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1988-02-28
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16KB
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370 lines
The Catacombs of ASCII
----------------------
A Game door designed by Scott L. Bain
Program Version 1.2 (Release)
Welcome to COA, the online dungeon adventure system designed for
PC-Board BBS's. I hope you enjoy running the game as much as I have
enjoyed designing it. Please feel free to contact me if you have
comment, suggestions, and especially unbridled praise.
The follwing files should be present on your
distribution disk, or in your ARC file:
COA.DOC - This file.
COA_PLAY.DOC - Documentation for your players. Post it as a
bulletin, and/or as a downloadable file. You
should also read it carefully as the information
in it is not replicated in other DOC files.
COA_EDIT.DOC - Sysop Documentation for the COA Creator/Editor.
COA_LOAD.DOC - Sysop Documentation for the COA loader.
COA_ADEV.DOC - Sysop Documentation for the Advanced Event features.
COA_PLAY.EXE - The main COA exe file. This is used as a Door from
PC-Board.
COA_EDIT.COM - The module to create new mazes and edit old ones.
An Event editor is included in the program.
COA_LOAD.COM - The module to load or re-load a maze or mazes with
objects and monsters. Ideally should be run as a
PC Board nightly event.
COA_PLAY.SYS - The file that tells COA_PLAY which com port to use
and where to find PCBOARD.SYS and PCBOARD.DAT as
written by the BBS.
Starting a game using the COA system is basically a three-step process
which consists of maze creation, setting up the configuration files, and
(optionally) setting up a nightly event to reload the maze.
Additionally, it is possible to create and then place in your maze
custom-designed objects, termed `events', provided that you have the
required editor and documentation. In any case, it is suggested that
you become familiar with the main game before attempting to add events.
Maze Creation:
-------------
Each maze is a set of data files that store information about the game.
You can run as many different mazes as you like, with only one copy of
the EXE file present in the subdirectory. To begin, make a sub-
directory on your hard disk and copy the all the files (except,
perhaps, the DOC files) into it. Next, run COA_EDIT to make your first
game.
COA_EDIT can be run two ways. You can specify the name of the maze to
edit on the command line, or NEW for a new maze;
COA_EDIT FILENAME
or
COA_EDIT NEW
Or, you can simply run COA_EDIT alone and the program will prompt you
for a game name or NEW. For now, type COA_EDIT NEW.
Follow the COA_EDIT documentation and create a maze of your own, to
whatever dimensions you like. When you are finished you will find the
following files have been created on your hard disk (the list assumes
you have called the maze MAZE_ONE, though you may call it anything you
like):
MAZE_ONE.DEF
MAZE_ONE.MAZ
MAZE_ONE.PLN
MAZE_ONE.PLS
MAZE_ONE.EVN
These files are used by the Play module and should not be tampered with.
Use COA_EDIT to make *any* changes to your maze. Never try to edit the
game files directly.
There is an optional file that you *may* create using any ASCII text
editor, which should have the same name as the other game files but with
the extension .WEL - in this case the name would be MAZE_ONE.WEL if you
elected to create it. It is simply a welcome message that will be
displayed to the player when he or she first opens the door and begins
play. It is especially recommeded that you create this file if you are
running more than one game or if you would like to have the name of your
board appear in the game somewhere.
There are two more game files that will be created as soon as the game
as been played at least once. They are (again, assuming the name
MAZE_ONE for the game):
MAZE_ONE.LOG
MAZE_ONE.LST
The .LOG file is used by the system to store messages for the players to
inform them of what has happened to them since they were last on.
Again, do not try to edit this file with a standard text editor. Just
let the system update it as need be.
The .LST file is a list of the top ten scorers in the game and should be
copied to a bulletin in your system at the end of the calling batch.
This is, of course, optional, but players tend to become more
enthusiastic when they see their name `in print'...
In addition, COA will create a file called SYSLOG which will show you all
activity on all COA games you are currently running. This is a log like
the PC-Board callers log... you can delete it any time you like as it
will simply grow and grow as the game(s) are played.
If the system encounters an error, SYSERR will be written. If this
happens, please contact me immediately so I can repair the bug.
Exceptions are error #24, which simply means that your caller hung up
during a game (shame on him) and error #25, which means the user timed
out on the keyboard and the game automatically recycled into PC-Board.
SETTING UP THE CONFIGURATION FILES:
----------------------------------
First, create/edit the file COA_PLAY.SYS with any ASCII text editor.
The file must contain three lines, and only three. The first line must
be the name of the COM port your system uses, ie COM1: or COM2:. The
second line should be the entire path/file name of your PCBOARD.SYS
file. The third line should be the entire path/file name of your
PCBOARD.DAT file. Commonly, the file would look like this:
COM1:
C:\PCB\PCBOARD.SYS
C:\PCB\PCBOARD.DAT
It is absolutley essential that this file be correct. Otherwise,
nothing about the play module will function...
Second, you must create a calling batch for PC-Board to use when opening
the door into the game. See your PC-Board documentation for details on
this, keeping the following in mind:
1 - Do NOT use watchdog or CTTY or Gateway, or any other Door redirect/
monitor program. COA was designed with all needed checks and
redirection built in. You can even play COA when logged on locally,
and the system will adjust.
2 - The batch should call COA_PLAY like this: COA_PLAY MAZE_ONE
(assuming yet again that the game is called MAZE_ONE. If you
have multiple games running you can have different calling
batches...). If you put just COA_PLAY in the batch, the user
will be asked to enter the game name. This may be one way to
run multiple games without creating multiple doors.
3 - Your calling batch should ideally copy the file MAZE_ONE.LST, or
whatever, to a BLT file somewhere in your BBS directory structure
so your players can watch the game progress and see their part
in it.
An example calling batch:
ECHO OFF
CD \PCB\DOORS\COA
COA_PLAY MAZE_ONE
COPY MAZE_ONE.LST \PCB\GAMES\GBLT1
CD \PCB
BOARD
SETTING UP THE NIGHTLY RELOAD:
-----------------------------
Most of this is covered in the COA_LOAD.DOC file, but it should be noted
here that the file COA_LOAD.DAT should be edited with any ASCII text
editor, and the call to COA_LOAD should be in your EVENT.SYS file under
your PC-Board subdirectory (usually \PCB).
EVENTS
------
Events are utterly optional and quite complicated. Suffice it to say
here that Events allow you, the designer of the maze, to create special
objects and `happenings' which can affect the player in virtually any
way, create and destroy monsters and objects, alter the maze itself,
etc...
Consult COA_EDIT.DOC & COA_ADEV.DOC for more information on Events.
If you have any questions, or if your ARC file or distribution disk was
missing a file or files, you can contact The Scanline Remote for
whatever you need.
------- Notice of Copyright -----------------------------------------
| |
| This program and all related documents and support files are copy- |
| righted by Scott L. Bain, 1988. Author releases the executable and |
| support files for public usage without license, so long as none of |
| the program, documentation, or support files are altered in any way |
| by the receiver. Files may be copied and transferred to other |
| individuals, so long as the terms stated here are met, and NO FEES |
| of ANY KIND are levied for such distribution, including but not |
| limited to P.D. disk distribution services AND PAY BULLETIN BOARD |
| SYSTEMS. Disassembly/modification of the code is prohibited. |
---------------------------------------------------------------------
My sincere thanks to the following individuals who have helped playtest
and/or beta test the COA system (listed almost alphabetically):
Andrea Bain (Aithne)
Christopher Bain (Maxfield)
Rick Bickmore (Robin Hood)
Brad Chesbro (Balthazar)
Greg Dooley (Columbo)
Paul Ephron (???????)
Garlord Fenton (Farley)
Tony Gentile (RASV)
Joe Halloway (Torque)
Lloyd Helm (Logan)
Keith Helm (Killer)
Paul Huizenga (The Crumpus)
Eric Knowles (Eric the Red)
Mike Nielsen (Bac'Tilar)
Danny Powers (Karaz)
Darryl Thierry (Suicidal)
Ethian Androgos, Master of Steel
Scott L. Bain
The Scanline Remote
2400/1200/300
(619)298-2023
REVISION HISTORY
----------------
12/01/87 Version 1.0 release after three months of testing, in which
beta versions 1.0 through 2.3 were issued to test systems.
12/30/87 Version 1.1 corrects two bugs concerning the reditribution of
objects when a player dies; Object are NEVER placed over other
objects or terrain even in a very crowded maze. Also, the
EVENT objects a player possess are only distributed if they
are Gettable.
Version 1.1 supports a wider variety of modem types.
Version 1.1 removes O, P, M notation from Inspect, thus allowing
more secretive events.
Version 1.1 fixes MVP bug in events.
Version 1.1 COA_EDIT fixes bug in event totalling.
Version 1.1 COA_LOAD allows Random level placement.
Version 1.1 COA_EDIT and COA_EVNT combined into one program.
02/29/88 Version 1.2 COA_PLAY corrects the Ghosting bug. Under certain
circumstances including mid-game system crashes, players may
become `ghosted'. A second version of the player exists in
the maze array, which can be attacked and killed over and
over again by other players. COA_PLAY automatically purges
these ghosts as they are encountered (before players even see
them), and COA_LOAD also checks for them each night and
destroys them as found.
Version 1.2 COA_PLAY no longer gives terminal errors on carrier
drop - this was one of the ghosting causes. I hate call waiting.
Version 1.2 COA_PLAY fixes FIRE AT (F) event trigger. It worked
in 1.0, but not 1.1. A mystery to me....
Version 1.2 COA_PLAY Events can now be stacked, to allow for more
than one trigger/effect per event, and chained, to allow for
more than one effect per trigger. See COA_ADEV.DOC for details.
Use with caution; very powerful.
Version 1.2 COA_PLAY does not allow an event object which is in
the player's possession but which does not have G has a trigger
to be Put back down, nor will it be randomized when he dies. See
COA_EDIT.DOC for details.
Version 1.2 Event Effect - TGL: Toggles two objects.
Version 1.2 Event Effect - DPF: Displays a Text File.
Version 1.2 Event Effect - GVP: Give player an object,
if he has room to carry it.
Version 1.2 Event Effect - TKO: Take a specified object from
the player, either by obj number, or by what is in a hand.
Version 1.2 Event Trigger - M: Event objects can now be read.
Very useful with the new DPF command...
Version 1.2 Event Trigger - X: Generic `Use it' trigger.
Version 1.2 Event Trigger - P: Object triggered when Put.
Take care to transform after the Put to an object with some
other trigger (or use event stacking...)!
Version 1.2 Trigger Parameter - Now can check to see that the
player has at least x gold before event will trigger. Make
your own shops! Also, you can check to see if the player has
at least x str.
Version 1.2 Trigger Parameter - Now you can use other trigger
params with G than POSSESS. If POSSESS is not used, any of
the other param forms may be.
Version 1.2 Events: CDx now allows player to choose direction
for an event's effect. Useful for keys, special weapons,
etc...
Version 1.2 Events: CPS fixed to disallow modification of 21,
22 and 23, which caused ghosting. Also added optional MIN
MAX feature to prevent subzero or overly large values to be
created by a CPS call.
Version 1.2 Events: O trigger events will now trigger each turn
the player remains on them. In other words, if a player does
anything other than move off the space containing the event,
it will trigger again. This was the way I always intended it
to work; it just did not work before.
Version 1.2 COA_PLAY: Changed Opfire such that a player will stay
in opfire mode until he is attacked (melee) or runs out of bolts.
The `auto exit on one fire' was unfair and made opfire rather
impotent.
Version 1.2 COA_PLAY: Event Objects with an invisible
(ALT-255) description name may not be spoken to, gotten, or
attacked. This way, the object is truly not visible.
`Attack ?' was a nonsense message that ruined the effect of
an object that was supposed to look like a floorspace, etc...
Version 1.2 COA_LOAD now allows nightly loading of event objects.
Be careful with this feature! Very very careful! Read
COA_LOAD.DOC before you attempt to use this feature!
Version 1.2 COA_EDIT seperates Event Editing and Reporting into
two menu items, responding to numerous complaints from sysops and
designers alike.
Version 1.2 COA_EDIT Does some minor syntax checking and default
prep, as well as adding /A to adjust large mazes for running under
Double Dos.
Version 1.2 COA_EDIT now allows the designer/sysop to specify
which level of the maze a new or reborn player will appear on.
Leave this at 0 for most mazes.
Version 1.2 COA_EDIT maze editor: The status line at the bottom
of the screen now displays the number first for object and
player, and the name second. This way long names do not push
the number out of the viewable range.
NOTE: 1.2 Released with possible bug for those using EMS
extended memory. You may get STRING SPACE CORRUPT if you
are using an older board. Cannot seem to fix this...