home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Software Vault: The Gold Collection
/
Software Vault - The Gold Collection (American Databankers) (1993).ISO
/
cdr14
/
l370fix1.zip
/
CUSTOM.DOC
next >
Wrap
Text File
|
1993-05-07
|
21KB
|
473 lines
Land Of Devastation Sysop Customization Manual
----------------------------------------------
By Scott M Baker
Section 1: Purpose
------------------
This manual is intended for sysops who wish to modify their Land
Of Devastation games from the default setup. Land Of Devastation allows
the sysop (or Game Master) to change almost every aspect of the game. You
can create your own maps, monsters, weapons & armor, etc.
Section 2: Required files
-------------------------
All of the files required for creating custom LOD games are
contained in the archive LODxxxE.ARJ (with xxx representing the current
LOD version number).
Section 3: Programs included
----------------------------
LOD includes several utilities to help you customize the game.
These are:
CUSTOM.EXE - Customization editor. Used to edit some of the
more complex fields of the game.
COMPILE.EXE - Used to compile a new game data set for LOD. (What
is a data set? Look below!)
Section 4: Data Sets
--------------------
To make things as easy as possible for both the customizer and
the customizee (the poor guy who tries to run the customized version), LOD
will "compile" most of the game data into a single "data set". This data
set is contained in the file GAME.DEF. For most customized versions, the
only file that needs to be changed is this GAME.DEF
Basically, the data set (GAME.DEF) is a compiled package of the
following text files:
STRINGS.TXT - All of LOD's internal text strings
MONSTER.TXT - Monster definitions
COMBAT.TXT - Combat strings (i.e. "You poke x's eye with your sword")
TALK.TXT - Conversations of characters in Tavern & wasteland
TAVERN.TXT - Tells who is in what tavern
TROYINFO.TXT- \
TRELLNOT.TXT- > Special purpose text files
HISTORY.TXT - /
OBJECT.TXT - Outlines the object of the game
DATASET.TXT - Data Set identification & misc data
The data set file (GAME.DEF) also includes the following binary
files. These are NOT text files and may not be edited with a text editor. You
must use the customization tool, CUSTOM.EXE to edit these files.
MAIN.MAP - The main game map
TERRAIN.BIN - Terrain definitions
MISC.BIN - Miscellaneous stuff
DEVICES.BIN - Main device library
As mentioned above, COMPILE.EXE will take all of those files and
spit out one big GAME.DEF file from them. Therefore, you need not distribute
any of the above text files - just the completed GAME.DEF.
Section 5: Locating the default text/binary files
-------------------------------------------------
The default text and binary files are stored in the archive
STANDARD.ARJ inside of LODxxxE.ARJ. Unarchive this file and it'll dump
out strings.txt, monster.txt, combat.txt, main.map, devices.bin, and
all of the other stuff. Then you can load these up and customize
whatever you want according to section 6 below.
Section 6: Customizing the Text files
-------------------------------------
What follows is a description of how to customize the text files
listed in section four above. To edit these files, use any plain text
editor.
STRINGS.TXT: The master string file
-----------------------------------
Almost all of the text strings contained within LOD are taken
from this file. Everything from "you enter the tavern" to "what do you
wish to buy" to "there is new mail in the message system" is in here.
In fact, if you wanted to translate LOD into another language, once
you translated this one file, you would be about 80% done!
Here's what to do:
1) Load up STRINGS.TXT using any plain-ascii text editor. You can
now edit the strings and customize them as you wish. Please
note, the strings are specified one string to each line - if
you mess up this format, you could possibly shift all of the
strings and really screw things up. Here is the format:
- Each line is one string definition in the game; So DO NOT
DELETE OR INSERT LINES. You'll really mess things up.
- A tilde (~) has been placed at the end of each line as a
simple indicator to the user of where the line ends. (i.e.
Otherwise lines that ended with a trailing space would be
indistinguishable from lines that didn't)
- The ampersand (&) is used to indicate the Land Of
Devastation should change colors at that position. The "&"
sign is followed by a hexadecimal digit, "0"-"F" specifying
the color to change to.
&0 Black &6 Brown &C Light Red
&1 Blue &7 Light Gray &D Light Magenta
&2 Green &8 Dark Gray &E Yellow
&3 Cyan &9 Light Blue &F White
&4 Red &A Light Green
&5 Magenta &B Light Cyan
- The "|" sign is used to indicate a carriage return.
- String may be up to 255 characters in length. (You could use
one string entry with multiple "|"'s to specify multiple
lines of text)
2) Remember, just editing the file won't have any effect by
itself. You still need to run COMPILE.EXE to create a new
GAME.DEF file.
So what needs to be edited in strings.txt? In reality, not a
whole lot. If you don't like the way something is said in the game
(or, heaven-forbid, you catch one of my ten thousand misspelled
words), you can change it. You'll find most of the fun work down
in the monsters.txt below.
MONSTER.TXT: All the bad guys
-----------------------------
Here's where you will get a chance to have some fun. You can
create any monster you want in here. You can put him in any zone,
give him whatever weapons you want, and make up a nice description
of him.
All of the instructions for editing monsters.txt are contained
at the top of the file. It's really pretty self explanatory - the best
thing to do is take one of the default monsters, and copy him to another
section of the file and make your changes to the copy.
COMBAT.TXT: Combat strings
--------------------------
In the wasteland, we have all kinds of neat phrases for what
happens in combat. The combat.txt file is where it all is. Instructions
for this file are contained up at the top (like in the monster.txt
file). I'll leave it to you to look at the default stuff and figure
out how the format works.
TALK.TXT: Character Dialog
--------------------------
No customized game is complete without a bunch of cool characters
that the player can talk to. Here is where you can decide what they
will say. You can make them say whatever you want and create
your own "keywords" that their responses will match.
NOTE: If you create any new characters and want them placed in
a tavern, you will also have to edit the tavern.txt file below.
TAVERN.TXT: People in Taverns
-----------------------------
This rather simple file just tells which players are in what
tavern. For example, say your create a character in the talk.txt file
above named "weird joe". If you want wierd joe to be in the freedom
city tavern, then you'll have to add an entry to this file to put
him there.
TROYINFO.TXT: Troy Hadley's info file
-------------------------------------
One of the special quests ends up with the player receiving
a special rom-disk for his laptop which contains some hints on
locations, monsters, etc. This text file contains those hints. There's
no real format to this file - it's just a flat text file. If you
go moving towns around on the map, you'll probably have to change
some of the hints in here.
TRELLNOT.TXT: Sergeant Trell's note
-----------------------------------
This is Sergeant Trell's note from the Tranlius Nuclear Facility.
If you want, you can edit it and change the theme a bit.
HISTORY.TXT: History of the War
-------------------------------
There's a history rom that the players can get for their laptop.
It tells about the history of the nuclear war. This is it. Edit it to
your delight.
OBJECT.TXT: Game Objectives
---------------------------
This is a straight text file which should outline the object of
the game. Information on the central quest, etc. It is displayed by
the Game Objectives command in the documentation center of Sacre
Base.
DATASET.TXT: Data set file
--------------------------
This contains some miscellanious "glue" information. Stuff
that needs to hold the whole package together, but doesn't really fit
in any of the other files above.
Some minimal instructions are given inside the file - read them
and make your changes.
The one important thing in here is the NAME and AUTHOR fields.
If you create a customized LOD data set, then you probably want to
give it a name and put yourself down as the author. This is where
you do it. The name/author information will appear on the WORLD
menu at the documentation center.
Section 7: Using CUSTOM.EXE
---------------------------
The external editor, NEWLODED.EXE, includes a variety of external editors
and tools to allow the sysop to customize and configure his/her version of
Land of Devastation. I will discuss each of the editor options in order
below:
UTILITIES
There are a few little utility features which will provide you with
some information about the game.
EDITORS
Editors are included for device definitions, terrain, and the
wasteland map.
SETUP
This section has options for configuring and setting up lod - what
new players start with, how much bases cost, etc.
The external editor has an extensive context-sensitive help system which
can be of great use to you. Simply hit F1 at any time and a help window will
pop up.
NOTE #1: The external editor uses the TAB and SHIFT-TAB keys to move around
in some areas. Sometimes people find this difficult to understand,
but it is part of the design of the Turbo Vision tool kit which the
editor was written with.
Section 8: Editing Device Definitions
-------------------------------------
To edit devices, you will need to use the Device Editor command under
the Editors menu in CUSTOM.EXE.
The following are a list of the various parameters that each device
definition includes:
NAME: The name of the device; Should not be longer than 15 chars
USES: Number of uses LEFT on the device. Usually the same as MAXUSE
MAXUSE: Maximum number of uses the device has.
DEV USE: If "Y", then decrement the USES variable each time the
device is used.
VAR1: General purpose variable #1; varies from device to device.
VAR2: General purpose variable #2; varies from device to device.
APPLICAT: Code corresponding to what the device does.
USABLE: "Y" if the device can be used with the U command.
STORE: Code(s) corresponding to store at which device will be sold.
COST: Price of device when sold at store.
ANSI: 8 character string corresponding to attached ansi picture.
EGA: Attached EGA graphics picture.
Listing of APPLICAT codes:
0 Radio 9 AML (medline) 18 Death Badge 27 Rom Disk
1 Medical Kit 10 Rope 19 Warper 28 <Internal>
2 SR Weapon 11 Rations 20 Communicator 29 B-Teleporter
3 LR Weapon 12 Scanner 21 B-React 30 Recharger
4 Armor 13 Stealth 22 B-Comm 31 Pylon Key
5 <reserved> 14 G-Blaster 23 B-Defense 32 Energy Cell
6 B.A.D. 15 Unusable Armor 24 B-Moat 33 Unitran
7 LRScan 16 Grenade 25 B-Weapon 34 Mine
8 Ammunition 17 Cyclops Eye 26 Laptop
Listing of store codes:
0 No Store 9 B-Weapon 18 Town #3
1 SR Weapons 10 Computer 19 Town #4
2 Armor 11 LR Weapons 20 Town #5
3 Supply 12 <internal> 21 Town #6
4 Ammo 13 <internal> 22 Town #7
5 B-React 14 GSRZ Hort. 23 Town #8
6 B-Comm 15 B-Teleporter 24 Town #9
7 B-Def 16 EEEE 25 Kill, Inc
8 B-Moat 17 Town #2
Note: A device may be present at more than one store. If this is the
case, then list all of the store codes with SPACES inbetween
them. If a device is not to be present at any store, then leave
it's store line blank.
Here are some of the definitions for the VAR1/VAR2 parameters for
some of the various device types.
Weapons: The VAR1 parameter is divided into three fields corresponding
to the ammo type, minimum, and maximum damage. For example,
consider the following:
NAME: Rad-Axe
.
.
VAR1: 32030
.
.
The three fields are 3, 20, and 30. "3" is the ammo type;
20 is the minimum damage done and 30 is the maximum damage
done.
For weapons not requiring ammo, use a "0" for the ammo type.
Always use two digit numbers (i.e. for a 4-6 damage weapon
requiring power packs, use 030406, NOT 0346)
Ammo: The VAR1 parameter is the ammo type and the VAR2 parameter
is the number of shots. For example,
NAME: Power Pack
VAR1: 3
VAR2: 35
This is for a power pack - ammo type 3; 35 shots.
Armor: The USELEFT parameter is the amount of damage the armor can
absorb; The VAR2 is the percentage chance of the armor
deflecting a hit. (i.e. VAR2=0 means the armor deflects
nothing; VAR2=100 means the armor deflects everything)
The VAR1 parameter holds some specialty flags. These flags
are bit mapped. Right now, the flags are as follows:
Bit 1: If set, then armor is rechargable.
Stlth Field: The SFG (Stealth Field Generator) uses both variables. VAR1
is 0 if neutral, 1 if noisy, or 2 if quiet. This should normally
be set to zero.
VAR2 is the SFG's effectiveness. This is a percentage. The
higher the percentage, the more powerful the SFG is. The
default is 50.
Mine: The VAR1 variable of the mine defines it's capabilities.
Example: 032035. The "03" indicates the mines capabilities,
the 20 is the minimum damage, and the 35 is the maximum
damage.
Mine Capabilities: This is setup as a bitmap. Bit #1 is
for a smart mine, bit #2 is for a energy-drainer mine,
and bit #3 is for a teleporter mine.
Mine Uses: the Useleft parameter tells how many charges
the mine contains.
Note: If/when I bring out a newer version of LOD, it will include a
replacement DEVICES.DEF file which will overwrite yours. For this
reason, it will be necessary for you to re-type your custom
device information back into device.def.
Since I may also add devices to DEVICES.DEF in a future release,
it may be wise for you to place your custom entries from the
last position backwards to avoid conflicts with mine.
Section 9: Editing Terrain
--------------------------
To edit Terrain, you will need to use the Terrain Editor option in
the CUSTOM.EXE program.
The terrain editor has the following parameters:
NAME: The name of the terrain type
DANGER: Percentage chance of finding monster there.
SYMBOL: 2 character symbol for ansi/ascii maps
COLOR: Numeric color code for ascii/ansi
PASSABLE: "Y" if you can walk through it. "N" if you can't.
Use a "W" to indicate water. (requires miniraft to pass)
NOTE: For compatability (and simplicity) reasons, I would suggest
that you stick with the standard terrain classes if at all possible. We've
tried to throw in just about every possible kind of terrain you might want.
Section 10: Creating Trivia
---------------------------
You can create your own trivia questions if you use the same format
as in TSAMP1.TXT. Name your text file "TRIVIA.TXT" and run TRIVCOMP to
compile it into TRIVIA.DEF.
A complete 300 question library is provided in the default TRIVIA.DEF
file, but to make sure users don't get a hold of the questions, I had to
keep the non-encrypted text version here!
Section 11: The GTSTRS.DEF file
-------------------------------
Included with both GTERM and LOD, there is a GTSTRS.DEF file which
defines the strings that will be used by the graphical interface. i.e. the
help menus and screens inside the graphics window when using GAMEEGA
or GTERM. Normally, there should be no reason to modify these strings. They
were provided only for very extreme situations, such as the project to
translate LOD into German.
The format is very similar to LOD's strings.txt file, except that
the color codes (&1, &2, ..., &F) are not allowed. You must have one
string per line. You may not add or delete any lines. The "~" symbol is
simply a marker for the end of each line - it is not actually displayed
to the user.
Both GAMEEGA and GTERM have seperate copies of this file. If you
want remote users (with GTERM) to see the changes, then they will have
to obtain their own copy of the file.
Section 12: Packaging Considerations
------------------------------------
For the purpose in maintaining some kind of standardization in naming
conventions, this is what I would suggest. None of the following is
required, but it establishind a standard really helps everyone out.
1] Place your dataset (GAME.DEF, readme's, text files, whatever) into
an archive (.ARJ, .ZIP, etc) to keep all of the files together.
2] For the name of your archive, use the following:
a] First four letters identify your data set (i.e. STND for my
LOD standard data set)
b] Next three letters indicate the version of LOD you compiled
the set for (i.e. 361)
c] The last letter is a revision letter for your dataset (in case
you made changes and re-released). Start with "a" every time
you release for a new version of LOD, increment the indicator
every time you re-release YOUR data set for that version of
LOD.
d] Of course, the extension would be .ZIP, .ARJ, .LZH, etc
e] Examples:
STND361a.ARJ - LOD standard data set, for version 3.61,
revision "a".
FUTR395f.ARJ - FUTURE data set, compiled for LOD version
3.95, revision "f".
3] Inside your archive, include the following files:
README.TXT -=- Whatever you want in here - who you are, what
the data set is about, special considerations,
etc.
GAME.DEF -=- The compiled dataset. The sysop just drops
it in to use your data.
ANSI.DEF -=- Optional. Only distribute if you modified some
of the ansi screens.
TRIVIA.DEF -=- Optional. Only distribute if you created some
custom trivia.
SOURCE.ARJ -=- The "source code" for your data set. All of
your customized .TXT files (monster.txt,
combat.txt, etc), your maps (MAIN.MAP), device
definitions (devices.bin), etc. This is
optional - only distribute it if you want
other sysops to view/edit your data set.