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Monster Media 1994 #1
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BBS_GAME
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DATASET.TXT
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Text File
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1994-02-24
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6KB
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204 lines
;Land Of Devastation DataSet information file.
;
;
;The NAME field indicates the name of this data set.
;
NAME Land Of Devastation Default Data Set
;
;The AUTHOR field is the name of the person (or group of persons) who has
;created this custom data set.
;
AUTHOR Scott Baker
;
;The next section, which consists of SETDESC destriptions, is a small
;introduction to this data set. You may wish to describe your scenario
;here, outline the types of areas in your world, etc.
;
SETDESC What follows is a description of all that is currently known
SETDESC of the wastelands surrounding Sacre Base. The total habitable
SETDESC area of the wasteland is about 125 square sectors. Terrain beyond
SETDESC the wasteland is believed to be completely unsuitable for life and
SETDESC travel is not possible. Therefore, we suggest you confine your
SETDESC wanderings to the 125x125 square area. Land beyond these dimensions
SETDESC will appear as impassable mountains to your terrain scanner.
SETDESC
SETDESC Sacre base is a human establishment, fully staffed by
SETDESC non-mutated, highly trained military personnel. All resources of
SETDESC Sacre Base are at your disposal, although most inventory in our
SETDESC stores requires monitary reimbursement for your usage.
SETDESC
SETDESC Other civilizations exist beyond the confines of Sacre
SETDESC Base itself. Little information is available about these other
SETDESC civilizations and we suggest that you use caution when encountering
SETDESC new places.
SETDESC
SETDESC The wasteland is populated by numerous extremely hostile
SETDESC creatures of unknown intelligence and motives. Attempts to control
SETDESC these hostile elements have been somewhat successful around Sacre
SETDESC Base, but as the distance from Sacre Base increases, more dangerous
SETDESC beings may be encountered.
SETDESC
SETDESC More information is available from Defs Sacre and Troy
SETDESC Hadley, who may be located in the Tavern.
;
;The MENUSTEM field indicates the "stem" of the ansi menus. For example,
;the default menus are MENU1.ANS, MENU2.ANS, MENU3.ANS, etc. If you don't
;know what this is, then don't mess with it!
;
MENUSTEM MENU
;
;The PROD1, PROD2, and PROD3 fields indicate the name of the three
;wasteland trading commodities. Support for them is not completely
;finished.
;
PROD1 Minerals
PROD2 Fuel
PROD3 Herbs
;
;The following CITY keywords identify the names of the cities in the
;wasteland. City 5 & 6 are really special locations and not actually
;"towns".
;
CITY1 Sacre Base
CITY2 Freedom City
CITY3 Death Warrior HQ
CITY4 Black Widow HQ
CITY5 Draku Base
CITY6 Xeboc's Base
CITY7 Frost Bite
CITY8 Blood Lust
CITY9 ?
CITY10 ?
;Salvage levels. The following are the percentages that the city will pay
;for returned equipment. (i.e. junk the player picks up off the wasteland
;and sells). One line is listed for each town.
SALV1 50
SALV2 45
SALV3 40
SALV4 35
; (5&6 unused - special)
SALV7 30
SALV8 30
;
;The following keywords identify text that will be used for the words "he",
;"she", etc in the wasteland.
;
HISSTR his
HERSTR her
ITSSTR its
HESTR he
SHESTR she
ITSTR it
MHIMSTR him
FHIMSTR her
IHIMSTR it
;
;The MONSTER keyword identifies the name of the file that has the definitions
;of the wasteland monsters. Multiple MONSTER files may be used.
;
MONSTER MONSTER.TXT
MONSTER ISREAL.TXT
MONSTER ELEM.TXT
MONSTER BOSSMON.TXT
MONSTER ROBOMON.TXT
;
;The COMBAT keyword identifies the name of the file that has the definitions
;of the strings used in combat. Multiple COMBAT files may be used.
;
COMBAT COMBAT.TXT
;
;The TALK keyword identifies the name of the file that has the definitions
;of the dialog used in taverns, monsters, etc. Multiple TALK files may be
;used.
;
TALK TALK.TXT
;
;The TAVERN keyword identifies the name of the file that identifies which
;players are in which tavern. Multiple TAVERN files may be used.
;
TAVERN TAVERN.TXT
;
;The OBJECT keyword indicates the name of the text file which contains a
;description of the games objectives. Only one object text file may
;be used.
;
OBJECT OBJECT.TXT
;
;The OUTPUT keyword indicates the name of the file that COMPILE will create,
;holding the compiled game definitions. Usually this is GAME.DEF. Only one
;output file may be used.
;
OUTPUT GAME.DEF
;
;The following are names of EGA pictures that will be used from the
;resource.002 file. Most of them are self explanatory.
;
EGADOCCENT DOCCENT
EGACOMCENT COMCENT
EGACLONE CLONE
EGAPURROOM PURROOM
EGAFINANCE FINANCE
EGASURR SURR
EGAFORTATCK FORTATCK
EGAFORCNFG FORTCNFG
EGATAVERN TAVERN
EGABARTALK TAVERN
EGAFTRADE FTRADE
EGAFORTFIN FORTFIN
EGAFORTRET FORTRET
EGAFORTMM1 FORTMM1
EGAFORTBAD FORTBAD
EGAFORTMAIN FORTMAIN
EGALAPTOP LAPTOP
EGAEEEEBIG EEEEBIG
EGAKILLBIG KILLBIG
EGAHORTBIG HORTBIG
EGAHORTSTOR HORTSTOR
EGATPORT TPORT
EGATEAM TEAM
EGATQUART TQUART
EGATOWN1 CITY
EGATOWN2 CITY2
EGATOWN3 CITY3
EGATOWN4 BWICTY
EGATOWN5 CITY
EGATOWN6 CITY
EGATOWN7 CITY
EGATOWN8 CITY
EGATOWN9 CITY
EGATOWN10 CITY
EGATELE1 TELE_P1
EGATELE2 TELE_P2
EGATRANLIUS TRANBASE
EGAACMEMAIN ACMEMAIN
EGAACMETECH ACMESTOR
EGAACMEWEAPSMITH ACMESTOR
EGAACMEWEAP ACMESTOR
EGAACMEFORT ACMESTOR
EGALOKI LOKIISLE
EGATADSU TADSU
EGAMALE DUDE
EGAFEMALE HEROINNE
EGAOTHER DUDE
;
;Kelp Reward - the amount of $$ the GSRZ manager provides for obtaining
; kelp rations for special quest #14.
;
KELPREWARD 10000
;
;
;EMWarpMine: Defines the percentage chance that the EMWarp program will
; respond when the user steps on a mine. Example: 0 would
; be no chance to respond; 100 would be respond all the time, and
; 80 would be respond 80% of the time.
;
EMWARPMINE 80
;
;