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DCCTOKEN.DAT
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1995-10-02
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!
! This file contains NAMES that can be used instead of numeric values
! when you are writing scripts or creating worlds. These names make
! it a lot easier to create the games because you don't have to remember
! what the numbers mean. You can use the name instead.
!
! For example, the script line:
!
! if object.type = WEAPON then ..
!
! clearly is testing whether a given object is of type WEAPON. It is
! a lot better than trying to remember that weapons are represented by
! a # 1, as in:
!
! if object.type = 1 then ..
!
! You are welcome to add new tokens to this list, and to change the names
! being used. However, you should not REMOVE entries unless you are very
! sure of what you are doing.
!
! Tokens are listed in groups, with the name of the group enclosed in
! brackets [group-name] and preceeding each group. You can create your
! own groups, but the groups already here must remain. You can change
! the lists, but the group names must not be changed. They are used to
! tell the game system what names are associated with specific types of
! values.
!
! A brief explanation of what the values in a group mean preceeds each
! group.
!
!
! TYPES OF ACTIONS THAT INVOKE SCRIPTS.
! The value shown below cannot be modifed. The name can be changed to any
! name you wish. When a script is invoked, it starts executing at the
! label :@<name>, where name is one of those listed below. The ACTION
! global variable returns the value of the action that invoked the script.
!
[ACTIONS]
TALK 0 ! 'T'alk to OBJECT or NPC
GET 1 ! 'G'et OBJECT or NPC
DROP 2 ! 'D'rop item (from backpack to floor). CURRITEM = which.
WEAR 3 ! 'W'ear item (currently in backpack). CURRITEM = which.
REMOVE 4 ! 'R'emove item being worn (to backpack). CURRITEM = which.
LOOK 5 ! 'L'ook at OBJECT or NPC
EXAMINE 6 ! detailed look at an OBJECT or NPC (often a spell).
INVOKE 7 ! i'N'voke a magical object being carried. CURRITEM = which.
USE 8 ! 'U'se an OBJECT (not carried).
ENTER 9 ! 'E'nter a new world. (World scripts only).
EXIT 10 ! 'E'xit a world. (World scripts only).
CAST 11 ! Fall into a world through a TRAP door.
ATTACK 12 ! Attack an object or character
!
! TYPES OF OBJECTS. May be extended up to 255. Object types 0 through
! 35 are reserved. You can create your own starting with 36 and going
! all the way to 255. This way, I can add new types without affecting
! anything you write.
!
! Note that object behaviour is controlled by the script OBJECT.SCR, which
! uses the object's TYPE and CLASS to decide how the object behaves.
!
[OBJECT TYPES]
FOOD 0 ! This can be eaten.
WEAPON 1 ! This can be wielded as a weapon.
AMMO 2 ! This is ammunition for a weapon.
ARMOR 3 ! This can be worn as armor.
SHIELD 4 ! This can be carried as a shield.
AMULET 5 ! This can be worn around your neck.
RING 6 ! This can be worn around your finger.
POTION 7 ! This can be drunk (some people say drinked)
SCROLL 8 ! This can be invoked
STAFF 9 ! This can be wielded and used to ZAP spells
CHEST 10 ! A chest covers other objects. May be locked.
KEYS 11 ! This key may be used to open doors or chests
GEMS 12 ! This gems may be invoked.
BOOK 13 ! This book may be read.
GOLDSACK 14 ! Contains gold or silver.
TORCH 15 ! has no special qualities yet.
LANTERN 16 ! has no special qualities yet.
ROPE 17 ! has no special qualities yet.
HOOKS 18 ! has no special qualities yet.
MIRROR 19 ! has no special qualities yet.
SIGN 20 ! This has some text written on it
VEHICLE 21 ! This can be used for transportation.
DOOR 22 ! A DOOR can be locked in may different ways.
THING 23 ! A static object, like furniture
FENCE 24 ! A fence
!
! Types of CHARACTERS. The type determines the default behaviour of the
! character. The DCWORLD world builder will assume that a script has
! been (or will be) written to control the character's normal behaviour.
!
! The script name must be the first 8 characters of the token name below.
!
[CHARACTER TYPES]
REGULAR 0 ! REGULAR.SCR - Will join the party if asked to..
HOSTILE 1 ! HOSTILE.SCR - Will attack on sight and follow you..
MERCHANT 2 ! MERCHANT.SCR - Buys and Sells stuff..
BARTENDER 3 ! BARTENDE.SCR - Sells beer. Good source of information.
HEALER 4 ! HEALER.SCR - Cure, Heal, Resurrect, Remove Curse,..
CIVILIAN 5 ! CIVILIAN.SCR - Will talk, but won't join..
TELLER 6 ! TELLER.SCR - Fortune Teller or Oracle type..
QUESTER 7 ! QUESTER.SCR - Asks you to find an object or person.
BEGGAR 8 ! BEGGAR.SCR - Want's money. Might give you a tip.
TRAINER 9 ! TRAINER.SCR - Will train someone (STR,DEX,AIM,IQ)
GUARD 10 ! GUARD.SCR - Blocks your way unless given the password.
PRISONER 11 ! PRISONER.SCR - Will join your party temporarily (to escape).
!
! World TYPES
!
[WORLD TYPES]
ENDGAME 0 ! Game will end if the players enter this room
OUTDOORS 1 ! Outdoors
CITYTYPE 2 ! Big civilized city
TOWNTYPE 3 ! Small town
DUNGEON 4 ! Dungeon
HIDEOUT 5 ! Town that caters to thieves and pirates..
HOUSE 6 ! Someone's house
CASTLE 7 ! A lord's or king's castle
ARENA 8 ! Training area. Frequent random monsters
HAUNTED 9 ! Haunted place. Random monsters
!
! System Graphics: The following values are used to differentiate
! graphics blocks in the DCSYSTEM graphics file. The first 5 entries
! (shown below) are also the first 5 graphics blocks in the file, and
! are used during regular game play.
!
[SYSTEM TYPES]
SYS_PARTY 0 ! The party, except when fighting.
SYS_FRAME 1 ! A frame around the character whose turn it is to move.
SYS_SPLAT 2 ! Used to indicate the character was hit.
SYS_TARGET 3 ! Used to point at things.
SYS_BULLET 4 ! Use to represent a moving missle when fired.
SYS_ICON 5 ! The first 8 entries with this type make the ICON bar.
!
! CHARACTER CLASSES (ALL CHARACTER TYPES EXCEPT HOSTILE)
!
[CHARACTER CLASSES]
HUMAN 0 ! standard stuff, no power
ELF 1 ! fast, magical power, not strong
DWARF 2 ! slow, STRONG, no magic, no missles or shields
WIZARD 3 ! slow, lot's of magic, not strong
ARCHER 4 ! fast, no magic, + on missle weapons
FIGHTER 5 ! fast, strong, no magic of any kind
!
! MONSTER CLASSES (For HOSTILE type characters).
!
[MONSTER CLASSES]
LAND_MONSTER 0 ! Land Based, cannot walk over water
WATER_MONSTER 1 ! Water Based, cannot walk over land
CAVE_MONSTER 2 ! Dungeon Based, found mostly in dungeons
SPOOK_MONSTER 3 ! Ghosts, Zombies, Undead, etc.
!
! Magical Effects, Type 1
!
[OBJECT CLASS: FOOD, POTION, RING, AMULET, GEMS]
NONE 0 ! No magical effect
CURE 1 ! Remove POISON
HEAL 2 ! Restore some HP
POISON 3 ! (Trap) POISON drinker
RESTORE 4 ! Restore ALL HP
PLUS_STR 5 ! Increase STRENGTH
PLUS_DEX 6 ! Increase DEXTERITY
PLUS_SPD 7 ! Increase SPEED
PLUS_AIM 8 ! Increase AIM
PLUS_AC 9 ! Increase AC
PLUS_HP 10 ! Increase HP
PLUS_IQ 11 ! Increase IQ
PLUS_PWR 12 ! Increase POWER
!
! Magical Effects, Type 2
!
[OBJECT CLASS: STAFF, SCROLL]
NO_MAGIC 0 ! No magical effect
DESTROY 1 ! Destroy an object
DUPLICATE 2 ! Duplicates an object
LEAVE 3 ! Exit through a DOOR from anywhere
RESURRECT 4 ! Revive a DEAD person
INFORM 5 ! Displays some text
DOORS 6 ! Locate doors
KILL 7 ! Kill 1 enemy during battle
CONFUSE 8 ! Makes monsters shoot at other monsters
SCARE 9 ! Scares monsters
DAMAGE 10 ! Causes damage to monsters
PARALYZE 11 ! Monster can't move
RECHARGE 12 ! Recharge an ITEM
FLOAT 13 ! Remove an object's weight
ANALYZE 14 ! Discover object's properties
ZOOM 15 ! Eagle-Eye's view of the world
!
! WEAPON CLASSES
!
[OBJECT CLASS: WEAPON]
BLUNT 0
EDGED 1
MISSILE 2
!
! VEHICLE CLASSES
!
[OBJECT CLASS: VEHICLE]
WALKING 0 ! Same as walking, no help at all.
MOUNTED 1 ! Mounted
ATV 2 ! All Terray Vehicle
LOWFLYER 3 ! Not over mountains or deep water
MIDFLYER 4 ! Not over mountains, but yes over water
HIGHFLYER 5 ! Over mountains and water
RAFT 6 ! Low water only
BOAT 7 ! Deep water only
[OBJECT CLASS: CHEST]
NORMAL_CHEST 0 ! A regular chest. Lock can be picked or broken
STEEL_CHEST 1 ! Can't be picked or broken into. Must use key
[OBJECT CLASS: DOOR]
NORMAL_DOOR 0 ! A regular door, can be picked or broken
STEEL_DOOR 1 ! Can't be picked or broken into. Must use key
MAGIC_DOOR 2 ! Can only be unlocked with MAGIC
VAULT_DOOR 3 ! If locked it CANNOT be opened
!-------------------------------------------------------------------------
!
! OBJECT MODIFIERS:
!
! Every object has a set of 5 'generic' attributes which have different
! meaning depending on the object's type. These attributes are named
! m0 through m4, but this section allows you to assign specific names to
! the attributes.
!
! For example, a WEAPON may use the attributes as follows:
!
! object.m0 = # of HANDS needed to hold the weapon (0, 1 or 2)
! object.m1 = RANGE of the weapon (how many squares away can it hit)
! object.m2 = DAMAGE done during battle (deducted from monster's hit points)
! object.m3 = Type of AMMUNITION used by the weapon (if any)
! object.m4 = not used for weapons
!
! Thus, the following definitions are made below:
!
! .M0 = HANDS
! .M1 = RANGE
! .M2 = DAMAGE
! .M3 = AMMONEEDED
! .M4 = not used
!
! Which means that your script can have the line:
!
! if player.weapon.hands > 2 then
! writeln( "That weapon was made for an octupuss, which you are not.." );
! ..
!
! instead of
!
! if player.weapon.m0 > 2 then
! writeln( "That weapon was made for an octupuss, which you are not.." );
! ..
!
! Note that the names used are NOT associated with the object TYPE itself
! in the script language. Thus, if M0 is called HANDS for weapons and it's
! called AC for armor, the following 3 lines have the same identical
! meaning:
!
! if player.weapon.m0 > 2 then
! if player.weapon.hands > 2 then
! if player.weapon.ac > 2 then
!
! but only 'hands' would make semantical sense. This means that you may
! not have the same NAME associated with different modifiers. For example,
! both ARMOR and SHIELDs have an AC modifier, so it MUST be the same one
! in both cases (M0). You cannot assign 'AC' as an alias for M0 for the
! shield and as an alias for M3 for the armor.
!
! Note furthermore that the alias will be used in conjuction with the
! object type in the WORLD BUILDER, so that when you create an object
! you are asked to provide the 'HANDS', 'RANGE' and 'DAMAGE' modifiers
! for weapon objects, instead of just M0 thru M4.
!
[OBJECT MODIFIERS: FOOD]
! 0 Is not used
UNITS 1 ! If magical, how many units are affected
PERMANENT 2 ! If magical, how long does effect last? (0=one day, 1=permanent)
! 3 Is not used
! 4 Is not used
[OBJECT MODIFIERS: WEAPON]
HANDS 0 ! # of hands needed to use the weapon
RANGE 1 ! Range of this weapon
DAMAGE 2 ! Damage done when using this weapon.
AMMONEEDED 3 ! Type of ammunition needed (See AMMOTYPE below..)
! 4 Is not used
[OBJECT MODIFIERS: AMMO]
AMMOTYPE 0 ! Code that differentiates one ammunition from another
RANGE 1 ! Range of this ammunition
DAMAGE 2 ! Extra Damage (in addition to the weapon's normal damage)
! 3 Is not used
! 4 Is not used
[OBJECT MODIFIERS: ARMOR]
AC 0 ! Armor Class of the armor
ACTYPE 1 ! Armor Type (not currently implemented)
! 2 Is not used
! 3 Is not used
! 4 Is not used
[OBJECT MODIFIERS: SHIELD]
AC 0 ! Armor Class of the shield
! 1 Is not used
! 2 Is not used
! 3 Is not used
! 4 Is not used
[OBJECT MODIFIERS: AMULET, RING, GEMS]
CHARGES 0 ! Number of times this item can be used
UNITS 1 ! If magical, how many units are affected
PERMANENT 2 ! If magical, how long does effect last? (0=one day, 1=permanent)
! 3 Is not used
! 4 Is not used
[OBJECT MODIFIERS: POTION]
! 0 Is not used
UNITS 1 ! If magical, how many units are affected
PERMANENT 2 ! If magical, how long does effect last? (0=one day, 1=permanent)
! 3 Is not used
! 4 Is not used
[OBJECT MODIFIERS: SCROLL]
! 0 Is not used
! 1 Is not used
! 2 Is not used
! 3 Is not used
! 4 Is not used
[OBJECT MODIFIERS: STAFF]
CHARGES 0 ! Number of times this item can be used
! 1 Is not used
! 2 Is not used
! 3 Is not used
! 4 Is not used
[OBJECT MODIFIERS: CHEST]
LOCKTYPE 0 ! Type of lock on the chest (0=None, 1+=KEYTYPE needed)
TRAPTYPE 1 ! Type of trap on the lock. 0=No trap, 1=poison,2+=bomb trap)
! 2 Is not used
! 3 Is not used
! 4 Is not used
[OBJECT MODIFIERS: KEYS]
KEYTYPE 0 ! Type of lock that the key opens
! 1 Is not used
! 2 Is not used
! 3 Is not used
! 4 Is not used
[OBJECT MODIFIERS: GEMS]
CHARGES 0 ! Number of times this item can be used
UNITS 1 ! If magical, how many units are affected
PERMANENT 2 ! If magical, how long does effect last? (0=one day, 1=permanent)
! 3 Is not used
! 4 Is not used
[OBJECT MODIFIERS: BOOK]
! 0 Is not used
! 1 Is not used
! 2 Is not used
! 3 Is not used
! 4 Is not used
[OBJECT MODIFIERS: GOLDSACK]
! 0 Is not used
! 1 Is not used
! 2 Is not used
! 3 Is not used
! 4 Is not used
[OBJECT MODIFIERS: TORCH]
! 0 Is not used
! 1 Is not used
! 2 Is not used
! 3 Is not used
! 4 Is not used
[OBJECT MODIFIERS: LANTERN]
! 0 Is not used
! 1 Is not used
! 2 Is not used
! 3 Is not used
! 4 Is not used
[OBJECT MODIFIERS: ROPE]
! 0 Is not used
! 1 Is not used
! 2 Is not used
! 3 Is not used
! 4 Is not used
[OBJECT MODIFIERS: HOOKS]
! 0 Is not used
! 1 Is not used
! 2 Is not used
! 3 Is not used
! 4 Is not used
[OBJECT MODIFIERS: MIRROR]
! 0 Is not used
! 1 Is not used
! 2 Is not used
! 3 Is not used
! 4 Is not used
[OBJECT MODIFIERS: SIGN]
! 0 Is not used
! 1 Is not used
! 2 Is not used
! 3 Is not used
! 4 Is not used
[OBJECT MODIFIERS: VEHICLE]
! 0 Is not used
! 1 Is not used
! 2 Is not used
! 3 Is not used
! 4 Is not used
[OBJECT MODIFIERS: DOOR]
LOCKTYPE 0 ! Type of lock on the door (0=Open, 1+=KEYTYPE needed)
TRAPTYPE 1 ! Type of trap on the lock. (0=No trap, 1=poison, 2+=bomb trap)
! 2 Is not used
! 3 Is not used
! 4 Is not used
[OBJECT MODIFIERS: THING]
! 0 Is not used
! 1 Is not used
! 2 Is not used
! 3 Is not used
! 4 Is not used
!
! WORLD DENSITIES
!
! These values are used to represent the landscaping density, and are
! used by the game driver to determine where a player can go, whether
! walking or riding a vehicle. The values between 0 and 15 are reserved
! for use by the game system, but you can add new values from 16 to 255.
!
! For example, you might use value 27 to indicate a block that is a
! magical gate. If you step on the gate at exactly midnight, you get
! transported somewhere. You can then add some lines to the control
! script to check for midnight, and at exactly midnight verify if the
! character is standing on a landscape block with density 27. If so,
! you would transfer the character to wherever you wanted to go.
!
! Any density value over 15 is treated as a 0, which means that it is
! equivalent to LAND (i.e. the character can walk on it, but a raft or
! boat cannot).
!
[WORLD DENSITIES]
FLAT 0
ROUGH 1
VERY_ROUGH 2
HIGH 3
VERY_HIGH 4
WALL 5
SWAMP 6
LOW_WATER 7
ROUGH_WATER 8
DEEP_WATER 9
DESERT 10
SNOW 11
! # 10 through 15 are reserved
LOCKED_DOOR 16
HIDDEN_DOOR 17
! # 18 through 31 are reserved. You can use 32-255 for anything.
!
! CHARACTER ATTRIBUTES: This is the list of names associated with the
! attributes a character may have. You may change these names to fit
! your needs.
!
! The SHORT name is used to refer to the attribute field in the
! script language. For example, if 'Spd' is the short form of 'Speed'
! then 'player.spd' is the current speed of the player, and 'player.mspd'
! is the NORMAL speed of the player. When the 'Spd' of the player is
! changed, the effect is temporary and disipates when the party rests,
! but the 'mspd' is permanent.
!
[SHORT ATTRIBUTE NAMES]
Str 0
Spd 1
Dex 2
Aim 3
HP 4
AC 5
IQ 6
Pwr 7
Luk 8
Chr 9
[LONG ATTRIBUTE NAMES]
Strength 0
Speed 1
Dexterity 2
Aim 3
Hit_Points 4
Armor_Class 5
Intelligence 6
Power 7
Luck 8
Carisma 9
!
! In the following sections, the actual NAME listed is irrelevant. The
! VALUE is the one that is of interest. See individual notes for more.
!
! For each CHARACTER CLASS, list the NORMAL encumbrance (maximum weigth
! that each class can carry
[CHARACTER ENCUMBRANCE LIMIT]
HUMAN 60 ! Can carry abuot 60 lbs
ELF 60 ! Can carry about 60 lbs
DWARF 120 ! Can carry up to 120 lbs
WIZARD 30 ! Can carry only 30 lbs
ARCHER 40 ! Can carry only 40 lbs
FIGHTER 100 ! Can carry up to 100 lbs
! The following 6 values (names are irrelevant) are used to compute
! the value returned by the 'modifier()' function, which is used
! to increase (or decrease) a character's performance based on his/her
! relevant attributes for the task being performed.
[ATTRIBUTE MODIFIERS]
WEAKLING 9 ! If under this value, negative (-1) performance.
NORMAL 16 ! Greater than or equal to 16 gets one point.
FIRST_RANGE 18 ! Greater than or equal to 18 gets two points.
SECOND_LEVEL 20 ! Greater than or equal to 20 gets three points.
AND_SO_ON 10 ! Every additional 10 points get an extra point.
WEIGHT_LIMIT 10 ! Can carry 10 lbs more for each STRENGTH point above.
SPEED_LIMIT 10 ! During battle, a character fighting another one will
! ! get an additional strike for every 10 points of speed (not
! ! modifiers, real speed attribute) by which it exceeds
! ! the speed of the other character.
!
! OTHER TOKENS
!
! The rest of the tokens are just names associated with values. They
! are not used internally by the game system, only by the scripts. You
! may add any number of sections below, as long as the names are unique
! and different from the ones above.
!
!
! ENDGAME attribute values: The object attribute 'endgame' can be set
! to a non-zero value to indicate that the object causes the end of the
! game when a certain action happens. The value 1 indicates that the game
! should end when the player GETs the object. The value 2 indicates that
! the game should end when the object is given to a quester. (See the
! QUESTER script). The value 3 means the game should end when the player
! USEs the object. Values 4 through 15 are reserved for expansion. The
! values from 16 to 255 may be used as you please.
!
[END-GAME VALUES]
END_ON_GET 1 ! Game ends if you GET this object (OBJECT.SCR)
END_ON_GIVE 2 ! Game ends if you GIVE the object (QUESTER.SCR)
END_ON_USE 3 ! Game ends if you USE/INVOKE the object (OBJECT.SCR)
!
! Some usefull constant values used for general purposes
!
[CONSTANTS]
FALSE 0 !
TRUE 1 !
NO 0 !
YES 1 !