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- Introduction 1
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- A Note from the Author 1
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- General Information 3
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- Hardware Requirements 4
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- Shareware 5
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- Getting Started 6
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- Basic Building Blocks 6
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- The Graphics System 6
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- Creating a new game 7
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- F1 - Save 10
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- F2 - Parameters 10
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- F3 - Copy World 10
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- F4 - Full Landscaping Palette 10
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- F5/F6 Previous/Next World 10
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- F7 - Doors 10
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- F8 - Save Screen 11
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- Flood Landscape (F9) 11
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- C)opy 11
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- D)rop 11
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- P)ut 11
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- G)et 11
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- J)ump 11
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- R)esize 12
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- W)orld 12
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- World Information 13
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- Creating Doors 15
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- Creating Objects 16
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- Type 18
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- Class 18
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- Graphics Block 18
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- Description 18
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- Script 18
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- PCX File 19
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- Value 19
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- Count 19
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- Weight 19
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- Other Attributes 20
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- End Game 20
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- Text 20
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- Creating Characters 21
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- Type 21
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- Class 22
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- Graphics Blocks 22
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- Name 22
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- PCX File 22
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- RSC File 22
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- Script 23
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- Count 23
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- Treasure 23
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- Text 23
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- Statistics 23
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- Predefined Object Types 25
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- Food 25
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- Weapons 25
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- Ammunition 25
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- Armor 25
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- Shield 26
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- Amulets and Rings 26
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- Potions 26
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- Scrolls 27
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- Staffs 27
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- Chests 27
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- Keys 28
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- Gems 28
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- Books 28
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- Gold Sack 28
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- Torches and Lanterns 28
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- Rope and Hooks 28
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- Mirrors 28
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- Signs 28
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- Vehicles 29
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- Predefined Character Types 30
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- Regular 30
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- Civilian 30
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- Hostile 30
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- Merchant 30
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- Healer 31
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- Teller 31
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- Questor 31
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- Prisoner 31
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- Beggar 31
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- Trainer 32
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- Guard 32
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- Predefined World Types 33
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- Outdoors 33
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- Big City, Small Town 33
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- Dungeon 33
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- Hideout 33
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- Houses and Castles 34
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- Arena 34
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- End Game 34
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- The Magic System 35
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- Personal Magic 35
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- External Magic (Spells) 36
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- D C G A M E S
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- Version 4.0
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- WORLD BUILDER USER'S GUIDE
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- August 1995
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- (c) DC Software, 1989-1995
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- 7908 Kettlewood Court
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- Plano TX 75025
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- (214)-491-1579Introduction
-
- A Note from the Author
-
- I've been working on version 4.0 of DCGAMES for almost 2 years,
- with a big break in continuity due to a 14 month stay overseas
- during which I made little progress. I hope that the new
- features make it worth your while.
-
- The DCGAMES system gives you, the game author, the ability to
- write a complete adventure/role playing game without having to
- write a line of code, draw any graphics, create music or sound
- effects, etc.
-
- It also gives you all the ability to do all of the above,
- allowing you to trim, modify, extend or replace any part of the
- system that you want. This is accomplished by several means:
-
- The game system gives you a complete set of landscaping,
- character and object graphics tiles, which you can use to create
- your adventure without having to draw any yourself.
-
-
-
- Registered users can use the graphics block editor to trim,
- modify, extend or replace the tiles to your specific needs.
-
- The game system supports generic Sound Blaster and AdLib sound
- and music cards, and includes a good set of pre-recorded sound
- effects for you to use,
-
-
-
- And, you can trim, modify, extend or replace the sound effects,
- as well as add recorded voices for your characters and mood
- seting music.
-
-
-
- The game system supports just about any VGA or SuperVGA graphics
- card, and does not tie you to any specific graphics mode. You
- decide what resolution you want to use. Your game can be run in
- any of the supported resolutions, regardless of what resolution
- you created it in!
-
- The game provides a complete set of rules (scripts) implementing
- character classes, object types, magic, different types of
- worlds, etc.
-
-
-
- The script language enables you to change just about every
- aspect of the game. You have complete control over every
- character, object and world in the game. Almost every single
- aspect of game play is controlled from a script that you can
- modify to fit any requirement you can think of.
-
- The main benefit of the DCGAMES system is that you have complete
- control over the game. You no longer have to wait for me to add
- a new feature, you can do it yourself! Or, if you choose to
- wait, you'll have to wait a lot less, since the new feature you
- have in mind can most likely be implemented using scripts.
-
- I am already working on additional enhancements, like:
-
- File I/O to allow you to read and write data files under script
- control.
-
- Container objects, to be able to put multiple things into a
- container and carry the container (for example, chests, bags,
- magic books!, etc.)
-
- Line-Of-Sight testing to implement dark areas (that you can't
- see) as well as prevent the player from seeing things that are
- behind a wall, for example.
-
- Light and darkness (as in night and day as well as in places
- where you need a light source to see in, like caves).
-
- Animation, where each character moves according to his/her own
- schedule, even when you are not around.
-
- Animation of an individual character in the form of moving
- figures. When you move from one place to another, the character
- 'walks' instead of must jumping from one square to another (Most
- likely this will be through the use of sprites or a set of
- graphics blocks that are displayed one after the other in
- sequence).
-
- Add your own ideas to the list!
-
- Many of the ideas above were sent in by users that are actively
- creating adventures and role-playing games. The one rule that
- you must always remember is that there are no rules. Feel free
- to try something new. Don't stick to the current definition of
- adventure or role playing game, and by all means, if you can't
- figure out how to do something, no matter how strange, give me a
- call. The worst thing that can happen is that I'll tell you it
- can't be done, the best thing is that it might be easy, and if
- it isn't, I might add your idea to my list and maybe one day it
- WILL be easy!
-
- I want to thank all of you who have sent in your registration
- (HINT!) and specially those that took the time to send in their
- ideas, constructive criticism and just plain kudos. You are the
- reason I keep working into the wee hours of the morning.
-
- I hope you enjoy creating adventure and role-playing games, and
- please send me a copy of any games you write!
-
- Sincerely,
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-
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- David A. Hernandez
-
- DBA, DC SoftwareGeneral Information
-
- The DC Software Graphics Adventure Game Builder is a tool that
- will allow you to create graphics based adventure and role
- playing games with a minimum effort and no programming knowledge.
-
- The basic premise in DCGAMES is that you are an artist and you
- have a story to tell. You want to create a world in which your
- story takes place, and have all the pieces of a complex puzzle
- that the game player must unravel.
-
- Catering to both the casual user as well as the serious game
- developer, the system provides maximum flexibility by providing
- a complete set of world, character and object elements that you
- can configure and combine with ease. The serious developer can
- modify the predefined elements, changing the rules of the
- universe to fit his/her particular needs, and can create totally
- new types of worlds, characters and objects, as well as control
- almost every aspect of game play.
-
- Each world, character and object in your adventure can be
- customized in many different ways to provide that uniqueness
- that is the essence of your creation. There are 5 increasingly
- more complex ways to customize your game:
-
- You can configure each world, character and object through the
- extensive set of attributes that each of them has. For example,
- there is a big difference between a Battle-Axe, which causes 8
- points of damage, has a reach of 1 square, requires 2 hands to
- wield and weights 15 pounds, and a Laser Gun which causes 40
- points of damage, has a reach of 10 squares, requires 1 hand to
- wield, weights 2 pounds and an Energy-Pak to operate (as
- ammunition), yet these two objects are different only in their
- attributes, which are set when you create the object using the
- DCWORLD program or from a script.
-
- If you need something to work just a little bit different, you
- can modify the default scripts as much as you want. For
- example, the default scripts do not allow wizards to use weapons
- that weight more than 5 pounds, or need more than one hand. You
- could change this to allow wizards to use only edged weapons
- that weight less than 2 pounds.
-
- You can add new classes of an existing object, character or
- world type. For example, there are 3 classes of weapons
- currently defined, blunt, edged and missile. You could create a
- new weapon laser which is like a missile weapon, but only
- reflective armor will work against it. You would also add a
- reflectiveness attribute to the armor type.
-
- You can also extend the default scripts to add new types. You
- could create a new character type that is a thief; they get a
- better chance at detecting hidden traps, don't wear heavy armor
- and can usually get a better price when you bargain. Or you can
- create a bomb type, which will cause extensive damage to objects
- and characters in the area where it explodes.
-
- The ultimate customization is to create a brand new script which
- handles the needs of a single world, character or object.
- These specialized scripts are what allows you to create truly
- professional games. Only the main characters in a story would
- have personalized scripts.
-
- As you can see, it's probably a good idea to learn about
- scripts, but it is NOT indispensable, nor do you need to learn
- how to write scripts right away. Let's first look at each of
- the building blocks provided and their default attributes and
- behaviors, and you will see that you can probably write the game
- without writing a single line of script.
-
- In fact, I strongly suggest that you put off writing any scripts
- until you have most of the game in place. When you've done
- most of the work, go back and determine which parts of the game
- could use some specialized handling.
-
- Hardware Requirements
-
- DCGAMES 4.0 requires at least a VGA card. While it's possible to
- run the system on lesser graphics devices, it creates a logistic
- nightmare to support all of them. Almost all registered users
- have a VGA card by now, so it shouldn't cause a big problem.
-
- It also supports SuperVGA cards, with resolutions up to
- 1024x768x256, but the best practical mode is 640x480 with 256
- colors on SVGA cards and 640x480 with 16 colors on regular VGA
- cards.
-
- The system will run with 640KB of memory, but it does a lot
- better if you have extended or expanded memory available. It
- currently uses this memory to cache the graphics tiles, but a
- future version will probably run in protected mode to get direct
- access to that memory.
-
- If you have a SoundBlaster or compatible sound card, the system
- supports voice (.VOC) and music (.CFM) playback. Voice files can
- also be played over the PC speaker, but sound quality suffers
- significantly.
-
- Shareware
-
- This software is distributed as shareware. You may copy and
- distribute this game to other people in accordance with standard
- shareware practice, including that you don't distribute partial
- copies of the system and that you may charge a reasonable fee
- for your distribution service.
-
- If you find that this game system meets your needs and continue
- to use it beyond a reasonable trial period, you should register
- it with DCSOFTWARE by filling in the registration form.
-
- Note: The graphics block editor (DCBLOCK.EXE) is NOT part of the
- shareware product. It is available only to registered users.
-
- Upon registration you will recieve the latest copy of the
- system, including free updates for at least 1 year, printed
- documentation, example games, etc.
-
- The complete product does NOT fit into a single diskette, and is
- usually packaged using PK-Ware's PKZIP product or some other
- archiving program.
-
- You can find this product in CompuServ in the GAMERS forum,
- Library 9 (CRPG). Look for file DCGTXT.LST which contains a
- complete list of all DCGAME component files.
-
- You may also find on the Internet. Use 'archie' to find DCG400
- or DCGAMES4, or visit my wave page at
- 'http://www.iadfw.net/davidh1/index.html' for more info.
-
- Getting Started
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- Basic Building Blocks
-
- Your adventure consists of a set of worlds, characters, objects
- and scripts that together create a story that the game player
- will be a part of.
-
- The DCWORLD program is used to create your worlds and populate
- them with characters and objects. It also allows you to
- configure each of these elements by specifying values for their
- most important attributes, and assigning scripts to be used by
- each of the elements.
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- Should you need to modify, extend or write a script, you will
- need to see the Script Language User's Guide, which contains a
- complete explanation of how to do these things.
-
- The Graphics System
-
- The DCGAMES system includes a rich set of predefined
- landscaping, character and object graphics for a variety of
- graphics modes. In general, the more colors or the higher the
- resolution, the more disk space is needed to hold the graphics
- files. You will only need to have the graphics files for the one
- mode that you intend to use to develop or play your games. Your
- adventure will be created independent of the graphics mode, so
- other people can play it at other resolutions by using a
- different set of files.
-
- Colors Resolution Description Mode
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- 256 320x200 VGA low resolution VLO
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- 16 640x480 VGA high resolution VHI
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- 256 640x480 SuperVGA VH1
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- 256 800x600 SuperVGA VH2
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- 256 1024x768 SuperVGA VH3
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-
-
- Note: CGA, EGA and Tandy-1000 graphics modes are no longer
- supported. There was no demand for them and they were difficult
- to support.Creating a new game
-
- You should install DCGAMES according to the installation
- instructions. This documentation assumes that you have done so
- and have the following setup:
-
- The directory C:\DCHOME contains the system files, such as
- executable programs, graphics tiles, etc.
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- The DOS environment PATH includes C:\DCHOME
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- The EXAMPLE game has been installed in C:\EXAMPLE
-
- To start creating your game, you would type:
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- C:\> mkdir \mygame
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- C:\> cd \mygame
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- C:\mygame> dcworld 1
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-
-
- However, for the purposes of this exercise, we will use the
- example game as a starting point, so instead type:
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- C:\> cd \example
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- C:\example> dcworld
-
- The world editor will go to world # 0, and position the cursor
- over door # 0.
-
-
-
- The text area (at the bottom) shows information on the world you
- are currently working on (World 000, name Medan, Horizontal
- (Width) 100, Vertical (Height) 76, Number of objects 15), and
- the current mode (Move) and drawing coordinates (25,70), all in
- the first line. The rest of the text area shows the commands
- and function keys you can use to create your world.
-
- The second area is the large window, which shows the as much of
- the current world as possible. When you create a new world,
- it's default size is 18 blocks wide by 11 blocks tall, and the
- entire world is covered with the first landscaping block in the
- graphics file, which happens to be grass.
-
- The third and last area of the screen is the column on the right
- hand side, which shows the palette of landscaping graphics
- blocks.
-
- You can use the mouse to select a landscaping block by clicking
- on the tile in the palette. Since more blocks are available than
- can be shown on screen, you can click on the triangles at the
- top and bottom of the palette to scroll through it. You can
- also click with the LEFT mouse on the palette to display a
- larger palette including additional information on each of the
- tiles:
-
-
-
- You are now looking at a full page of graphics landscaping
- blocks. You can select a tile using the mouse or move the cursor
- with the arrow keys and and press Enter (or Return) to select.
-
- You can also see the other pages using the PgDn and PgUp keys to
- move from one page to the other.
-
- The text to the right of each block indicates the density of the
- block. During game play, the CONTROL script will use the land
- density to determine where the player can go, taking into
- account the type of terrain and any vehicles the player may be
- using.
-
- Now go back to the main screen by selecting any landscape tile
- or pressing the ESCape key to cancel the operatoin. We are going
- to make some changes to the landscaping.
-
- Selecting different landscaping blocks, build a small island
- just of the coast. If you want to shift your view of the world,
- you can use the Ctrl-Left and Ctrl-Right arrows to shift it left
- or right, and use the Ctrl-PgDn and Ctrl-PgUp to shift it down
- or up.
-
- You can use the mouse to select tiles and click in the desired
- location to drop that tile into the world, or you can use the
- keyboard to move the cursor and press the Insert key to drop it.
- Note: you can also press the Space key to toggle the keyboard
- drawing mode from MOVE to DRAW and viceversa. When the mode is
- DRAW, moving with the cursor keys will drop the currently
- selected tile on top of the new cursor position.
-
- If you have a numeric keypad, make sure NumLock is not selected
- (most keyboards have a light indicating if it is or not). The
- keys in the keypad double as arrow keys when the NumLock is not
- selected (8 is up, 6 is right, 2 is down, 4 is left). To make
- it easier to work, the other numeric keys, which double as Home,
- PgDn, End and PgDn also work as arrow keys for diagonal
- movement. Try to move around and explore the world you are now
- looking at.
-
- Note: If you press the Esc key, all changes you have made to the
- current world's landscaping, objects and characters are
- discarded and a new copy is reloaded.
-
- The following commands can be useful when creating the worlds:
-
- F1 - Save
-
- Saves the changes you have made to disk. A save is automatically
- done when you either exit the program or go to edit another
- world. If you press the Esc key, all changes you have made to
- the current world since the last save are discarded.
-
- F2 - Parameters
-
- Allows you to change some of the configuration parameters for
- the game. This includes how time flows in the game system as
- well as the images used for random monsters of progresively
- larger (tougher) size.
-
- F3 - Copy World
-
- Makes an exact duplicate of another world, replacing the current
- world. For example, if you want to have 2 houses that look the
- same, you can create one, then edit the other world and just
- duplicate the one you already created. You can then modify the
- copy. Again, if you have not saved, pressing Esc will discard
- the changes and revert to the original.
-
- F4 - Full Landscaping Palette
-
- Displays the landscaping blocks. Same as clicking on the
- landscaping palette with the left mouse button.
-
- F5/F6 Previous/Next World
-
- Takes you to the previous or the next world respectively in
- numerical order (not through a door). If you press F5 when you
- are in world 0, or F6 when you are in the last world (highest
- number), you will be taken to the next world above the last one
- and given a chance to create it. Changes to the current world
- are saved to disk whenever you move to another world.
-
- F7 - Doors
-
- Highlights the "doors" in the current world that are visible on
- the viewport using the FRAME block from the DCSYSTEM tiles.
-
- F8 - Save Screen
-
- This "undocumented" feature saves the current screen to a file
- in PCX format. I used it screen-capture the images in this
- document. It creates a file named WSCRNnnn.PCX, where nnn starts
- with 000 and is incremented every time you press F8 during a
- single execution of DCWORLD.
-
- Flood Landscape (F9)
-
- Fills the entire world with the current graphics block. You
- might want to use this command when you are creating a world
- where most of the landscaping is of a single type. For example,
- the outdoor world would usually be flooded with a graphics block
- representing an ocean. The continents and islands can then be
- manually created.
-
- C)opy
-
- Remember the object or character that you are highlighting,
- because you want to create a similar one later.
-
- D)rop
-
- Create an identical copy of the currently remembered object or
- character, without editing the object or character to change it.
-
- P)ut
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- Create an object or a character. You are asked what type you
- want to create. If the object or character being created is of
- the same type as the one being remembered, the object editor
- presents you with that object as a starting point for your new
- on.
-
- G)et
-
- Remove an object from the world, but remember it so you can
- D)rop it somewhere else or P)ut it down with modifications.
-
- J)ump
-
- Pressing the letter J will allow you to jump directly to another
- world by providing the world's number.
-
- R)esize
-
- Pressing the letter R will allow you to change the size of the
- current world without destroying your current design. If the
- new world is larger, you are allowed to specify if you want to
- center the old landscaping over the new world, or whether it
- should be left or right justified within the new world. If the
- new world is smaller, the old world is truncated, and again you
- can specify whether the old world should be centered on the new
- one (i.e. truncated on both sides) or justified (truncated on
- one side only).
-
- W)orld
-
- Pressing the letter W will bring up a screen in which you can
- see the extended information about the world, and you can modify
- the world's name, type and other attributes.World Information
-
- Now that you know how to paint a world, let's take a look at the
- first screen that allows you to modify the world's attributes.
- To display the screen, press the letter W.
-
- The screen should look something like this:
-
-
-
- You can use the arrow keys to move from one field to another on
- the screen. The field you are currently on is displayed in
- reverse mode. You can type in a value for any field that you
- can get to (some fields, like the world's number, cannot be
- modified).
-
- In this screen, you can set the world's name (up to 15
- characters), select a type, change the world's size (but it
- destroys the current world; see the R)esize command on the main
- screen to change the size without loosing the world's
- landscaping or contents).
-
- For a complete list of world types and a description of the
- differences between them, see the section Standard World Types
- later in this document.
-
- The level field allows you to specify the minimum level that the
- playing character must have before it is allowed to enter this
- world. It usually applies only to special purpose worlds, such
- as dungeons, or places that you don't want an inexperienced
- character going to.
-
- The edge field is used to indicate which door (each world has 32
- doors) will be taken when the player walks off the edge of the
- world. The edge door will usually be the same door through
- which you entered the world in which you are. Door 0 is the
- default edge door.
-
- Note that worlds of type outdoors are different in that when the
- player reaches the edge he/she just wraps around to the other
- side of the world. The world is round!
-
- The long table shows every door in the current world (in two
- pages), the location of the door in the world, an indication of
- whether the door is automatic (the player enters the door by
- just walking over it) or not (the player must specifically enter
- the door), the destination world, destination door or X, Y
- location in the destination world, as well as the # of the text
- record that will be displayed when you enter or exit the current
- world through the specific door, and whether the text is
- displayed every time or just once.
-
- Note that door 0 is located at 25, 70; it is an automatic door
- (Auto=Yes) and leads to a world called "your home," door 0.
- Since the door leads to another door, no X/Y location is given
- for the destination. If the door leads to a location
- independent of a door in the destination world, the door # would
- be n/a and the X/Y fields would have numbers.
-
- The last 4 columns indicate, for each door, whether a specific
- text record is to be displayed when the player enters or exits
- through the given door, and whether it is to be displayed only
- the first time or every time that the door is used for that
- purpose.
-
- On this screen, you can press Esc to throw away any changes you
- have made, and F10 to save the changes and return to the main
- screen.Creating Doors
-
- Back on the main screen, move the character to location 25, 70
- (which is right where the game started). At this location,
- press E (for Enter), and the current world will be saved and the
- door over which the cursor is positioned will take you to its
- destination.
-
- You should see the following screen:
-
-
-
- You are looking at the world that represents the adventurer's
- home. Notice that landscaping blocks have been used to create
- walls, windows, doors, and furniture. Some of the furniture
- (the bed, a large table with chairs and a chest of drawers) is
- actually created by multiple blocks. When the adventurer is
- playing the game, the density of the landscaping block will tell
- the game driver where the adventurer can walk, and where not.
-
- Now, if you press W, you will be able to see the information on
- this world. You may notice that door 0 leads back to the main
- world (Medan), and to the same door which leads to the door we
- came in from. The doors in each world are independent of the
- doors in the other worlds, but you will normally want the doors
- to exist in both directions, so that pressing E (for Enter)
- multiple times will just take you from one world to the other
- again and again.
-
- Door number 0 in this world is located exactly outside the door
- graphics block. When the player enters the door in the main
- world, the party is transferred to this world and positioned
- over the destination door. To exit this world, the character
- may enter the door or may just walk of the edge of the world,
- which for every type of world except outdoors means that the
- character leaves the world through the Edge door (the last field
- in the second line on the world information screen.
-
- To create a door, you should move the graphics cursor to the
- location over which you want the door to exist, then use the
- O)pen command to create the door. You can also enter the
- information in the W)orld information screen.
-
- Press F10 to return to the main screen. You may experiment
- opening multiple doors in this world that lead back to the same
- world. For example, position the cursor somewhere in the house,
- and O)pen a door (say door # 1) to destination door 0 in world #
- 1 (the current world). Moving the cursor over the position that
- hold the new door will and pressing E will transfer you through
- that door to door 0. Pressing E over door 0 will not, however,
- transfer you back to door 1, instead it takes you back to the
- main world, since that is where that door leads to).
-
- Creating Objects
-
- Now that you know how to create a worlds and how to open doors
- between them, it is time to create a few objects that may be
- used during the game. To create an object, you use the P)ut
- command and select O)bject. You should see the following screen:
-
-
-
- If you have not created objects before, you are asked to select
- a graphics block to represent the object. The above screen
- shows the first page of the default graphics blocks for objects
- that are included in DCGAMES. The names by each object are the
- names of the graphics blocks, and indicate what the object was
- intended for. Note that the object type show is a recomended
- type. You can use any object tile for any type of object, but
- you shouldn't do thing sthat don't make sense. For example,
- don't take the image of the turkey (which represents food) and
- use it to create a weapon!
-
- Once you select a graphics block you are presented with the real
- Create Object screen. This screen allows you to specify the
- object's attributes (like Name, Type, Class, Weight, etc). You
- can also change the image you originally selected for that
- object.
-
- The sample screen below shows an object for which the attributes
- have been set:
-
-
-
- The following is a quick discussion of the main object
- attributes and what they are used for. The complete set of
- attributes is listed in the Script Reference Guide, where you
- can see how to manipulate objects and set their attributes from
- within a script program.
-
- Remember that many of the attributes and their use are set by
- the scripts, which can be modified. This is a description of
- the default behavior as implemented by the predefined scripts
- that are included with the game system.
-
- Type
-
- The type attribute is used to determine what the object can be
- used for. Food can be consumed, weapons can be wielded, armor
- can be worn, vehicles can be ridden. The DCGAMES system
- includes the following predefined types: Food, Weapon, Ammo,
- Armor, Shield, Amulet, Ring, Potion, Scroll, Staff, Chest, Key,
- Gem, Book, Gold Sack, Torch, Lantern, Rope, Hooks, Mirror, Signs
- and Vehicle.
-
- You can use the +/- signs to scroll through the list of valid
- types. You can, of course, create your own object types using
- the Script language to modify the OBJECT.SCR file, which
- controls the behavior of all object types.
-
- Class
-
- Within each type of object, the class attribute allows you to
- further differentiate between objects of the same type. For
- example, a Weapon may be a Blunt, Edged or Missile weapon, and
- an Amulet's class indicates the type of spell that the amulet
- has.
-
- Once again, you can create new classes or modify the existing
- ones if they don't fit your needs.
-
- Graphics Block
-
- You have already chosen the graphics block you will use, but you
- can change the block by using the +/- keys or pressing F2 and
- choosing another graphics block from the list of blocks shown.
-
- Registered users can create new graphics blocks by using the
- DCBLOCK graphics block editor.
-
- Description
-
- This field holds the name of the object. Up to 15 characters
- may be used. This name will be used to describe the object.
- The object in the example is called "Long Bow".
-
- Script
-
- The behavior of all objects is controlled by the OBJECT script.
- This script handles all generic objects, such as food, weapons,
- armor, etc. The script can be extended to handle new types of
- objects, or classes of any given type. In some rare cases you
- may want to create an object that has a behavior that is
- different from the generic objects in some particular way. In
- that case, you will write a script to handle that object, and
- give the name of the script in this field. Whenever the object
- is used or referenced in the game, your script will be allowed
- to control the object's behavior. If your script does not
- handle the specific behavior, the OBJECT script will be used
- instead.
-
- PCX File
-
- Each object can have a PCX graphics file associated with it,
- which is displayed when you look at the object. Specify a value
- between 1 and 999. The PCX file should be called OPICT###.PCX,
- where ### is the 3 digit number (001 through 999).
-
- Value
-
- The value of an object is the amount that you would be expected
- to pay for it if you bought it at a local store. If you SELL the
- object, you will usually get about 1/2 of the value. For a CHEST
- or GOLD SACK, the value indicates the amount of gold found in it.
-
- The value field is entered in silver pieces (SP), and 10sp is
- equal to 1 gold piece (GP).
-
- Count
-
- When you create an object, you may want to specify that the
- graphics block represents more than a single object. For
- example, ammunition (such as arrows) would be represented by a
- quarrel full of arrows. In that case, the count would be the
- number of arrows being represented.
-
- Weight
-
- When you create an object, you may specify it's weight. An
- object with a weight of 1 is considered to be weight-less. A
- weight of 0 is not valid.
-
- A character's ability to carry objects varies depending on the
- character's type and strength. Objects with a weight between 1
- and 255 may be carried. Objects with weight higher that 255 are
- considered to be too heavy to be moved. This is, of course,
- customizable in the OBJECT script.
-
- Weigh Text displayed if you try to move the object
-
- 999 The <object> is much too heavy
-
- 998 The <object> can't be moved
-
- 997 Why would you want to take the <object> with you?
-
- 256+ You can't move it.
-
-
-
- Other Attributes
-
- Each object may have up to 5 different variable attributes.
- These attributes are used for different purposes depending on
- the object's type. For weapons, the 5 attributes are: hands
- (the number of hands needed to wield the weapon), range (how far
- away from the player can the weapon reach), damage (approximate
- damage done with the weapon) and ammo code (if the weapon is a
- missile class weapon, then it uses ammunition of class ammo code.
-
- End Game
-
- This field is a number that can be used to indicate that the
- game should finish under special conditions, such as when
- someone GETs the object, or GIVEs it to someone else. There are
- much better ways of controlling the end of the story. This
- field is retained for compatibility with games written with
- older versions of DCGAMES, in which the number of ways to end a
- game were pretty limited.
-
- Text
-
- Some objects (such as books and signs) may have some text
- written on them. The text field allows you to specify a text
- record which contains the object's text. Each text record can
- contain up to 16 lines of text. At the bottom of the screen you
- will see the first six lines of the text record. Pressing F4
- will allow you to access all 16 lines.
-
- Creating Characters
-
- You can populate your worlds with all kinds of characters. Each
- character created has it's own unique characteristics, which
- vary depending on the character's type, class and statistics.
-
- To create a character, you press 'C' and fill in the form. Like
- you did with objects, you can 'G'et a character and then
- 'C'reate it somewhere else, or you can 'D'uplicate a character
- and 'C'reate a new one based on the old one.
-
-
-
- Type
-
- The character type indicates the normal behavior of the
- character. Unlike object types, each character type has it's
- own script that handles the character's behavior. By default, a
- character's script has the same name as the character type.
-
- DCGAMES includes the following predefined character types:
- Regular, Hostile, Merchant, Healer, Civilian, Teller, Quester,
- Beggar, Trainer, Guard, Prisoner.
-
- The section Predefined Character Types contains a more detailed
- description of each character type as implemented by the
- corresponding script. You are welcome to modify the defined
- types or invent new ones.
-
- Class
-
- Where the character type was used to indicate the profession of
- the character, it's class is used to indicate the capabilities
- of the same. Currently defined classes are: Human, Elf, Dwarf,
- Archer, Wizard and Guard.
-
- Graphics Blocks
-
- A character may have two graphics blocks associated with it. The
- first one is the one that is used to represent the character in
- the adventure. The second one is only used under certain
- conditions: For Hostile characters, the second graphics is used
- to represent the followers or members of the band. For Prisoner
- characters, the first graphics represents the character as a
- prisoner, while the second one represents the character once
- the prisoner has been rescued. Of course, under script control
- you may use the second graphics block for any purpose.
-
- A large number of graphics blocks are available to select from,
- and you can create additional ones. Any graphics block can be
- used to represent any character type. For example, a bartender
- can be a massive troll, and a little girl can be the leader of a
- band of monsters ravaging the country side. Your common sense is
- the only restriction. Be consistent.
-
- Name
-
- A character can have a name of up to 15 characters.
-
- PCX File
-
- A graphics PCX file named CPICT###.PCX can be associated with
- the character, where ### is a number between 000 and 999. A -1
- indicates that NO graphics file is associated with the character.
-
- RSC File
-
- If you have a Sound Blastertm or compatible card, characters can
- handle speech in full voice. An .RSC file may contain any
- number of voice files in .VOC format. You can use the
- "voice"script command to play it.
-
- An RSC file is formed using the PACK utility, and has name
- VOICE###.RSC, where ### is a number between 000 and 999. Again,
- -1 indicates that no voice file is associated with the character.
-
- Note that version 3.0 voice files were called .VFL. Use the
- UNMKVFL utility to unpack old VFL files and then use the PACK
- utility to re-pack them as RSC files.
-
- Script
-
- As mentioned before, each character type has a unique script
- associated with it. The default script for a character has the
- same name as the character's type. In some special cases, you
- may want to create a unique script for a special character.
- Such is the case of JIMMY, a character that is supposed to be
- the player's best friend in the example adventure game. A
- special script file (JIMMY.SCR) is needed to handle interaction
- between the player and the Jimmy character.
-
- Count
-
- The count field is used to indicate the number of characters
- represented by a single character block. It is used mostly for
- Hostile and Guard types, which represent multiple enemies during
- a battle.
-
- Treasure
-
- Each character can carry an amount of money. The amount is
- given in silver pieces (where 10sp = 1gp). For some character
- types, this field is used for specific purposes. See Predefined
- Character Types for more details.
-
- Text
-
- All characters except those with hostile intentions can have a
- block of 16 lines of text associated with them. On each line,
- the first 8 characters are a topic of conversation, and the rest
- of the line is their response if you mention the topic.
-
- Some topics have predefined answers in case none has been
- provided by the designer. In such a case a standard answer is
- given, such as NAME, JOB, HELLO, BYE. A DEFAULT keyword is used
- to respond when an unknown topic is mentioned.
-
- Note that all text records are all stored in the TEXT.DTA file
- (both object and character text). To modify the text records
- directly, use the T)ext command from the main window.
-
- Statistics
-
- Each character has a statistics record associated with it. The
- statistics record is created with the S)tats command and is
- stored separately from the characters. Multiple characters can
- share a single statistics record.
-
- A statistics record holds the following character attributes:
- Level, Strength, Speed, Aim, Dexterity, Hit Points, Intelligence
- (IQ) and Power. Both current and normal values are given. For
- example, a magician's Power points are consumed casting a spell,
- and are slowly restored back to their normal value. The current
- value is how many power points are still available for casting
- other spells.
-
- In addition to these attributes, each statistics record can hold
- up to 16 objects in a backpack, as well as the 6 items that can
- be worn by a player (Weapon, Armor, Shield, Ring, Amulet and
- Staff). Since the statistics records can be shared, you can
- create a single record to represent all characters of a given
- type (for example the guards of a castle), and all would carry
- the same equipment and have the same attributes. If the record
- is updated during game play, the update affects all characters
- sharing it.
-
- Some character types may use the statistics backpack for
- different purposes. For example, a hostile character may leave
- it's backpack's contents as treasure when killed, and a merchant
- sells and buys the contents of it's backpack. For more details,
- see Predefined Character Types.
-
- While the game includes many predefined statistics records, you
- will probably want to define custom ones for all your main
- characters.
-
-
-
- The Type, Class, Block and Name attributes are given mostly help
- the game builder to remember why the record was created in the
- first place.Predefined Object Types
-
- The following is a list of object TYPES, and a description of
- their basic nature and attributes which you can manipulate to
- create your own unique objects. Again, remember that these
- types of objects are implemented through scripts. You can
- modify the way they work, add new classes to the existing types
- and even create new types of your own. Most of the object
- behavior is controlled by a large script called OBJECT.SCR. You
- might want to print that script file and compare it with the
- description shown here.
-
- Food
-
- A single unit of food will feed one person, and last about 500
- steps. This is usually quite enough, as food is cheap and can be
- carried in quantity without penalty.
-
- Food can have a personal magic effect (cure, heal, poison,
- etc..), in which case it will be kept separate from the regular
- food. When creating magical food, you can specify the number of
- units that will be affected, as well as whether the effect is
- temporary or permanent.
-
- Weapons
-
- Weapons can be BLUNT, EDGED, MISSILE or MAGICAL. You specify the
- number of hands needed (1 or 2), the range (in squares), the
- damage done (in HP units) and the type of ammunition needed (if
- any).
-
- Some player types are restricted in the types of weapons they
- can use, either by weight, or type. See the player's guide
- (DCPLAY.DOC) for additional information.
-
- Ammunition
-
- A weapon may need some kind of ammunition. The Ammo_Code for the
- weapon should match the Ammo_Type. The count is the number of
- rounds available. The ammunition may have poison, or do extra
- damage above the normal damage caused by the weapon. For
- example, poison arrows, or explosive bullets, as opposed to
- normal arrows or bullets.
-
- Armor
-
- Armor can increase a character's "Armor Class". The higher this
- number, the better protected you will be against hits. Some
- characters can't use armor, while others have a limit on the
- weight of the armor they can use.
-
- See the player's guide for restrictions on the type of armor
- that can be used by the different character classes.
-
- Shield
-
- A shield works just like armor, but it requires a free hand.
- Some characters can't use shields at all.
-
- See the player's guide for restrictions on the type of shields
- that can be used by the different character classes.
-
- Amulets and Rings
-
- Magical amulets and rings can be worn by anyone. They have a
- limited number of charges (uses), and may have a personal magic
- effect (see The Magic System elsewhere in this manual) that can
- be temporary or permanent.
-
- The amulets and rings provided with the game system associate
- the color and material that the amulet or ring is made of with
- the magical effect it has. When creating an amulet or ring with
- the DCWORLD program (Put-object command) press F3 to see a list
- of 'example' rings and amulets. The associations in these
- examples are as follows:
-
- Effect Color Stone
-
- CURE White Pearl
-
- HEAL Yellow Topaz
-
- POISON Cloudy Stone
-
- RESTORE Purple Amethyst
-
- STRENGTH Red Ruby
-
- DEXERITY Blue Sapphire
-
- SPEED Brown Amber
-
- AIM Pink Garnet
-
- HIT POINTS Green Emerald
-
- ARMOR CLASS Grey Granite
-
- IQ Clear Crystal
-
- POWER Black Onyx
-
-
-
- Potions
-
- Magical potions can have personal magical effects. They can be
- used only once, and may have temporary or permanent effect.
- Their effect is associated with the color of the potion from the
- same table used for rings and amulets.
-
- The potency of the potion is indicated by it's color. For
- example, a Red Potion increases strength, but a Deep Red Potion
- would be expected to either be more powerful or have permanent
- effect.
-
- Scrolls
-
- Magical scrolls can be invoked only once. They have magical
- spells that be invoked by almost anyone. The attributes vary
- depending on the spell they contain.
-
- Staffs
-
- A magical staff requires a free hand to wield, but can cast a
- magical spell. You can specify the number of charges (between 0
- and 255). 255 means it never runs out and 0 means there are no
- charges left.
-
- Just like potions, rings and amulets, the Staff's effect is
- associated with it's description. In this case, the material
- that the staff is made of, or just it's description. Again,
- these are just examples. You may use them as they are given or
- create your own.
-
- Effect Material
-
- DESTROY Charcoal
-
- DUPLICATE Two Sided
-
- LEAVE Winged
-
- RESURRECT Greenwood
-
- INFORM Worn
-
- LOCATE Magnetic
-
- KILL Sharp
-
- CONFUSE Twisted
-
- SCARE Bone
-
- DAMAGE Heavy
-
- PARALYZE Hardwood
-
- RECHARGE Energy
-
- FLOAT Light
-
- ANALYZE Crystal
-
- VIEW Feather
-
-
-
- Chests
-
- A chest can contain gold (it's value). If the value is 0, then
- the chest will contain a random number of gold pieces that is
- related to the player's current hit points. Chests can be
- locked, and the locks can be trapped. The traps can be poison or
- bombs.
-
- If the Lock Code of a chest is non-zero, then the chest is
- locked, and must be opened using a key with a matching Key Code.
- The lock can also be broken, but you run the risk of setting off
- a trap (if any).
-
- Keys
-
- A key can open a locked chest or door. The Key_Code should match
- the Lock_Code in the chest. Doors always use a Key_Code of 0.
-
- Gems
-
- A Gem can be invoked for type 1 magical effect. It's effect may
- be temporary or permanent. A gem has a limited number of charges
- (uses). It's description is that of the stone associated with
- the ring or amulet.
-
- Books
-
- A book may have up to 16 lines of text, or have a PCX picture
- associated with it. Either is shown when you LOOK at it.
-
- Gold Sack
-
- A gold sack will contain an amount of gold.
-
- Torches and Lanterns
-
- Torches and Lanterns are meant to be used in dark places. Since
- light and darkness is not currently implemented, there is no
- real need for torches and lanterns. In the future, there will
- be, so plan to make these available (say by a local merchant in
- some small town).
-
- Rope and Hooks
-
- Needed for climbing. (Not currently implemented)
-
- Mirrors
-
- Doesn't do anything usually.
-
- Signs
-
- Signs can have up to 16 lines of text painted on them. Signs can
- hang from a wall or stand on the floor. A sign's text is
- displayed when the player looks at it, unless it has a PCX file
- associated with it!
-
- Vehicles
-
- Vehicles can be used to travel faster and easier. This is one of
- the few object types that have been implemented in code rather
- than in a script. The vehicle class tells the program what kind
- of terrain it can be used on. This means that you can't create
- new classes of vehicles, but you can certainly change the
- interaction of the vehicle with the player. For example, you
- might require a deed of ownership document to be in the
- possession of the player before he/she is allowed to use the
- vehicle, or you might require some type of fuel which is
- consumed when the vehicle is in use. The fuel would be a new
- object type, and the class of fuel would probably match an
- attribute in the vehicle itself.
-
- You could even write a special script for handling a vehicle.
- Example: When you board a hot-air balloon you could move the
- character randomly based on some 'air current' until the
- character chose to land.
-
- The following are the vehicle classes and the type of terrain
- they can be used in. Note that each landscaping graphics block
- (in the graphics file DCBLOCKS.mde) has an associated terrain
- type which can be changed only with the Graphics Block Editor.
-
- Vehicle Class Examples Terrain Type
-
- None Walking Flat terrain. Rough with difficulty.
-
- Mounted Horse Only flat and rough, but faster
-
- All-Terrain Vehicle Car Over small obstacles (trees, etc)
-
- Low Flyer Flying Carpet Over small obstacles and low water
-
- Mid Flyer Helicopter, Hot Air Balloon Over water, but not high
- mountains
-
- High Flyer Air Plane Over mountains and water
-
- Raft Raft Low Water, Rivers, Lakes
-
- Boat Boat, S hip Deep Water (Ocean)
-
-
-
- You cannot take a vehicle out of the world it is in, unless you
- can carry it with you (weight < 256).
-
- It is a good idea to limit the types of vehicles that can be
- carried in the adventure. A good example of such a vehicle would
- be a flying carpet.Predefined Character Types
-
- Regular
-
- This individual will talk to you about topics in it's text
- record, and will JOIN the party if asked. The script
- REGULAR.SCR handles this type of character.
-
- Civilian
-
- Similar to a regular character, but this individual is not
- interested in Joining the party. The default script is
- CIVILIAN.SCR
-
- Hostile
-
- This individual will attack on sight. Hostile characters are
- the only ones that don't have a script. They are handled by the
- game driver since they are animated. At a later time, when
- animation is done in scripts, hostile characters may have
- scripts.
-
- In the statistics file there are 4 statistics records dedicated
- to hostile characters. These records represent Small, Medium,
- Large and Pirate hostiles. The main differences between the
- first 3 lies in the attributes (strength, etc), weapons (damage)
- and treasure (the backpack!). The 4th record is used for pirate
- ships, in that it is assumed that the backpack contains a boat.
- Thus, when you 'defeat' the 'pirate ship' monster, the boat
- remains behind!
-
- Merchant
-
- This character buys and sells items. The character's backpack
- contains the objects that it will sell. A merchant will only
- buy items of the same type as the ones in it's backpack. For
- example, if the merchant sells weapons and armor, it will also
- buy any kind of weapon and armor, but will not buy shields or
- rings or any other type of object.
-
- In the statistics file there are 3 statistics records dedicated
- to merchants (Magic Potions, Magic Rings & Amulets and Magic
- Staffs). These statistics records are also used by the game
- system to generate treasures for random monsters. The
- P)arameters command can be used to change the 3 records that
- will be used for this purpose.
-
- The merchant's script is called MERCHANT.SCR.
-
- Healer
-
- A healer will Cure poisoning, Heal wounds, Remove cursed items
- and Resurrect dead players. All of this for a price, of course.
- The healer script is HEALER.SCR. Prices for services are based
- on the amount of gold that the healer character is carrying.
-
- Teller
-
- A teller will talk to the player and (for a price) will deliver
- some cryptic message. The message is stored in the teller's
- text record. The entire record is displayed. No keywords are
- used. Note that the teller's gold amount is the price that is
- requested.
-
- Questor
-
- A quester will ask the player to bring him some item or rescue a
- person. The backpack of the quester holds the items that are
- being requested. The quest is finished when the player delivers
- to the quester an object with the same Name and Type as the one
- in the quester's backpack. The quester is the only character
- allowed to have a character in it's backpack. This character is
- not real, it is just a place holder that let's the quester
- identify a person that was meant to be rescued. (See Prisoner
- below).
-
- Prisoner
-
- A prisoner is someone that needs to be rescued. The prisoner
- will join the party to escape from wherever it is being held.
- When a quester character finds the prisoner to be a member of
- the party, it removes the prisoner and considers the quest to
- rescue the prisoner to be complete.
-
- The PRISONER and the QUESTER script complement each other. For
- example, when the player finishes a quest by returning to the
- quester with the person they were looking for in the player's
- party, the quester removes the person from the party and
- increments that person's TEXT VOICE and PICTURE attributes. In
- effect, each prisoner is expected to have two consecutive text,
- voice and/or picture entries, one used while still a prisoner,
- and one used when rescued.
-
- Beggar
-
- A beggar asks for money. If any is given, it might give a good
- hint, if not, it might try to steal some money. The hints are
- stored in the beggar's TEXT record, and no keywords are used.
- The first line of the text record contains the beggar's opening
- line or greeting, and the other 15 lines are assumed to contain
- hints.
-
- Trainer
-
- A trainer will charge a fee to train one character in the party,
- providing an expensive but quick way of increasing the
- character's attributes.
-
- The amount of gold being carried by the trainer is used as a
- basis for calculating the fees that will be charged for training
- in the different areas. See the TRAINER script for more
- information.
-
- Guard
-
- The player's party is prevented from approaching a guard. This
- allows the guard to prevent access to a door or a passage. When
- the player talks to the guard, he/she will be given the
- opportunity to provide a password or try to bribe the guard.
- Once this has been done, the guard will allow the player to pass
- through the guarded spot.
-
- The amount of money being carried by the guard is assumed to be
- the amount that it would take to bribe him/her. See the GUARD
- script for how this is implemented.
-
- Also, the PASSWORD is assumed to be contained in the 4th line of
- the guard's TEXT block. Before scripts existed, this is where
- the password was stored, and it is retained for compatibility
- with previous releases. You can, of course, modify the script
- to do anything you want.
-
- Predefined World Types
-
- When the party enters or exists a world, the world's script is
- executed. If the world does not have a script, the script
- WORLDDEF.SCR is executed. This script handles the features of
- the following world types:
-
- Outdoors
-
- This is a true WORLD. If you travel long enough in any
- direction, you will return to your original point of departure.
- (i.e. you wrap around at the edges).
-
- In all other world types, walking of the edge of the world takes
- you out of the world through the Edge Door of that world.
-
- In an outdoor world, random monsters may appear. When a random
- monster is created, it's statistics are chosen from a group of 4
- statistics records that are configured in the P)arameters
- screen. The graphics used for the monsters are also configured
- in the parameters screen. Outdoor worlds use Land and Water
- based monster graphics.
-
- Big City, Small Town
-
- Walking to the edge of this world will take you out of it
- through the Edge Door. This is normally the door that you
- entered from. No random monsters appear inside a city or town.
- Right now there is no difference between a SMALL TOWN and a BIG
- CITY. In the future, there might be some.
-
- While there is currently no penalty for taking objects
- (stealing) in a town or city, it is easy to add such a feature,
- and it probably will be added to the scripts soon, so don't
- place loose objects that the adventurer is supposed to get in
- towns or cities.
-
- Dungeon
-
- This is an underground cavern. Random monsters are created from
- the Cave Monsters parameter graphics. If you reach the edge of
- the dungeon, you will "wrap" in the same way that you do
- OUTSIDE. If you wish to prevent from happening, make sure the
- EDGE of the dungeon is not reachable by having solid walls
- around the world.
-
- Hideout
-
- Currently no different than a CITY or TOWN. However, it may
- later have special features that distinguish it from a normal
- place.
-
- This is a good place to put "specialty" stores. No random
- monsters will appear. Walking of the edge is the same as for
- CITIES and TOWNS.
-
- Houses and Castles
-
- No random monsters will appear in a HOUSE or CASTLE. Walking of
- the edge is the same as for CITIES, TOWNS and HIDEOUTS. There
- are no other special features.
-
- In houses and castles you are allowed to take anything that's
- loose. To prevent an object from being taken, make it very heavy
- and the player will be unable to carry it!
-
- Arena
-
- This is a special world in which a monster will be created every
- time you enter, as well as periodically while you are in it. It
- is intended as a place where you can fight random monsters to
- build up your party. The monsters have no treasure since they
- are assumed to be caught and brought to the arena, rather than
- free.
-
- End Game
-
- When the character enters this world, the game ends. This way
- of ending a game was used before scripts were available. Now,
- you can end the game from within a script, but this is retained
- for compatibility with previous systems.The Magic System
-
- The magic system is explained in the Game Player's Guide
- (DCPLAY.DOC) in more detail. This section introduces the magic
- system so you can create objects that have magical properties.
-
- Two types of magic are implemented in the scripts. One is
- personal, affecting the individual and another is external,
- affecting others. Remember that this is all implemented in the
- scripts, so you can change it any way you want to. You can even
- remove magic altogether if it doesn't fit in with your game.
-
- Magic is implemented throughout various scripts. The CURRITEM
- script implements magical items that you wear (like rings,
- amulets) or eat (food, potions, etc.). The CASTING script
- implements magic for spell users. And the CONTROL script takes
- care of items that get invoked (like reading a scroll or zaping
- with a staff).
-
- Personal Magic
-
- Personal magic operates on an individual, and is usually
- channeled through potions or artifacts that can be worn close to
- your body such as rings, amulets and gems. The known effects
- are listed in the following table:
-
- Effect Description
-
- CURE Cures poisoning and disease
-
- HEAL Speeds up the healing process
-
- POISON Causes poisoning
-
- RESTORE Cures all wounds completely
-
- STRENGTH Increases a subject's strength
-
- DEXERITY Increases a subject's dexterity
-
- SPEED Increases a subject's speed
-
- AIM Increases a subject's aim
-
- HIT POINTS Increases a subject's hit points
-
- ARMOR CLASS Protects against damage
-
- IQ Increases intelligence
-
- POWER Increases magical power
-
-
-
- When you create a magical object, you specify the type of magic,
- the units affected and whether the effect is permanent or
- temporary. For example, you might create a ring of might, which
- increases hit points by 80. Rings can be used multiple times, so
- you can set the number of charges to 5 and make it a temporary
- effect.
-
- In order to make the game more enjoyable, make sure your magical
- tems make sense. Permanent effects and large number of charges
- should result in a higher price (for example). Also, items with
- permanent effect should be rare.
-
- In the example adventure, there is a merchant in one of the
- cities that sells potions. A 'red' potion (which increases
- strength) is available for a relatively small amount of money,
- but a 'deep red' potion (which is supposed to reflect it's
- potency) costs a LOT more.
-
- External Magic (Spells)
-
- The second type of magic is much more powerful, and can only be
- invoked by a wielder of magical power. Invoking a magical spell
- consumes energy which must be replenished through rest and
- meditation. Sometimes, a mage can infuse a spell into a conduit
- that will hold that spell until it is released by another
- subject. Example of such conduits are magical scrolls, or staffs
- made of the rarest woods.
-
- Some magical spells require concentration and meditation, and
- are not suited for use during a battle, while others (marked
- with *) are meant to be used in a battle only.
-
- Effect Description
-
- DESTROY Destroy one object
-
- DUPLICATE Duplicate an object
-
- LEAVE Exit a cave through teleportation
-
- RESURRECT Bring a dead person back to life
-
- LISTEN Bring far-away conversations to your ears
-
- LOCATE Find all exits/entrances in the immediate area.
-
- RECHARGE Recharge a magical object (Ring, Amulet, Gem or Staff)
-
- FLOAT Reduce an object's weight
-
- ANALYZE Provide detailed information about an object
-
- VIEW Provide an eagle-eye view of the area.
-
- KILL* Causes massive damage to a single foe, usually resulting
- in it's dead.
-
- CONFUSE* Confuses your foe, causing it to attack it's own kind.
-
- PARALYZE* Paralyzes a foe for a small amount of time.
-
- SCARE* Scares a foe, causing it to flee.
-
- DAMAGE* Causes massive damage to a single foe, usually
- resulting in it's dead.
-
-
-
-
-
-
-
- 1 The game system will look in the local directory and then in
- the directory where DCWORLD is located to find the graphics
- tiles to use. If more than one set of tiles is found, it
- selects in the following order: VHI, VLO, VH1, VH2, VH3. You
- can aso override the mode by specifying it as a parameter.
-