Topics in Documentation web: | Changed: now 04:45 GMT | Changed by: |
WebStatistics | 12 Aug 2005 - 21:20 - r1.55 | Main.guest |
Statistics for Documentation Web Month: Topic views: Topic saves: File uploads: Most popular topic views: Top contributors for topic save and uploads: Aug 2005 342 ... |
WebHome | 02 Jun 2005 - 05:28 - r1.31 | SpyroVII |
http://oldspyrovii.teamblkn.com/logos/egodocs.gif Egoboo 2.22 Documentation ( WhatIsEgoboo222 What is Egoboo 2.22 ) Gameplay: CreateAnCharacter TheClasses GameControls ... |
MapDataNotes | 27 Apr 2005 - 19:09 - r1.3 | ElminI |
Map data in Zippy is still stored in parallel arrays for the moment. Here are some tips on this confusing structure: Organization Fans and tiles are the same; the ... |
ZippyGuiObjects | 13 Apr 2005 - 15:56 - r1.3 | ElminI |
GUI Scripting in Zippy This document describes the GuiObject class and the Texture function. Currently this functionality is only available via the testgui program ... |
SpawnTxt | 12 Apr 2005 - 14:06 - NEW | ZefZ |
Spawn.txt spawn.txt, located in the module.mod\gamedat folder, allows you to edit spawns for items, monsters, the hero and his\her items. It also allows you to give ... |
ZippyPlayers | 02 Apr 2005 - 20:41 - NEW | ElminI |
(introduced in 0.0.4) The Player Interface In Zippy, all player input is delivered directly to scripts as events on ZippyGuiObjects. To translate that input into ... |
MakingZippyObjects | 02 Apr 2005 - 20:25 - r1.16 | ElminI |
Making objects for Zippy is very different from making objects for Egoboo 2.x (MakingObjects), and these topics aim to document the former process. Topics ZippyVersionNote ... |
ModuleLinkingPlans | 25 Feb 2005 - 23:22 - r1.3 | ElminI |
This topic is meant to facilitate discussion about module linking, so please add your comments. Plans for Module Linking in Zippy Overview of Current Plans Current ... |
ZippyKeysyms | 28 Jan 2005 - 23:22 - r1.2 | ElminI |
SDL Keysyms in Zippy Zippy (as of 0.0.5) defines a number of methods and constants for using the SDLK and SDLM constants (see the SDL documentation at http://sdldoc ... |
MakingObjects | 15 Jan 2005 - 19:54 - r1.5 | PteroMelon |
The best way to start making an object is to take an existing one that is close in functionality, copying it, and modifying it. Object can be changed in many different ... |
ZippyReleasePlan | 10 Jan 2005 - 16:28 - r1.9 | ArakoN |
This section is intended for listing goals for a specific release. This should tie to the ZippyToDoList if needed. The goal of this page is to allow greater feedback ... |
PortingObjectsGuide | 11 Nov 2004 - 22:05 - NEW | ArakoN |
This section is under contruction, and some information may be inaccurate. I'll announce when this is ready to go on the boards when I feel it's reliable This is ... |
ZippyNamespaceGuide | 06 Nov 2004 - 23:24 - r1.3 | ElminI |
This topic is all about naming your character types. Of course it's important to give them names that aren't taken yet, but it's also important to think about how ... |
ZippyScriptingIntro | 06 Nov 2004 - 23:21 - r1.2 | ElminI |
#IntroductioToScripting Introduction to Scripting in Zippy Zippy uses http://www.lua.org Lua for its scripting language, and there's a lot of information on the Lua ... |
ZippyActions | 06 Nov 2004 - 23:05 - r1.5 | ElminI |
The best documentation for Actions is the http://sourceforge.net/docman/display doc.php?docid 12350 group id 46278 pre-implementation specification . Although the ... |
ZippyInventoryManagement | 06 Nov 2004 - 00:47 - NEW | ElminI |
Inventory Management with the Zippy Engine This document gives a breif overview of the preferred method of managing character inventories using the Zippy scripting ... |
ZippyActionGuide | 05 Nov 2004 - 23:15 - r1.5 | ElminI |
If you're hailing from the 2.x crowd, you may have been puzzled by all of the alerts that are labeled "no longer used". Further, you may notice that particles can ... |
GameSavingPlans | 03 Nov 2004 - 22:21 - r1.7 | ElminI |
Plans for Allowing Players to Save Their Games At least for now, we are going to attempt to allow saving of the game by a full dump of state information, including ... |
PotionsAndAlchemy | 01 Nov 2004 - 20:42 - r1.16 | ElminI |
This is a discussion topic. The best way to use it is to add your ideas (relevant to the topic!) in an appropriate spot. As we arrive at a consensus, this topic should ... |
DamageRules | 25 Oct 2004 - 23:20 - r1.18 | ElminI |
This is a discussion topic. The best way to use it is to add your ideas (relevant to the topic!) in an appropriate spot. As we arrive at a consensus, this topic should ... |
CharacterPersistence | 25 Oct 2004 - 18:19 - r1.11 | ElminI |
This is a discussion topic. Please post your suggestions, ideas, and commentary here; eventually, we'll organize it into documentation of our conclusions. The Problem ... |
WebNotify | 16 Oct 2004 - 23:28 - r1.3 | ElminI |
This is a subscription service to be automatically notified by e-mail when topics change in this Documentation web. This is a convenient service, so you do not have ... |
ZippySkins | 07 Oct 2004 - 21:50 - r1.3 | ElminI |
Skins are created using the following syntax: skin Skin{ name "skin name", display name for the skin texture "path/to/texture.bmp", the filename of the skin texture ... |
ZippyCharacters | 07 Oct 2004 - 21:49 - r1.6 | ElminI |
Once spawned, characters are represented by values that can be indexed for various fields and methods. The following table describes the special fields of the character ... |
ZippyGlobals | 07 Oct 2004 - 21:45 - r1.2 | ElminI |
Predefined Globals Zippy defines a number of global variables for scripts to use. Some of these are functions; the rest are "constants". Note that constants may be ... |
DataDirectories | 04 Oct 2004 - 19:06 - r1.4 | ElminI |
Data directories are directories where data files (such as ZippyModels models , ZippySkins skins , and ZippyParticles particle graphics are stored. Directories may ... |
ZippyPlayerClass | 04 Oct 2004 - 18:58 - r1.2 | ElminI |
The "Player" concept has been dissected and developed by Main.ArakoN into a system of "memes", so the "player class" is an obsolete idea. The meme system is not completely ... |
MemeSystem | 29 Sep 2004 - 18:51 - NEW | ArakoN |
The Meme AI framework is designed to allow simple and complex behavior. It is a general framework built in Lua that is customized for Zippy. The framework is still ... |
ZippyScriptingGuide | 29 Sep 2004 - 17:48 - r1.6 | ElminI |
Okay: you've got Zippy-0.0.3 on your hard-drive, and you've got the itch to make an object. You've already mastered the art of modeling, skinning, and animation, ... |
ZippyVersionNote | 29 Sep 2004 - 03:03 - r1.2 | ElminI |
The latest release of Zippy is 0.0.3. It's pretty recent, so you can assume all documentation is current to that release unless otherwise noted. You may notice remarks ... |
ZippyAlerts | 29 Sep 2004 - 02:39 - r1.5 | ElminI |
Alerts are simple messages from the Zippy engine to characters sent to notify them of events occuring in the game world. They are one-way interactions, and are implemented ... |
HowToMakeModels | 24 Sep 2004 - 21:40 - r1.7 | CaberneT |
Overview Egoboo uses the Quake 2 .MD2 model format for object models. Model Limits 128 Vertex limit on models (including grips) Character Models Character models ... |
StyleConventions | 06 Sep 2004 - 19:09 - r1.3 | ElminI |
Style Conventions for the Zippy-Egoboo Codebase These conventions should be followed whenever new code is added to the engine. If you disagree or aren't sure what ... |
AshPalaceWalktrough | 20 Aug 2004 - 13:23 - r1.2 | ZefZ |
Description This palace is not so difficult but it is very hard for beginers.Enemies here do damage on you quick,so as the palace warning says,you should be prepared ... |
HintsAndTips | 17 Jun 2004 - 16:04 - NEW | ZefZ |
Tip 1 Trade with yourself.bring 2-3 players to zippy city and exchage items. Shield and mana sword for the adventurer is a nice combination. Tip 2 Beginners should ... |
ShadowPalaceWalktrough | 17 Jun 2004 - 15:56 - NEW | ZefZ |
Description This palace is very very hard and it take a while if you want to find everything.Use this if you need help. Recomended character in solo play is the Aventurer ... |
ArakonSkillSetIdea | 12 Jun 2004 - 20:31 - r1.2 | SpyroVII |
Some ideas. This will work well if we can designate certian areas to recieve bonuses or less aging. If we could provide primary and secondary skill selections, this ... |
ElminPrototypeSkillSet | 02 Jun 2004 - 19:16 - NEW | ElminI |
This is really just for testing, but here it is anyway: Melee Barehanded Weapons Sword Axe Main.ElminI 02 Jun 2004 |
SkillSets | 02 Jun 2004 - 19:15 - NEW | ElminI |
This is currently a brainstorming session; add a topic named for yourself and storm away there. Later we'll go through and combine ideas. ElminPrototypeSkillSet SpyroSkillSetIdea ... |
WhatIsAData | 04 May 2004 - 21:59 - NEW | ElminI |
This was originally a wrapper for void pointers for inclusion in container types (lists and hashes, basically), and now it provides a decent way to type-agnostically ... |
ZippyInheritanceGuide | 13 Apr 2004 - 22:18 - NEW | ElminI |
I'm Not a Programmer, I'm an Artist! Sure you are. Seriously, though, there's no point in learning all the principles of object-orientation just to create a few objects ... |
ToDoPlayerClasses | 07 Apr 2004 - 18:24 - r1.2 | ElminI |
Task Name: Define Player Classes Description: The player class idea is now replaced by Main.ArakoN's MemeSystem, so now we need to use that system to make standard ... |
ZippyLatches | 16 Mar 2004 - 05:44 - NEW | ElminI |
Latches are virtual buttons for characters. When a player pushes a physical button or key, or moves the mouse, his character has the corresponding latch set. In the ... |
ZippyPassages | 11 Mar 2004 - 22:13 - NEW | ElminI |
Passages are areas on a map that can be watched for character entry and exit. They may also be "blocked", so that characters are prevented from entering. To create ... |
ZippyProfiles | 11 Mar 2004 - 21:35 - r1.4 | ElminI |
A profile is a collection of information that determines the immediate game-physical behavior of a character. It is specified in the "player" sub-table of the character ... |
ZippyNamespaces | 08 Mar 2004 - 03:39 - r1.2 | ElminI |
A reference implementation in plain Lua for Namespaces is available: http://zippy-egoboo.sourceforge.net/zlnamespace.lua zlnamespace.lua . Namespaces are collections ... |
ModelActions | 01 Mar 2004 - 23:58 - NEW | ElminI |
Egoboo allows for up to four "variants" for each model actions; a subset of these actions are "Attack Types". The following are "Attack Types:" UNARMED: unarmed attack ... |
ModelS | 01 Mar 2004 - 23:55 - r1.3 | ElminI |
#OverView Overview Egoboo uses .MD2 files for object models. These can be created with the Quake2 Modeller, which is a freeware program I included with this game ... |
ZippyNameGenerator | 28 Feb 2004 - 00:35 - r1.2 | ElminI |
The name generator for Zippy 0.0.3 is defined in http://cvs.sourceforge.net/viewcvs.py/zippy-egoboo/egoboo/basicdat/naming.lua?view markup basicdat/naming.lua . It ... |
UsingPassages | 27 Feb 2004 - 18:35 - NEW | AeoluS |
Passages are Egoboo's way of marking an area. The main uses for them are: Having a shop Having doors that can open or close Detecting a character's presence in an ... |
MakingModules | 27 Feb 2004 - 18:14 - r1.4 | AeoluS |
A module is the area in which the game takes place. It includes the map, all of the objects that are part of it, and information on how they all get used together ... |
ZippyClasses | 26 Feb 2004 - 00:10 - r1.2 | ElminI |
Zippy allows scripts to define classes for object-oriented programming. This document assumes basic familiarity with OO concepts, and knowledge of the Lua language ... |
ZippyLists | 03 Feb 2004 - 05:18 - NEW | ElminI |
Lists in Zippy The Zippy engine exposes its linked list implementation to scripts. Lists may be instantiated as follows: list List( args, ... ) If arguments are passed ... |
ZippyTeams | 02 Feb 2004 - 22:44 - NEW | ElminI |
Teams are groups of characters which have carry information about the group attitude towards other teams. They may be created with the following syntax: NewTeam Team ... |
ZippyParticles | 02 Feb 2004 - 05:16 - r1.3 | ElminI |
"particles" are 2D sprites that move in predictable (read: not scripted) patterns. They may attach to a vertex on a model, fall freely with a starting velocity and ... |
ZippyCharacterTypeVars | 30 Jan 2004 - 20:14 - NEW | ElminI |
The "attribs" sub-table of the character type constructor (see ZippyCharacterType) contains ZippyClasses#classvars class variables for the character type. Some of ... |
ZippyCharacterType | 30 Jan 2004 - 20:05 - r1.2 | ElminI |
Character types are defined with the following syntax: register type{ PrimaryBaseType , SecondaryBaseType , ... ; name "TypeName", namespace Namespace, attribs { ... |
ToDoTestModule | 30 Jan 2004 - 16:56 - NEW | ElminI |
Task Name: Finish the test module Description: Re-implement advent.mod with the new scripting engine Person(s) Responsible: Your name(s) here! Comments: This is not ... |
ToDoActionClasses | 30 Jan 2004 - 16:53 - NEW | ElminI |
Task Name: Define Action Classes Description: Identify basic action classes and effects and define them Person(s) Responsible: Your name here! Comments: The idea ... |
ToDoSkillSystem | 30 Jan 2004 - 16:48 - NEW | ElminI |
Task Name: Establish a skill system Description: Choose a skill model and implement it Person(s) Responsible: Your name here! Comments: We have a simple system already ... |
ToDoBaseCharacterClasses | 30 Jan 2004 - 03:34 - NEW | ElminI |
Task Name: Define basic character classes Description: Identify and implement basic character types from which most types will derive Person(s) Responsible: Your ... |
ToDoItemTemplate | 30 Jan 2004 - 03:27 - NEW | ElminI |
Task Name: Enter task name here Description: Basic description of task Person(s) Responsible: Your name here! Comments: Discuss, and make sure to \ span several lines ... |
ZippyToDoList | 30 Jan 2004 - 03:19 - NEW | ElminI |
This is a list of tasks that need attention after Zippy 0.0.3 is out: ToDoPlayerClasses ToDoBaseCharacterClasses ToDoSkillSystem ToDoActionClasses ToDoTestModule ... |
HowToMakeGrips | 27 Jan 2004 - 01:24 - NEW | BoogeR |
Grips are the last vertices placed in the model. They typically represent a character's (or creature's) left and right hand. Grips are also used for mounts, you put ... |
Q2MTutorial3 | 25 Jan 2004 - 18:32 - NEW | SpyroVII |
Quake Modeler Tutorial Part Three All right! Made it this far, let’s put some skin on the monkey. Open the modeler and load up your monkey file. Now, go into face ... |
Q2MTutorial2 | 25 Jan 2004 - 18:17 - NEW | SpyroVII |
Quake Model Editor Tutorial Part Deux Let’s make ourselves a monster for Egoboo. Today we create the basic model. We will also eventually apply a skin to our model ... |
Q2MTutorial1 | 25 Jan 2004 - 18:12 - NEW | SpyroVII |
How to create a model using the Quake Model Editor This series of tutorials will take you through the basics of creating, skinning and animating a model for Egoboo ... |
WeaponTypes | 24 Jan 2004 - 21:15 - r1.2 | AiletheAlien |
WEAPON TYPES Your character has restrictions on the types of weapons he or she may use. Healers, for example, attack with Maces and Clubs and are forbidden from other ... |
TileStxt | 24 Jan 2004 - 06:53 - NEW | BoogeR |
Egoboo Wallsets Sewer Wall ( Grey Brick ) Stone Wall ( Beige Stones ) Townhouse Wall ( Whitewash with Wooden supports, Small trim, Windows ) Cave Wall ( Dark Brown ... |
NewGametxt | 24 Jan 2004 - 06:52 - NEW | BoogeR |
It's not just a game, It's a FREE game Skin Armor !!THROW HOLY WATER ONLY IF YOU KNOW IT'S HOLY WATER!! ARMO Default Leather Armor Leather Armor? Studded Leather ... |
ModuleStxt | 24 Jan 2004 - 06:50 - NEW | BoogeR |
Hero Starter Modules Adventurer, Sewer, Grub hunt Healer, Find Elvira in monastery, Cure her Elf, Help Faeries reclaim their mushroom circle Wizard, Apprenticed to ... |
MHackWeaponstxt | 24 Jan 2004 - 06:48 - NEW | BoogeR |
MultiHack Weapon listing Name Nonid Name Notes ( Weak/Strong attack ) Knife Knife P:1+4, Silver Knife Dinner Knife P:1+4, Werekill Bodkin Dagger P:2+4, Goblin Dagger ... |
MagicWeaponstxt | 24 Jan 2004 - 06:47 - NEW | BoogeR |
Magic Weapons RING Ring of invisibility that eats away wearer's mana FOOT Boots of speed, Run away from you Boots of vaulting, Jump higher AXEE Axe that bleeds Axe ... |
EnemYtxt | 24 Jan 2004 - 06:46 - NEW | BoogeR |
Enemy Uniqueness Gauntlet ghost absorb Directional immunity Grab character Turn to stone and heal Ranged attack Heal other enemies Spawn small enemies Homing attack ... |
ClasseStxt | 24 Jan 2004 - 06:44 - NEW | BoogeR |
Egoboo Characters Heroes Adventurer Link... Guard, Peasant, Squire Healer Avatar... Nurse, Knight, Prophet Elf Spock... Deep Elf Wizard Santa... Teacher G'nome ... |
CharacteRtxt | 24 Jan 2004 - 06:43 - NEW | BoogeR |
Egoboo Characters Heroes Adventurer Link... Guard, Peasant, Squire Healer Avatar... Nurse, Knight, Prophet Elf Spock... Deep Elf Wizard Santa... Teacher G'nome ... |
CartMantxt | 24 Jan 2004 - 06:42 - NEW | BoogeR |
Cartman Cheat Sheet (Based on email from Benjamin and Programmer X Cartman Mouse... Right Pick tile in the top right window Right Pick tile effects in the bottom ... |
WepStxt | 24 Jan 2004 - 06:41 - NEW | BoogeR |
Crossbow Weapons Silver Crossbow, Silver Arrows, 50 Hand Crossbow, Fast fire darts, Low damage, No stuck, 50 Longbow Weapons "The Speedbow", Shoot fast, 99 Sword ... |
AitxT | 24 Jan 2004 - 06:39 - NEW | BoogeR |
Character AI types Charge and attack Flank then attack Scurry away from light (use chrlightturnleftright) Surround then attack Mind own business, but attack if enemy ... |
SpeLtxt | 24 Jan 2004 - 06:38 - NEW | BoogeR |
Spells Throw Used to knock back enemies, No damage Blink Used to move quickly in random direction Drain Mana Used to stop wizards, Close range Drain Life Used ... |
MonStxt | 24 Jan 2004 - 06:37 - NEW | BoogeR |
Monster List Acid Blob Blind Spot Chest Mimic Chocobone Cobol Crab Darkshine Knight Demon Fright Gelfeet Ghoul |
IteMtxt | 24 Jan 2004 - 06:36 - NEW | BoogeR |
General Effects Black status bars Heavy ( Slower, Less jump power ) Slow attack ( Reload time ) Decreases max life of holder Decreases max life of enemy on hit Decreases ... |
IdsZ | 24 Jan 2004 - 06:20 - NEW | BoogeR |
Overview The IDSZ system is a way of describing objects using 4 letter words. For example, a crossbow has an IDSZ of XBOW , and a sword has an IDSZ of SWOR . Why ... |
HowToEdit | 24 Jan 2004 - 06:19 - NEW | BoogeR |
Overview Each adventure for Egoboo is called a module ( .MOD ), and they are all contained in the MODULES directory. Tucked away inside the .MOD directory is an OBJECTS ... |
ExpanS | 24 Jan 2004 - 06:18 - NEW | BoogeR |
Overview The data files for Egoboo started out simple. Then they got complex, and I updated them. More complexity, and more updates, until I had so many files that ... |
EscapE | 24 Jan 2004 - 06:17 - NEW | BoogeR |
Overview The MESSAGE.TXT files use cryptic little escape sequences to display certain types of information. Each sequence consists of a followed by a letter or number ... |
LegacyDocumentation | 24 Jan 2004 - 06:13 - NEW | BoogeR |
Legacy Documentation These are the documents that came with Egoboo originally. They are kind of hard to read sometimes, but you can gain a lot of insight into the ... |
RogueLike | 23 Jan 2004 - 22:46 - NEW | BoogeR |
Rouguelike games are a genre of games which are loosely based on a game called Rogue. Roguelike games are the predecesors of the modern RPG. Examples of the Roguelike ... |
DeathInEgoboo | 23 Jan 2004 - 22:39 - r1.2 | BoogeR |
Death In Egoboo Death in Egoboo usually isn't permanent, but it's not a good thing either. Your character will drop both in-hand items, all of his or her keys, and ... |
AiDocs | 23 Jan 2004 - 21:19 - r1.2 | ArakoN |
NOTES ( IMPORTANT ) Indent by 2 spaces for each level of nesting ( NO TABS!!! ) An indented section is only run if the last function proceeded ( didn't fail ) Order ... |
EgoScript | 23 Jan 2004 - 20:53 - r1.2 | BoogeR |
EgoScript is a fairly simple scripting language that is very much like Assembly language programming. It has a very limited amount of variables that can be used, ... |
EgobooPets | 23 Jan 2004 - 20:25 - NEW | ZefZ |
PETS In Egoboo, you may find a pet. Pets can help find things, help attacking enemies and numerous other simple tasks. You can keep a pet in your inventory, or just ... |
MiscEquipment | 23 Jan 2004 - 20:24 - NEW | ZefZ |
EQUIPMENT Another category of items is equipment, things such as Bracelets and Amulets and Boots. To wear a piece of equipment, just grab it and put it into your ... |
ArmourTypes | 23 Jan 2004 - 20:22 - NEW | ZefZ |
ARMOUR TYPES Your character will live longer with better armour, but may only wear armour permitted by his or her class. A Wizard likes robes, while an Adventurer ... |
OtherClasses | 23 Jan 2004 - 20:19 - NEW | ZefZ |
OTHER CLASSES There are some special rare classes such as the tourist. Find them! They are very rare, so you can search very long before finding one. Main.ZefZ ... |
ThePaladin | 23 Jan 2004 - 20:19 - NEW | ZefZ |
PALADIN The Paladin is a noble hunter of evil and undead and a true and lawful class. They have the healing skills of a Healer and some fighting skills of the Soldier ... |
TheRouge | 23 Jan 2004 - 20:18 - NEW | ZefZ |
ROUGE The rouge is handy in every group. He is very fast and his skills are unique for his class, because no other classes can disarm traps, search and sneak attack ... |
TheGnomes | 23 Jan 2004 - 20:17 - NEW | ZefZ |
G #8217;NOMES A G #8217;nome is very strong in advanced weapons and tricks, such as traps and guns. They are very intelligent, but they are not all that strong. Although ... |
TheElf | 23 Jan 2004 - 20:16 - NEW | ZefZ |
ELF The elf works in strong magic, and bows. He can a little bit of all those things. His hitpoints and strength is VERY poor so take care! An elf gains spells more ... |
TheAdventurer | 23 Jan 2004 - 20:12 - r1.2 | ZefZ |
ADVENTURER An Adventurer is a Jack-of-All-Trades. He is able to use most weapons as well as magic. Adventurers pay for this versatility, however, being unable to ... |
TheWizard | 23 Jan 2004 - 20:12 - r1.2 | ZefZ |
WIZARD A Wizard is master of the arcane, spells being his primary offence. He is incredibly frail, so stay out of close combat with this character. They use books ... |
TheSoldier | 23 Jan 2004 - 20:11 - NEW | ZefZ |
SOLDIER A soldier is a master in the marterial arts. He cannot use any type of magic, but he can use all weapons and heavy armours. Also he gets more hitpoints each ... |
TheHealer | 23 Jan 2004 - 20:10 - NEW | ZefZ |
HEALER A Healer works to cleanse the earth of the undead and other evils. She is an able fighter, but is more at home in the back lines tending to the wounded. Her ... |
ShortWords | 23 Jan 2004 - 20:05 - NEW | ZefZ |
Short Words Here are some definitions of short-words: STR The STR stat is the character's strength. WIS The WIS stat is the character's wisdom. INT The INT stat is ... |
UsingMagic | 23 Jan 2004 - 20:02 - NEW | ZefZ |
Using Magic Books of arcane Magic are everywhere in Egoboo, all you have to do is find them. Each Book contains one spell, usable by either a Wizard or an Adventurer ... |
TheItems | 23 Jan 2004 - 20:01 - NEW | ZefZ |
The Items There are many diffrent items in Egoboo. Some are weapons, other defencive items and other magical items aiding you on your quests. There are four diffrent ... |
CharacterStatus | 23 Jan 2004 - 19:54 - NEW | ZefZ |
Character Status In addition to the quick status displays, you can press the number keys along the top of the keyboard (1,2,3,4) to get more specific information ... |
PlayerDisplay | 23 Jan 2004 - 19:52 - NEW | ZefZ |
Player Display Each player has a little portrait on the right side of the screen, with one or two status bars below it and two more little pictures to the left and ... |
GameControls | 23 Jan 2004 - 19:48 - NEW | ZefZ |
Game Controls Egoboo supports up to 4 players on any one computer, and 3 different input devices. Each of these devices can be customized in CONTROLS.TXT, but the ... |
TheClasses | 23 Jan 2004 - 19:43 - r1.2 | ZefZ |
The Classes There are nine diffrent classes in Egoboo, each of them has their own special abillities. Some classes can do things that others cannot, and others are ... |
CreateAnCharacter | 23 Jan 2004 - 19:41 - NEW | ZefZ |
Starting An Character Egoboo has nine diffrent types of characters you can choose from. Each has it's own abilities and weaknesses. They all advance diffrent ways ... |
SkillsInformation | 23 Jan 2004 - 17:40 - NEW | ZefZ |
Here is the description of each skill the diffrent classes has: FIGHTING: The fighting skill indicates that the class can use most weapons and can prove very useful ... |
EgobooForums | 23 Jan 2004 - 16:52 - NEW | ArakoN |
The Egoboo Forums is a great place to ask for more information, or keep up on the latest news. It's located at: http://zippy-egoboo.sourceforge.net/phpBB/index.php ... |
CommonModuleProblems | 23 Jan 2004 - 16:48 - r1.2 | ArakoN |
This lists several of the common problems that are ran across while attempting to make a module. Egoboo Exits when attempting to load the module: The first thing ... |
WhatIsZippyEgoboo | 23 Jan 2004 - 16:42 - NEW | ArakoN |
(NOTE: Feel free to change this it's mostly a place holder at moment) Zippy-Egoboo is the Next Best Thing in Egoboo! Though based largely on the 2.22 codebase, it ... |
WhatIsEgoboo222 | 23 Jan 2004 - 16:39 - NEW | ArakoN |
NOTE: Someone feel free to revise this mostly a rough place holder Egoboo 2.22 is the current release version of Egoboo. It's the latest release from the previous ... |
WebPreferences | 23 Jan 2004 - 15:44 - r1.6 | SpyroVII |
TWiki.Documentation Web Preferences The following settings are web preferences of the TWiki.Documentation web. These preferences overwrite the site-level preferences ... |
ZippyModels | 22 Jan 2004 - 22:31 - NEW | ElminI |
Currently models made for Egoboo 2.x may be used without modification in Zippy. Refer to HowToMakeModels for details on making such models. The current scheme for ... |
AboutObjectSlots | 22 Jan 2004 - 20:57 - NEW | ArakoN |
Objects in Egoboo modules are fairly simple, once you know a few little things about them. This topic will attempt to describe the basics of how this works to give ... |
EgoMap | 22 Jan 2004 - 19:44 - NEW | ArakoN |
EgoMap is a program created by Arakon for editing Egoboo Modules. It was designed to replace CartMan. It's main goal is to provide fairly easy point-and-click editing ... |
WebRss | 30 Jan 2003 - 08:15 - NEW | PeterThoeny? |
TWiki's Documentation web SCRIPTURL /view SCRIPTSUFFIX /Documentation The Documentation web of TWiki. TWiki is a Web-Based Collaboration Platform for the Corporate ... |
WebIndex | 24 Nov 2001 - 11:41 - r1.2 | PeterThoeny? |
SEARCH{"\. " scope "topic" regex "on" nosearch "on"} See also the faster WebTopicList |
WebTopicList | 24 Nov 2001 - 11:40 - NEW | PeterThoeny? |
TOPICLIST{" $name "} See also the verbose WebIndex. |
WebChanges | 16 Aug 2001 - 19:58 - NEW | PeterThoeny? |
INCLUDE{" TWIKIWEB .WebChanges"} |
WebSearch | 08 Aug 2001 - 05:26 - NEW | PeterThoeny? |
INCLUDE{" TWIKIWEB .WebSearch"} |
Topic WebHome . { } |
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