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- !
- ! This help file contains the text displayed by the DCWORLD.EXE program
- ! when you press the F1 key under different screens. You may change the
- ! text, but please do not change the filename or the keyword surrounded
- ! by '[' and ']'.
- !
- ! Do not use the '[' character as the first character of ANY file.
- !
- ! If you translate this file into any other language, please send me a
- ! copy and I will include it along with the regular product.
- !
- ! A help section should not be longer than 200 lines (10 screens).
- !
- [OBJECT]
- The TYPE of object defines how the object behaves, and what you can do
- with it. For example, books can be read, weapons can be wielded in battle,
- potions can be drunk and vehicle can be driven.
-
- The BLOCK is a graphical representation of the object. For example, an
- object that can be read (book) can be represented by a book or scroll, but
- should not be represented as a sword.
-
- The DESCRIPTION is a very important part of an object. A 'kitchen knife',
- a 'short sword' and a 'two-handed sword' are all WEAPONs, and may all have
- the same graphics block, but are clearly different objects.
-
- The VALUE is the normal retail value you would expect for that object. An
- adventurer could sell an object to a merchant at 1/2 of retail (it's used)
- For chests and gold sacks, the value is the actual contents of the object.
- The monetary unit is silver pieces (sp). There's 10sp to 1 gold piece.
-
- The COUNT is the number of objects. Used primarily with ammunition. For
- example 30 Silver Arrows. For AMMO alone, the VALUE is taken to be for the
- entire set, as opposed to each individual object.
-
- The WEIGHT is in pounds. There is a limit to the weight that a character
- can carry. Elements with a weight of 1 and normal (non-magical) food are
- not counted. The type and strength of a character determine the maximum
- weight they can carry, and the maximum weight of the weapons they can wield
- and armor they can wear.
-
- The CLASS of an object determines the special effects (if any). Food, Rings,
- Amulets, Potions, Staffs, Scrolls and Gems can have magical properties, and
- the type of vehicle determines where it can go.
-
- Each item can have up to 5 attributes which vary depending on the type of
- object being created. The names of the attributes are defined in the
- DCCTOKEN.DAT file (object modifiers section) and should reflect the usage
- of that field.
-
- The END-GAME field indicates that the game will end when the player either
- GETS an object (value 1) or GIVES the object to a questor (value 2).
-
- The END-TEXT field indicates (if NON-ZERO) the block of text to be displayed
- when the game ends due to this object. You cannot edit the end-game text on
- this screen. You must use the T)ext option from the main menu.
-
- All objects may have text associated with them. The OBJECT script file will
- display the text when you LOOK at the object. This used to be available only
- for BOOKS and SIGNS. Use F4 to enter up to 16 lines of text.
-
- [CHARACTER]
- Use this screen to create an instance of a character. You may specify a NAME,
- TYPE, CLASS, graphics BLOCK, PCX file (picture), VFL file (voice), SCRIPT
- file, TEXT block, etc.
-
- Character types defined in file 'DCCTOKEN.DAT'. The standard product includes
- the following TYPES: REGULAR, HOSTILE, MERCHANT, BARTENDER, HEALER, CIVILIAN,
- TELLER, QUESTER, BEGGAR, TRAINER, GUARD and PRISONER. Check the file for an
- up to date list and brief comments about each type of character.
-
- Each character type defined in DCCTOKEN.DAT should also have a script file
- associated with it that controls the behaviour of characters of that type,
- so check script file MERCHANT.SCR for information about what a MERCHANT does.
-
- All characters may have a TEXT BLOCK associated with them. Most scripts will
- assume that the character's text block contains up to 16 KEYWORDs that can
- be used during a conversation. The first 8 characters of each text line
- contains the keyword and the rest of the line contains the 'reply' that the
- character will use when that keyword is mentioned during a conversation.
-
- The scripts also handle 'standard' keywords such as HELLO, JOB, NAME and BYE,
- so you don't have to waste a line of text with one of these keywords. Again,
- see the associated script file for more information on each character type.
-
- A keyword of 'DEFAULT' will be used as a standard reply when no keyword has
- matched.
-
- You may create your own scripts and you don't have to use a text block at
- all. You probably want to use the regular scripts + text blocks for the
- unimportant characters and create full individual scripts for the main ones,
- giving them more comprehensive conversations handled entirely by the
- script itself.
-
- The PCX file number, if non-zero, indicates that a file named CPICT###.PCX
- should exist which contains the graphical representation of this character.
-
- The picture will be shown inside the world window when the player 'looks'
- at the character.
-
- The VFL file number indicates that a file named VOICE###.VFL should
- exist which contains digitized .VOC files that were collected using
- the MKVFL.EXE utility program. You can have as many as 32 .VOC files in a
- single .VFL file. When you talk to a character, if you have a SOUNDBLASTER
- driver (and card), the digitized voice will be played in addition to the
- text associated with the specific keyword. A keyword need NOT be in the
- character's TEXT block in order to be played.
-
- [PARAMETERS]
- This screen allows you to change some generic parameters for the game
- environment.
-
- TIME: You may specify the starting DATE of the game, the duration of action
- (# of moves per minute, minutes per hour, hours per day) and the calendar
- description (# of days per week, weeks per month, months per year).
-
- RANDOM MONSTERS: You may select the graphics blocks to be used for random
- monsters that appear during game play (under script control). You may set
- separate values for land based, water based and cave (or dungeon) monsters
- as well as the statistics records to be used for them and for the random
- treasures they leave when killed.
-
- The SMART selection allows you to scroll (using +/-) through the blocks
- in the graphics file by the 'class' attribute associated with the graphics
- block itself.
-
- [STATISTICS]
-
- You are creating character STATISTIC or BACKPACK records. These records
- contain a general description of a character, including items being
- worn and carried in a backpack (up to 16 in the backpack).
-
- These records may be created for a specific character or shared by a group
- of characters. For example, you can create a record with magical items
- in the backpack and use that backpack for sharing by all general 'magic'
- merchants (that sell the magic items in their backpacks).
-
- Generic monster statistics are also created here. By default you should
- have 4 records to be used for SMALL, LARGE and WATER monsters, as well as
- PIRATE SHIPs. When you create a monster manually, you can give it one of
- these records to define the monster's stats or you can create a specific
- statistics record for that monster.
-
- In each statistics record you can specify initial values for each of the
- (up to 10) attributes that are defined in the file DCCTOKEN.DAT file. The
- default attributes are: Strength, Speed, Dexerity, Aim, Hit Points, I.Q.
- and Power. You can also specify initial experience and level values.
-
- Any items you place in the character statistics body (wielded or worn) or
- in the backpack (up to 16 items) will be carried by any character you create
- that uses the statistics record.
-
- Note that if a character joins your party, a separate statistics record will
- be created for that character (a copy of the one you specified) so that if
- it leaves the party it's modified experience, attributes and items being
- carried can be saved for the individual.
-
- [WORLD INFO]
- There are many world types. The OUTDOORS represents a world's surface, and
- this type of world is usually the largest. Towns, Castles and the like are
- usually large, containing many houses, businesses, and people. Dungeons
- are usually large, and consist of many levels (each level being represented
- by a different world! A single House may be small, consisting of only a few
- rooms, and may have more than one floor, or a basement, each again being a
- different 'world'. Each world may have up to 32 doors to other worlds.
- Read the documentation for the specific differences between world types.
-
- - The EDGE of the world is the door number to take if you WALK of the edge.
-
- - The LEVEL indicates that the main player must be of the given level before
- being allowed in this world. Leave at 0 in most cases.
-
- - The BLOCK FILE, if non-zero indicates the use of alternate landscaping
- blocks stored in 'DCBLOCK#.mde' where # is 1-9.
-
- For each door, you may specify whether it's automatic (a trap door), as
- well as a text block to be displayed during ENTRY or EXIT through that
- world. The text may be displayed just once (first time) or always.
-
- [TEXT EDIT]
- You are creating a block of TEXT.
-
- Use this screen to create a block of text lines used for:
-
- a) Conversations with individuals: The first 8 character of each line are
- used as KEYWORDs for the conversation and the rest of the line is the
- response given by the character when you mention the keyword.
-
- b) Object's Text: Text associated with an object displayed when you look
- at them (under script control).
-
- Under script control you can set and modify the change text block of a
- character or object, and you can access the individual lines as variables
- S0 to S15.
- [END-OF-FILE]
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