  BDSoft World Editor v1.00
  <c> 1999 Steve Gargolinski of Black Dragon Software

                           ---------- Introduction ----------

    Okay, as some of you know I was working on something I was going to call AIV,
  a set of editors and a scripting language and such that could be used to assemble
  a complete, ANSI, RPG.
    But I've decided that type of game was quite absolute, enough so that AIV
  wouldn't really get used much.  I had done a really nice world editor, though
  and it's a lot like one that would be used to edit LORD2 maps.  And I started to
  think that it'd be a shame to let it go completely to waste. 
    So I decided to release the editor as freeware, of course, and also tell the files 
  and such that it creates, so if you are looking towards making a ANSI game, you can 
  use this without any charge.  It'd be nice if you send me a copy of what you use
  it to make, though!
  
                           ---------- How it works ----------
  
    These are the records that I used:
  
    block_struct = record {Each block}
        fc, bc: shortint; {The foreground and background color}
        c: char; {The actual character of the block}
        solid: boolean; {Can it be passed?}
        end;
      hot_struct = record {Each hotspot}
        x, y, wx, wy: shortint; {The location on the screen and where it warps to}
        map: integer; {The map it works to}
        aspfile: string[12]; {The file it runs from}
        aspname: string[12]; {The procedure it runs}
        end;
      map_struct = record {Each map}
        b: array[1..80] of array[1..20] of block_struct; {The blocks on the map}
        hot: array[1..10] of hot_struct; {The hotspots}
        name: string[30]; {The name of the screen}
        odds: integer; {The odds of running into the random procedure every step}
        aspfile: string[12];
        aspname: string[12];
        end;
      world_struct = record {The index file}
        loc: array[1..80] of array[1..20] of integer; {Teh index of maps}
        end;

    map_structs are written one after another in MAP.DAT - The number in world.loc[x, y]
  is where in the file the mpa will be.  For instance, if world.loc[1, 1] = 10, then the
  map in the upper left corner is the 10th record in MAP.DAT.  Oh, world_struct is in
  WORLD.DAT.
    The hot_structs in each map_struct are special places that when stepped upon, activate
  somethign external - A warp to a different screen, or run a certain procedure name in an
  external file (if you're doing a scripting language), or simply a reference name to keep
  your procedures organized.
  
			   ---------- Last Words ----------
  
    The rest of the editor should be self explanitary, but if you have any questions,
  comments, concerns, etc. then e-mail me at bdsoft@hotmail.com.  And always check out 
  http://bdsoft.cjb.net for the last news and info at BDSoft.
    
    Soon to come!  The now infamous list of BDSoft quotes will be up for view on the web
  page.  Here's a small sample to quench your appetite =)

  "Check that." - Steve.

  "Remember when I got call waiting a few minutes ago?  Well, that was my Mom, and now I've
  REALLY got to go." - Al to Steve.

  "I'm not even sure what exactly happened." - Steve.

  "It's powered by magic." - Steve.

  "How many Clerics does it take to fix a light bulb?  One, to cast 'Cure Light'."  - Steve
  during a game of AD&D - Much groaning followed.

  "The only thing I like more then BBSing is summer BBSing." - Steve.

  -- Steve
  http://bdsoft.cjb.net
  bdsoft@hotmail.com