"} @{"Name Module ARexx Commands" link "Name_rexx"} @{"Registration of Imp Professional" link "RegInfo"} @{"Save directory" link "Save_dir"} @{"Scripts directory" link "Scripts_dir"} @{"System requirements and setup" link "Intro"} @{"Tables directory" link "Tables_dir"} @{"Treasure Module" link "Treasure_Module"} @{"Treasure Module ARexx Commands" link "Treasure_rexx"} @{"Treasure Types Database File" link "Treasure_data"} Buttons @{" AREXX Commands                " link "AREXX" 0} @{" Art.data      " link "Art_data" 0} @{" Beta history information      " alink "ImpPro:BetaHistory.txt/Main" 0} @{" Betahistory.txt " link "ImpPro:Betahistory.txt/Main" 0} @{" Character " link "Character_rexx" 0} @{" Character  " link "Character_module" 0} @{" City       " link "City_module" 0} @{" City.data     " link "City_data" 0} @{" Clock     " link "Clock_rexx" 0} @{" Clock      " link "Clock_module" 0} @{" Data      (dir) " link "Data_dir" 0} @{" Default.dock  " link "Default_dock" 0} @{" Default.prefs " link "Default_prefs" 0} @{" Default.state " link "Default_state" 0} @{" Developer (dir) " link "Developer_dir" 0} @{" Dice      " link "Dice_rexx" 0} @{" Dice       " link "Dice_module" 0} @{" Dungeon   " link "Dungeon_rexx" 0} @{" Dungeon    " link "Dungeon_module" 0} @{" Encounter " link "Encounter_rexx" 0} @{" Encounter  " link "Encounter_module" 0} @{" Game Log  " link "GameLog_rexx" 0} @{" Game Log   " link "GameLog_module" 0} @{" Horse      " link "Horse_module" 0} @{" ImpPro          " link "Imp_exe" 0} @{" ImpPro.guide    " link "Main" 0} @{" Known bugs                    " alink "ImpPro:KnownBugs.txt/Main" 0} @{" Knownbugs.txt   " link "ImpPro:Knownbugs.txt/Main" 0} @{" Launcher  " link "Launcher_rexx" 0} @{" Libs      (dir) " link "Libs_dir" 0} @{" Modules   (dir) " link "Modules_dir" 0} @{" Monsters.data " link "Monsters_data" 0} @{" Name      " link "Name_rexx" 0} @{" Name       " link "Name_module" 0} @{" Needed.txt      " link "ImpPro:Needed.txt/Main" 0} @{" Registration information      " link "RegInfo" 0} @{" Save      (dir) " link "Save_dir" 0} @{" Scripts   (dir) " link "Scripts_dir" 0} @{" Standard modules              " link "Modules" 0} @{" System requirements and setup " link "Intro" 0} @{" Tables    (dir) " link "Tables_dir" 0} @{" The Launcher                  " link "Imp_exe" 0} @{" To do list                    " alink "ImpPro:ToDo.txt/Main" 0} @{" Treasure  " link "Treasure_rexx" 0} @{" Treasure   " link "Treasure_module" 0} @{" Treasure.data " link "Treasure_data" 0} @{"Alarm window" link "Clock_alarms" 0} @{"alarms" link "Clock_alarms" 0} @{"ARexx launcher" link "ARexx_launcher" 0} @{"Character Module" link "Character_module" 0} @{"City Module" link "City_module" 0} @{"Clock Module" link "Clock_module" 0} @{"clock module." link "Clock_module" 0} @{"Default.dock" link "Default_dock" 0} @{"Default.prefs" link "Default_prefs" 0} @{"Default.state" link "Default_state" 0} @{"Dungeon View" link "Dungeon_View" 0} @{"encounter module" link "Encounter_module" 0} @{"Game Log" link "GameLog_Module" 0} @{"Game Log module" link "GameLog_Module" 0} @{"HERE" alink "ImpPro:Data/Monsters.data/main" 0} @{"HERE" alink "ImpPro:Data/City.data/main" 0} @{"HERE" alink "ImpPro:Data/Treasure.data/main" 0} @{"HERE" alink "ImpPro:Data/Art.data/main" 0} @{"ImpPro:Data/City.data" link "City_data" 0} @{"ImpPro:Data/Monsters.data" link "Monsters_data" 0} @{"ImpPro:Data/Treasure.data" link "Treasure_data" 0} @{"ImpPro:Tables" link "Tables_dir" 0} @{"launcher" link "Imp_exe" 0} @{"module" link "Modules" 0} @{"modules" link "Modules" 0} @{"modules directory" link "Modules_dir" 0} @{"Preferences" link "Preferences" 0} @{"Prices.guide" link "Tables/Prices.guide/main" 0} @{"scripts directory" link "Scripts_dir" 0} @{"Standard ARexx Launcher" link "ARexx_launcher" 0} @{"Toolbox" link "Dungeon_Toolbox" 0} @{"Toolbox window" link "Dungeon_Toolbox" 0} @{"Treasure Module" link "Treasure_Module" 0} @endnode