DUNGEON FODDER MANUAL

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1 DUNGEON FODDER MANUAL INTRODUCTION This Model Pack was designed to create a basic Dungeon setting with Retro styled texturing for the user to create their Dungeon scenes with a RPG (Role Player Game) element involved. A sizable amount of the media supplied will allow Player interaction via animated objects and HUD (heads up display) imaging which with a little effort and the right tools can be fully customizable to suit the user s needs and add a personal touch to Projects developed using this Pack. I have supplied some basic scripts to work with many of the Items in the Pack which can be changed by more advanced/novice users to create the effects required. The Pack has been set up with a basic system to follow when using the room segments which is explained in detail in this Manual along with details on the use of many of Items supplied in the Pack. Please give this Manual a good look over before using the Model Pack and refer back to it if you have any problems understanding the use of particular Items. Thank you and all the best of luck with your Projects. Author Ross Hunt aka Rosstradamus address - rossvhunt@hotmail.com

2 CONTENTS (Click on any of the Main Titles to take you directly to the subject page) AUTHORS NOTES - (Includes FPSC keyboard key descriptions) ICON INDICATORS - (Descriptions of Icons) SEGMENTS ROOMS - (01-Brickstyle1, 02- Brickstyle2, 03-Brickskull, 04-Passage1, 05-Passage2) CUTSEGS - (Structure, Window) FLOORS - (01-Normal, 02-Interchange, 03-Special, 04-Semi) DOORS STRUCTURES. ENTITY SEG ITEMS 01 - (Cover Special, Floor Units, Items, Secret Walls, Shutters) BONUS LIVES DOORS GEMS ITEMS 1 & 2 PICKUPS RPG - (Chest Info) (Obelisk Info) SWITCHES WALL ITEMS WEAPONS CREDITS

3 AUTHORS NOTES THE GAMECREATORS I would like to point out that permission was given to supply original stock room media directly from this Model Pack (Room segments only). HUD FONT Please note that the font that was used to create the text for the text Huds is a True Type font called Applesauce08. Example: Arial The Dungeon Fodder Pack is cool. Applesauce08 The Dungeon Fodder Pack is cool.. Keyboard Keys (you will need to use with this Pack) B (Alignment key) This should be pressed 1x or 2x and will help you snap objects into place. R (Rotation key) This should be pressed if you wish to rotate an object before it s placed down in the FPSC Editor. Page Up & Page Down These keys will help you raise or lower the height of an object for perfect positioning before it s placed down in the FPSC Editor. F (Floor Only key) Select this when you have a room segment selected and this will change its status to floors only mode. When in this mode, Left click will add a floor segment and Right click will remove a floor segment whilst the cursor is over a room segment. M (Wall Only key) Select this when you have a room segment selected and this will change its status to wall only mode. When in this mode, Left click will add a wall segment and Right click will remove a wall segment whilst the cursor is over a room segment. NOTE - Other Keyboard keys which you may need to know about are explained in detail in this Manual... NOTE There may be extra content in the final Pack which might not be mentioned here in the Manual...

4 ICON INDICATORS In this section I will explain the meanings of the symbols you will see on the Icons in this Pack. Please take some time to look at this section because it will help you understand the system implemented for the segments/entities. SEGMENT ICONS (Green or Black) BS1 = Abbreviation of segment room style 01- Brickstyle1 BS2 = Abbreviation of segment room style 02- Brickstyle2 (NOTE - These symbols can also be found on icons in the Entity section in this Pack) (Green or Black) SKULL IMAGE = Relating to segment room style 03- Brickskull (NOTE - This symbol can also be found on icons in the Entity section in this Pack) (Green or Black) PS1 = Abbreviation of segment room style 04- Passage1 PS2 = Abbreviation of segment room style 05- Passage2 (NOTE - These symbols can also be found on icons in the Entity section in this Pack) (Green or Black) D1 = Abbreviation of segment room style Decoration style1 D2 = Abbreviation of segment room style Decoration style2 D3 = Abbreviation of segment room style Decoration style3 (NOTE - These symbols can also be found on icons in the Entity section in this Pack) (Green or Black) ALT = Abbreviation of Alternative ALT 1, 2, 3, 4 = Abbreviation of Alternative with a corresponding number Some of the segment room styles have a set of alternative textures (main texture with various changes to it) which also feature throughout the x3 Decoration Styles. (NOTE - These symbols can also be found on icons in the Entity section in this Pack)

5 (Green or Black) P = Abbreviation of Plain P 1, 2 = Abbreviation of Plain with a corresponding number Most of the segment room styles have a main plain texture to which alternative and Decoration styles are added to create room variation. (NOTE - These symbols can also be found on icons in the Entity section in this Pack) (Black) INTER = Abbreviation of Interchange (NOTE - These are only used for chosen floor segments in this Pack) (Green or Black) M = Abbreviation of Moss (NOTE - This symbol indicates that the segment chosen is the mossy variation of another texture which can only be found on floor segments in this Pack) (Green) SP = Abbreviation of Special Use This symbol tells you that the segment chosen has a specific special use with an entity. (NOTE - These symbols can also be found on icons in the Entity section in this Pack) (Green) C = Abbreviation of Centre You will see this symbol on segment items which will be automatically centred when placed in the FPSC Editor. (NOTE - This symbol can only be found on icons in the Segment section in this Pack)

6 (Green) E = Abbreviation of Edge You will see this symbol on segment items which will be automatically placed to the edge (right hand side) when used in the FPSC Editor. (NOTE - This symbol can only be found on icons in the Segment section in this Pack) (Red or Black)? = Symbol used to show Dangerous Item This symbol shows you that the segment/entity item chosen has an element of danger attached to it via animation/script. (NOTE - This symbol can also be found on icons in the Entity section in this Pack) ENTITY ICONS (Green or Black) Arrows = Symbols used to show Direction These symbols are used to indicate the direction an animation will work on animated models when activated. (Green or Black) H = Symbol used to show a Hud This symbol is used to indicate that the item chosen has a script which will show an onscreen Hud (Text or Image) when activated. (Green) FX = Abbreviation for Shader Effects This symbol is used to indicate that the item chosen uses FPSC shader effects for best results in game. (NOTE - FPSC shader most commonly used = illuminationent )

7 (Red) X = Symbol used for Dangerous Opposite Effect This symbol is used to indicate that the item chosen will have a dangerous opposite effect on the player when activated/used. (NOTE - The same item is also supplied in the Pack (minus the Red Cross) which will have a good effect on the player when activated/used) (Black Text) INFO = Abbreviation for Information There are a number of these icons in the Pack which will give you information on how to use items correctly or other information about particular items. (NOTE - Do Not choose this icon and try to open it because it contains No media and it will cause FPSC an Error.

8 SEGMENTS ROOMS I have created a visual naming system for the segment rooms which can be viewed by looking at the symbols seen on the icons for the rooms. (Check Icon Indicators section) NOTE- All of the rooms were originally designed to be used for Interior use only but can be used for both Interior and Exterior scenes. The Exterior wall textures have been kept plain but will fit together and look effective if an exterior scene is used. There are 5 sets of rooms which each contain their own sets of texture and floor variations: 01 - Brickstyle Brickstyle Brickskull 04 - Passage Passage2 CORNERS Each individual room segment has its own curved corner segment. NOTE - The textures on the corner segments may vary slightly from their corresponding room segment. ALTERNATIVE TEXTURES The rooms all contain alternative textures which run throughout each room set Brickstyle1 (visual Brick displacement x3) 02 - Brickstyle2 (visual Brick displacement x3) 03 - Brickskull (slight alternative skull designs x3) 04 - Passage1 (full alternative textures x7) 05 - Passage2 (full alternative textures x3 each consisting of two parts) DECORATION Every room segment has a set of 3 different Decoration styles which run throughout all of the room styles (including alternative textures). These decoration versions are only basic changes but will break up the monotony of just grey brick walls. NOTE - Alternative and Decoration textures are also featured on every room segment related piece of media in this Pack in order to keep consistency throughout.

9 CUTSEGS - (Cut Segment) This section contains many different wall only segments which you can add to your rooms to create more variation and some good lighting effects if used correctly. These wall segments all have different shaped apertures cut into them which I have split into two categories Structure and Window. How to Use You will have to leave a blank space in the main wall you wish to use a cut segment with and place it there using the R key on your keyboard to rotate the segment if necessary. STRUCTURE In this structure section there are other segments which have another use. (Slice Wall) This can be placed on either side of any steps segment to close them in. NOTE - This segment has a generic brick\stone texture which should work OK with all the brick\stone based Room textures. (Wall Brick Gone) (Animated Brick - Entity Section) This wall segment has a brick shaped hole cut out of it which can be filled with a animated brick entity which can be found in the DFodder entity section (Seg_Items 01\Items). WINDOW In this window section the wall segments all have window type apertures and can be used with animated Window Shutter entities which can be found in the DFodder entity section (Seg_Items 01\ Shutters).

10 FLOORS In this section there are 4 categories of floor segments, all of which have the same floor textures that are integrated into the room segments. (01- Normal) These can be used as standard FPSC Floor segments. (02- INTER) These can be used to change/replace either the whole floor surface or individual sections in a ready built room without the room s walls being removed. NOTE - Enemy AI will not be able to walk on these type of segments so its best to use them in areas where only the Player can access. HOW TO USE Remove existing room floor segment ( F key- Right click) and replace with INTER floor segment. (03- Special) (Cover Special - Entity Section) These are to be used in the same way as the INTER floor segments and have a special use when combined with the corresponding Entity items found in the DFodder entity section (Seg_Items 01\CoverSpecial). NOTE - Further details found in the entity section of this Manual. (04- Semi) Here are some semi-circle shaped floor segments which can be used in various ways. NOTE - They work in the same way as Normal floor segments (use R key to rotate).

11 DOORS There are 3 styles of door segments which all have the full set of standard FPSC door variations of use plus extra variations to make things more interesting. (Auto, Key, Remote, Use) NOTE - Door styles 1 and 2 use a vertical open and close animation so are best used with a wall structure above them (when open, the door bars will appear above the doorframe). EXTRA S (Hollow) These are just the door frames (no doors) which the Player can pass through always. (Closes) These appear from the start with the doors open but will close just when the Player is near to them and not let the Player gain access through them. (Attack) These will close then open (looped) when the Player tries to go through the doorway and reduce the Players health. They will reset and remain active when the Player is further away from the doorway. (Attack x1) These will close then open (only once) when the Player tries to go through the doorway and reduce the Players health. They will reset and remain non-active after the attack and will allow the Player to use the doorway without further attacks.

12 STRUCTURES This section contains structural segments which can be attached to room segments to make them a little more interesting (includes window and steps). (Edges- Floor) These Edge strip segments are designed to be attached to any exposed edges of floor\ceiling segments to give them some shape and are very useful to cover up any stretched textures which are common on the sides of floor segments. They can be used in other ways which I will leave you to experiment with. HOW TO USE You must place your selection arrow on the outer exposed side of any floor\ceiling to place one of these segments correctly (use R to rotate if required). (Centre - Pillar) (Edge - Pillar) These types of segments can be attached to walls and will be visible on both sides of the wall when placed. HOW TO USE The Centre versions will place the segment directly in the centre of a wall segment. The Edge version will place the segment to the right hand side of a wall segment. (Use R key to rotate when required)

13 ENTITY Here you will find a variety of models some of which are related to various segments from the segments section of the Pack. I ve supplied many models which have been designed to be used for Player interaction via the use of scripts and which could be used in many other ways if the user wishes to implement their own scripts or scripting systems. SEG - ITEMS 01 In this Seg - Items 01 folder there are 5 sub folders which contain various media subjects which are related to the segments section in this Pack. COVER SPECIAL (Cover Special) (Special Floor - Segment) This folder contains various styles of animated Cover models which have been set up (scripted) to work directly with Special floor segments which can be found in the segment section of this Pack (segments\dfodder\floors\special). HOW TO USE (Press B key x2 for perfect alignment) 1 - You must first place one of the Special floor segments in your scene which has a texture that displays a small Information plaque in its centre. 2 - Next, choose one of the various Special Covers and place it on the Special floor segment which will in turn cover the image of the information plaque and now its ready for use. RESULTS (Script) Press ENTER when the Player is close to the Special Cover and it will slide away (LEFT) to reveal the information image on the floor segment plus an on screen HUD of the same image (There are Secrets in this Area). The HUD will disappear when the Player walks away from the cover but will show again if the Player walks back to the cover on the floor. ALTERNATIVE SCRIPT I have supplied an alternative script for use with these Special Covers which allows the HUD to be displayed once only and will remove the cover model from the scene. SCRIPT NAME = SPHcoverALT (Found in - scriptbank\dfodder\covers\

14 FLOOR UNITS (Floor Unit) (Cover - Animated) This Floor Unit section contains 2 types of models which can be used separately or combined to create the effect of a (hidden) floor entrance. FLOOR UNIT There is a version of floor unit to match every type of floor texture which is supplied in this Pack found in the floor segment section. HOW TO USE (Press B key x2 for perfect alignment) 1 - (Bottom Level) Set up a room then move 2 levels up in the FPSC Editor (leaving the mid level empty) and create another room of the same size (Top Floor Unit Level). 2 - Now remove one floor segment from the Top level and move down a level and remove a ceiling segment (in line with floor segment removed above) from the bottom room. 3 - Go back to the Top level and select a Floor Unit with the same texture as the floor used in the top room. Press the B key on your keyboard x2 and then place down the Floor Unit over the missing floor segment area (should snap into place perfectly). RESULT If done correctly the Floor Unit should now be taking up the space between the two rooms on different levels in the empty mid level of your map. If you place your Player in the Top level room you will be able to look down into the bottom level through the Floor Unit plus your Player can now gain access to the lower level via the Unit. NOTE - It s possible (using jump - spacebar ) to slowly climb down or even up the ladder which can be found inside the Floor Units. COVERS The Covers in this section can be combined for use with the Floor Units by using them to cover (hide) the open entrances to the Units. There are 2 versions of each cover one of which will display an on screen HUD for Player interaction. HOW TO USE (Press B key x2 for perfect alignment) 1 - Choose one of the various Covers then press the B key on your keyboard x2 and then place it down over the top of the Floor Unit (should snap into place perfectly). RESULT Press ENTER when the Player is close to the Cover and it will slide away (LEFT) to reveal the open entrance to the Floor Unit and allow the Player to use it. SCRIPT I have scripted these Cover models to run the animation only once and be removed when the Player is further away. Feel free to change them to suit your needs but remember to make a backup copy of the originals.

15 ITEMS In this Items section there are a number of items which are either related to similar items found in the segments section of the Pack or are to be used in conjuncture with segments. (Brick - Animated) (CutSeg Wall - Segment) The animated Brick in this section is to be used in conjuncture with the wallbrickgone wall segment found in the segments section of this Pack at: (Segments\DFodder\Cutsegs\Structure\) There are two versions of this model one of which will show an on-screen HUD. HOW TO USE 1 - First you must have one of the wall segments set up in your scene then choose one of the animated Brick models. 2 - Now zoom in as far as you can to the wall segment and place the Brick into the hole which you can see there. NOTE - Its best to leave the Brick slightly protruding from the hole in the wall segment in order for the Player to spot it better in game. Also, you could try to align it into place by pressing the B key x1 but I have found it easier to just use my own judgment. RESULT Press ENTER when the Player is close to the Brick and it will drop out from the wall onto the floor and allow you to look through the hole into the room behind the wall. NOTE - I have scripted the Brick model to be removed when the Player is further away from it. (RIM - Floor Use) There are 3 texture variations of these Rim frame models which are to be used to create entrances with floor segments. These models are useful to hide any ugly texture stretching which is sometimes present on the sides of floor segments. HOW TO USE (Press B key x2 for perfect alignment) 1 - Create 2 rooms (one above the other - 2 levels) then go to the Top room and remove one of the floor segments in the centre of the room. 2 - Now choose one of the Rim models and press the B key x2 and then place it down over the missing floor segment (should snap into place perfectly). 3 - Go down to the Bottom room and place a stairs\steps segment in line with the missing floor segment in the room above. RESULT Your Player can now use the stairs with an ornate entrance between levels. NOTE - Rim 3 (Stone) has the same texture base as all of the grey stone floor textures found in this Pack.

16 SECRET WALLS In this section you will find a set of animated Secret Wall models to be used in conjuncture with the corresponding segment room wall textures. There are 2 versions of each texture type one of which will show you an on-screen Text HUD. (Please refer to the Icon Indicators section in this Manual) HOW TO USE (Press B key x1 to help alignment) 1- Create a wall inside of a large room and then remove ( M key - Right click) one wall segment. 2 - Now choose a Secret Wall with its corresponding room texture and press the B key x1 and then place it flush into the gap of the missing wall segment created before. RESULT Press ENTER when the Player is close to the Secret Wall and it will slide away to the Left and allow your Player to go into hidden areas. NOTE - You can also close the walls after you have passed through when the Player is close to them. NOTE- Although these Secret Walls were designed to be used for Interior use only, I have run tests which have worked well when using them on a rooms main shell wall. If you use them in this way its best to choose the Plain versions of each room set because the wall textures (Interior and Exterior) should match up well. SHUTTERS (Shutter) (CutSeg Wall - Segment) In this section you will find a selection of Shutter models (Animated and Static) which are to be used in conjuncture with the corresponding (Shape) segment wall models found in the segments section of this Pack at: (Segments\DFodder\Cutsegs\Window\) There are 2 shape variations each with a single and double version all of which have a HUD version available to choose. HOW TO USE (Press B key x1 to help alignment) 1 - First you must have one of the wall segments set up in your scene then choose one of the Shutter models with corresponding shape and amount. 2 - Press the B key x1 and zoom in as far as you can to the wall segment and place the Shutter flush covering up the window holes in the wall. RESULT Press ENTER when the Player is close them and the Shutters can be opened and closed.

17 BONUS LIVES IMPORTANT NOTE You will need FPSC v-1.18 or higher installed to be able to use these models with the current Bonus Life script attached. In this section you will find a selection of models which range from a Retro style to a more Dungeon related style. Some of them will award the Player x1 extra life and others will award the Player x2 extra lives. DOORS IMPORTANT NOTE If you wish to use the Standard working type doors then you should pick them from the Segments section in this Pack found at: Segments\DFodder\Doors I do not recommend using any of the media in this entity door section. GEMS In this section you will find TREASURE which consists of many Gems and Coins for you to build a great treasure trove. GEMS There are 7 coloured gem types each with 3 variations of shape and size and there are some ready made piles of gems for each type. COINS There are 2 types of coins Silver and Gold which each have 4 arrangements of quantity. CHESTS - Small There are a number of animated and static Chests some of which contain Gems and Coins which can be opened by using the ENTER key on your keyboard. NOTE - There is a larger set of Chest models in the Items 1 section.

18 ITEMS 1 & 2 In these two sections you will find various animated and static Items\objects which you can use to populate your Dungeon scene. There are some descriptions of some of them below which you may need some information on how to use for best results. BLOCKING ENTITIES In the Items sections you will find some animated models which can be used to Block doorways or other entrances (Workbox s and Stone Grinder). HOW TO USE (Press B key x1 to help alignment) Choose one of the Blockers and press the B key x1 then position it so it covers the area in front of the entrance but be careful not to embed it into the frame of any doorway used. RESULT Press ENTER when the Player is close to the Blocker and it will slide away (LEFT) allowing your Player to continue. SCRIPT NOTE I have scripted these Blockers to animate once only and then be removed when the Player is further away from them. NOTE - If used in front of doorways its best not to use them with auto door segments that open outwards. WEAPON RACK (Battle Spear Rack) There is a static empty weapon rack which you can use to store some of the Spear type weapons found in this Pack. This is great to use to make it look like you are taking a weapon from the rack because the weapon pickup model will disappear. HOW TO USE (Press B key x1 to help alignment) You can either use the B key x1 or by freehand to position the selected weapon into the slots provided in the weapon racks.

19 HOT COALS Also in the Items section there are some models which I call Hot Coals (Hot Coal and Toxic Rock). There are 2 slight texture variations of each type for variety and 2 ways in which they work. (Hot Coal - No Pain) These types of model are static and will cause no harm to the Player in game. (Hot Coal) These types of model (see Icon) are active and will cause the player Harm when too close to them (Player Health is Reduced). LIGHTING ITEMS You will also find 2 types of Posts\Pillars\Columns which are designed for use with the various coloured Light Markers found in FPSC. CRYSTAL POSTS (Crystal Post) (Crystal Post - FX) There are 2 versions of these Crystal Posts which are: Type 1 - These have Transparent Crystals on them and do not use any Shader FX. Type 2 - These have Solid Crystals on them and use Shader FX (see Icon). LIGHT COLUMNS (Light Column - FX) These models all use Shader FX.

20 CRYSTALS You will also find 4 different coloured Crystals models which can also be used with the various coloured Light Markers found in FPSC. (Crystal) (Crystal - FX) There are 2 versions of these Crystal Posts which are: Type 1 - These are Transparent Crystals and do not use any Shader FX. Type 2 - These are Solid Crystals and use Shader FX (see Icon). CHESTS There is also a set of Chest models (Animated and Static) with Empty and Full versions. (Chest Info - Static) (Chest Info - Animated) I have included a version (Chest Info) which has a Note image inside of it (uses Shader FX) which can be used to show Information HUDS when in an open state. NOTE - I have not supplied any scripted HUDS to be shown with these particular models because I have left the option open for you to create and display HUDS which you would like to design to suit your Project best.

21 PICKUPS In this Pickups section you will find various Items which can be picked up by the Player within a certain distance from them. Some are scripted to work in various ways which is explained below. APPLES There are 2 types of Apples (one GOOD and one BAD) plus there is another version of each which will show an on-screen Image HUD. The BAD Apples have a RED CROSS in the Icon. GOOD APPLE (+ 20 Health Points) When ENTER is pressed close to the Apple your Player will gain health points. BAD APPLE (- 40 Health Points) When ENTER is pressed close to the Apple your Player will lose health points. POTIONS There are 2 types of Potions (one GOOD and one BAD) which come in 3 different colour versions plus there is another version of each which will show an on-screen Image HUD. The BAD Potions have a RED CROSS in the Icon. GOOD POTION When ENTER is pressed close to the Potion your Player will gain health points. Blue Potion = + 40 Health Points Green Potion = + 20 Health Points Red Potion = + 30 Health Points BAD POTION When ENTER is pressed close to the Potion your Player will lose health points. Blue Potion = - 40 Health Points Green Potion = - 40 Health Points Red Potion = - 40 Health Points

22 HEALTH ORBS The Health Orb Items have 4 texture variations and are scripted to give the Player Health when within distance to them. All Orbs = + 50 Health Points NOTE - In game, they all can be found rotating in the air. HEALTH CROSS and HEALTH SWORD Both of these types of Items have 2 texture variations and are scripted to give the Player Health when within distance to them. Health Given by All = + 50 Health Points NOTE - In game, they all can be found rotating in the air with a glow beneath them. KEYS There are 3 types of Keys (Plain, Fancy, Skull) each of which have different texture variations used for more variety. They can all be used in the same way as any other key can be used in FPSC. TREASURE PICKUPS I have supplied a number of Treasure type Items (Retro Styled) which the Player can pick up in game. I have included these types of Items for you to use if you wish to implement any kind of Cash Collecting System in your Project.

23 RPG (Role Player Game) This section I have reserved for Items which display many RPG type messages on screen using either Text or Image HUDS. NOTE - A set of generic messages will be displayed for all Items in this section. CHEST - INFO In this section you will find a set of 8 animated Chest models each of which will display a different Image HUD on-screen after the chests have been opened. SCRIPT I have scripted the chest models to remain open after you have pressed ENTER and to always display the HUD message image every time the Player goes back to them. OBELISK - INFO In this section you will find a set of 12 Obelisk models each of which will display a different Image HUD on-screen when the Player is close to them. 8 of them will display various Text hint messages written on metal plaques. 4 of them will display a metal plaque with Arrow Directions highlighted. NOTE - I have also supplied a Static version of the model which is also available in this section.

24 SWITCHES In this section there are various types of Switches which can be operated either from the ground or attached to walls. They can all be used to turn on Lights or open Remote Doors in FPSC or used in any other way you can think of. (Refer to FPSC Manual - For use of Switches) WALL ITEMS In this section there are various Items which can be attached to walls which creates more detail for your walls. (Spear Rack) (Spear-Weapon) (Battle Spear-Weapon) The Spear Rack can be used in conjuncture with various Spear type weapons also found in this Pack. WEAPONS There are 5 new types of Dungeon styled Melee Weapons available for you to choose from. The plain Spear weapon has 2 texture variations for variety. Each weapon will cause different amounts of damage to the enemy. Spears = - 20 Health Points Battle Spear = - 40 Health Points Harpoon 1 = - 40 Health Points Hot Poker = - 10 Health Points Flesh Cutter = - 20 Health Points

25 CREDITS I would just like to thank the following people for any involvement in the development of the Dungeon Fodder Pack. Andy Nicholas (NickyDude) BlackFox & BlueFox Daniel Dungler (StoryTeller 01) Scene Commander The Game Creators Team for producing great products such as FPS Creator (Sorry, if I have missed anybody out) Thank You Ross

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