Monsters in DM/CSB move about and respond to the party in rather complex ways. I have started a project to understand monster AI. Complete understanding will probably always elude me.
Many people have asked about how to calculate the damage done when the party attacks a monster. Recently, a bug in the original Atari code caused me to look into this matter a bit deeper. The result is in Attack Computations.
The computation of attack damage, throwing distance, etc. almost always depend upon the 'Mastery' of some skill. The function DetermineMastery ( ) is described here.
When a champion gains experience ( by attacking a monster, for example ), rather complex computations take place to determine the amount of experience to be added and to what skill or sub-skill the experience should be added. After all of that has been determined, a function named AdjustSkills is called with the experience points as a parametere. AdjustSkills does some more computations and adds the experience to th appropriate places ( skills and sub-skills ) and then calls another function named 'LevelUp' if a new level has been reached. An Adjust Skills Filter capability is also described.
The DM/CSB clock is described here.
The Palettes are described here.
Discussion of Portrait Text here.
Reincarnation versus Resurrection is described here.
A Viewport Overlay Capability is described here.
A Custom Graphics Capability is described here.
An 'Alternate Monster Graphics' Capability is described here.
An Extended Wall Decoration Capability is described here
An Extended Floor Decoration Capability is described here
A Spell filtering Capability is described here
A Monster Attack Filter Capability is Described here
A Party Attack Filter is described here
A Feeding filtering Capability is described here
A Monster Movement Filter is described here.
A Delete Monster Filter is described here.
A Viewing Filter is described here.
A Sound Filter Capability is described here.
A Cursor Contents Filter is described here.
An Attack Option Name Filter is described here.
A Character Death Filter is described here.
An Equip Filter is described here.
A Missile Encounter FIlter is described here.
A Party Move Filter is described here.
A Damage Character Filter is described here.
(Designer Specified Actuators) are discussed a bit here.
A CSBuild DSA example is described here. It is a little bit complicated but it shows off a LOT of function.
A compressed copy of all the documentation.
I would love to have help/company in these endeavors.