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-
- Table of files and symbols used in The Dragon's Claw on-line game.
- The Dragon's Claw is copyright 1993, 1994 by Sean P. Price.
-
- Game Control File:
-
- GAME.CFG ASCII file used to control game setup. The file format
- follows:
-
-
- SYSOP xxxxxx Your name. It must appear as it does on your
- registration application.
-
- BBS xxxxxxxx Name of your BBS.
-
- SCORE xxxxxx Path and filename of the user's scores file. The game
- will generate this file where you specify. It's a ANSI
- file. E.g. 'D:\MAX\BULTS\DRAGON.SCR'
-
- HALL xxxxxxx Path and filename of the hall of fame file. The game
- creates this ANSI file where you specify. E.g.
- 'D:\MAX\BULTS\DRAGON.HOF'
-
- DROPFILE xxx Path to where your dropfile can be found. It must not
- contain a trailing backslash. E.g. 'D:\MAX'
-
- DROPTYPE xxx Type of drop file that you are passing. Valid numbers
- are:
- 1 DORINFO1.DEF
- 2 PCBOARD.SYS
- 3 DOOR.SYS
- 4 CHAIN.TXT
-
- USERS xxxxxx Maximum number of users allowed.
-
- MAXTIME xxxx Maximum time allowed to user per day in minutes. 0
- indicates no limit. If 0, the user can play for the
- amount of time passed by the drop file.
-
- DELDAYS xxxx Number of inactive days before a user is deleted. If
- 0, users will never be deleted.
-
- WHORES xxxxx YES and NO are the only options here.
-
-
- Scenario Control File:
-
- SCENARIO.CTL ASCII file used to control scenario. The following describes
- the format used for this file:
-
-
- GNAME xxxxxx Name of the scenario being played. E.g. 'Sex Kittens
- from Mars.'
-
- GCREATOR xxx Name of the creator of this scenario. E.g. 'Sean Price'
-
- GHEAL xxxxxx Name of healing unit. E.g. 'Medi-Pack'
-
- GINN xxxxxxx Name of resting place. E.g. 'Inn' This will be the
- name used in the menus, and some other things inside
- the game.
-
- GTEMPLE xxxx Name of place of worship. E.g. 'Temple' This will be
- the name used in menus and other things inside the
- game.
-
- GMED xxxxxxx Name of place to buy medicines. E.g. 'Alchemist' This
- will be used by the game for menus and other internal
- strings.
-
- STARTX xxxxx X position on the first terrain map where a new user
- will start.
-
- STARTY xxxxx Y position on the first terrain map where a new user
- will start.
-
-
- WELCOME.TXT Short ASCII file shown to users the first time they play.
- Some users never read docs.
-
- WELCOME.AVT Avatar file shown to users everytime they play.
-
- CREDITS.AVT Avatar file show to users as soon as they enter the game
- module. You may only edit the storyline and art sections
- of this screen. All copyrights, and other credits must
- remain unchanged. Violation of this constitutes a
- copyright violation which is a criminal act. I will seek
- procecution and damages.
-
- UNREG.AVT Avatar file shown to users when the game is unregistered.
- This file must not be changed.
-
- SCENARIO.TXT Text file describing the scenario, and goal of your
- game. This is a plain ASCII text file shown directly to
- the user.
-
- HISTORY.TXT ASCII text file describing the history leading up to
- your scenario.
-
- RULES.TXT ASCII text file describing how to play the game. This
- should contain information on movement, transportation for
- different terrain types, fighting, skill levels, armour,
- weapons, hit points, traps, etc. I may try to make this
- semi-hypertext.
-
- DEATH.AVT Avatar file shown to the user when he gets killed.
-
- END.AVT Avatar file displayed to the user when he beats the game.
-
-
- Terrain Map Files:
-
- TERRAINn.ASC ASCII mask screen. Used for terrain mask. Valid symbols
- are listed in the file TERRAINn.STS.
-
- TERRAINn.MSK ASCII mask screen. Used for items/places. The following
- symbols are valid:
-
- 1,2,...,0 Dungeon numbers. Used to find DUNGEONx.xxx files.
- Valid for terrain maps only.
- !,@,...,) Town numbers. Will be translated to 1,2,... and used
- to find the TOWNx.xxx files.
- N,O,...,W Ruins numbers. Will be used to find the RUINx.xxx
- files. Valid for terrain maps only.
- A,B,...,M Relic letters. Used to denote a Relic.
- Valid for all maps.
- a,b,...,m Relic receptacle. Used to denote the place where a Relic
- is needed/used. Relic receptacle squares can only be
- crossed if a user possesses the proper associated item.
-
- TERRAINn.TXT ASCII file describing current terrain map. The file follows
- this format:
-
- Line 1 Name of terrain described in current map. E.g. 'The
- Land of Moria'
- Line 2 Starting X position. This is the X coordinate where the
- user will be placed when he starts this map.
- Line 3 Starting Y position. This is the Y coordinate where the
- user will be placed when he starts this map.
- Line 4,... Text describing this map. This can be anything you want
- to tell the user about the current terrain map.
-
- TERRAINn.STS Terrain symbols used in MAPn.ASC files. This file contains
- a list of valid symbols for use in MAPn.ASC files. The
- file format is:
-
- Line 1 Terrain name. This is the name associated with the
- above terrain symbol. E.g. Mountains.
- Line 2 Terrain symbol. E.g. ^, %, T, etc. This can be
- any ASCII character.
- Line 3 ASCII value of character the terrain symbol is
- translated to for display.
- Line 4 Color for display. Valid numbers are
- 0-255. The formula for determining the number is:
- <Foreground> + (16 * <Background>) + (128 * <Blink>)
- Valid numbers for foreground are 0-15.
- Valid numbers for background are 0-7.
- Valid numbers for blink are 0-1. 0 represents OFF, and
- 1 represents ON.
- Line 6, ... Repeat lines 1-5 for all terrain types.
-
- n is terrain map number.
- Valid numbers are 1,2,...,0.
-
-
- Ruin Files:
-
- All ruin files are placed in the TERRAINd directory corresponding to
- the terrain map that they are associated with.
-
- RUINn.TXT Text file describing ruin.
- RUINn.STS Line 1 Relic letter. A space should be used if there is no
- relic in this ruin.
- Line 2 Receptacle letter. A space should be used if no
- relic receptacle exists in this ruin.
- Line 3 Teleport number. Tells which terrain map to teleport
- to. Zero if no teleporter in ruin.
- Line 4 X coordinate. X coordinate that user is teleported to.
- Zero if no teleporter in ruin.
- Line 5 Y coordinate. Y coordinate that user is teleported to.
- Zero if no teleporter in ruin.
-
- n is ruin number.
- x is Relic letter.
- d is terrain map number.
- Valid numbers for n are 1,2,...,0.
- Valid letters for x are A,B,...,M.
- Valid numbers for d are 1,2,...,0.
-
-
- Relic Files:
-
- All relic files are placed in the TERRAINd directory corresponding to
- the terrain map that they are associated with.
-
- I.x File describing Relic .x. This is used to describe a
- relic when a user finds it. The following describes the
- file format:
-
- Line 1 Relic name.
- Line 2,... Description of relic. This is displayed
- directly to the user as written.
-
- IW.x File containing relic weapon stats. If the relic is a weapon,
- this file must exist. Relic weapons are used to kill associated
- Relic monsters. The following describes the layout of this file:
-
- Line 1 Weapon number. This number corresponds to the number
- in WEAPONS.STS that describes this weapon's stats. All relic
- weapons must be defined in WEAPONS.STS.
-
-
- IR.x Text file describing Relic .x receptacle. This is
- used to describe a relic receptacle when a user tries
- to move onto receptacle square without possessing the
- proper Relic. If the receptacle is a ruin, the RUINn.TXT
- file is displayed first. The following describes the
- file format:
-
- Line 1 Receptacle name.
- Line 2,... Description of receptacle. This is displayed
- directly to the user as written.
-
- IROK.x Text file describing Relic .x receptacle. This is
- used to describe a relic receptacle when a user who
- possesses the proper Relic moves onto the receptacle
- square. The following describes the file format:
-
- Line 1 Receptacle name.
- Line 2,... Description of receptacle. This is displayed
- directly to the user as written.
-
- IRMON.x File describing monster associated with Relic receptacle.
- This file is used in conjunction with special weapon items.
- The followng describes the layout of this file:
-
- Line 1 Name of monster.
- Line 2 Level of monster.
- Line 3 Hit point base.
- Line 4 Hit dice. This is the number of 4 sided dice to
- roll and add to hit point base to determine the
- monster's total hit points.
- Line 5 Armor class of monster.
- Line 6 Number of attacks per round that monster is allowed.
- Line 7 Damage dice. This is the number of 4 sided dice to
- roll to determine damage caused by monster.
- Line 8 Experience points base. Base amount of experience
- points awarded for killing this monster.
- Line 9 Experience points variable. A random number of
- experience points ranging from zero to this number
- will be added to the base experience points to
- determine the total ammount of experience points
- awarded for killing this monster.
- Line 10 Filename of ANSI picture file. This line is
- optional.
- Line 11, 12 First two line description shown to user when this
- monster makes a successful hit. One of these three
- descriptions will be chosen randomly and displayed
- to the player when this monster hits him.
- Line 13, 14 Second two line description shown to user when this
- monster makes a successful hit.
- Line 15, 16 Third two line description shown to user when this
- monster makes a successful hit.
-
- IRMONDIE.x This text file is displayed to the player when he defeats
- a relic monster.
-
-
- x is Relic letter.
- n is Ruin number.
- d is Terrain map number.
- Valid letters for x are A,B,...,M.
- Valid numbers for n are 1,2,...,0.
- Valid numbers for d are 1,2,...,0.
-
-
- Town Files:
-
- All town files are placed in the TERRAINd directory corresponding to
- the terrain map that they are associated with.
-
- TOWNn.TXT Text file describing town. The following describes the
- layout of this file:
-
- Line 1 Name of town.
- Line 2 Population.
- Line 3 Elevation.
- Line 4 Mayor's name.
- Line 5 Alignment. This should be a number corresponding to an
- alignment listed in USER.ALN
- Line 6,... Text shown to user describing town.
-
- ASHOPn.TXT Text file describing armor shop stats. The file uses the
- following format:
-
- Line 1 Name of shop.
- Line 2 Name of proprietor.
- Line 3,... List of available armor types. Each line contains
- a number corresponding to the associated armor type
- found in ARMOR.STS.
-
- ASHOPn.DSC Text file describing the armor shop. This text file will
- be shown to the user when he enters the armor shop.
-
- WSHOPn.TXT Text file describing Weapon shop stats. The file uses the
- following format:
-
- Line 1 Name of shop.
- Line 2 Name of proprietor.
- Line 3,... List of available weapons. Each line contains a
- number corresponding to the associated weapon found
- in WEAPON.STS.
-
- WSHOPn.DSC Text file describing the weapon shop. This text file will
- be shown to the user when he enters the weapon shop.
-
- TSHOPn.TXT Text file describing transportation shop stats. The file
- uses the following format:
-
- Line 1 Name of shop.
- Line 2 Name of proprietor.
- Line 3,... List of available modes of transportation. Each line
- contains a number corresponding to the associated
- mode of transportation found in the currently active
- TRANSn.STS file.
-
- TSHOPn.DSC Text file describing the transportation shop. This text
- file will be shown to the user when he enters the
- transportation shop.
-
- INNn.TXT Text file describing stats on an inn in town n.
-
- Line 1 Name of Inn.
- Line 2 Name of proprietor.
- Line 3 Quality rating. This is a rating from 1 to 100 describing
- the quality of the inn. This will be used to determine
- random attacks, disease contraction, and hit point
- regeneration.
- Line 4 Price of a night's stay.
- Line 5... Lines describing the inn. This is shown to the user when
- he/she enters the inn.
-
- ALCHEMYn.TXT Text file describing Alchemist's shop stats in town n.
-
- Line 1 Alchemist's Shop's name.
- Line 2 Alchemist's name.
- Line 3... List of healing potions and medicines sold by the alchemist.
- Healing potions and medicines are listed using a number
- that corresponds to the cure for an affliction listed in
- AILMENT.STS. The default healing potion described in
- GAME.CFG will always be available for sale.
-
- ALCHEMYn.DSC Text file describing the alchemist's shop. This file is shown
- to the user when he/she enters the shop.
-
- TEMPLEn.TXT Text file describing temple of worship stats in town n.
-
- Line 1 Temple Name
- Line 2 Priest's/Priestess' name
- Line 3 Gender of Priest/Priestess.
- Line 4 Temple alignment. This is a number corresponding to an
- alignment listed in USER.ALN
- Line 5... List of diseases and curses that the priest can cure.
- These numbers correspond to the list of afflictions found
- in AILMENT.STS. If the first line is zero, no healing is
- available at this temple.
-
- TEMPLEn.DSC Text file describing the temple. This file is shown to the
- user when he/she enters the temple.
-
- WHORESn.TXT Text file describing whore house stats in town n.
-
- Line 1 Whore House name
- Line 2 Maddam's name. NOTE: The Maddam should also be listed in
- the list of whores below. She should also have the highest
- price of all the whores.
- Line 3 Whore's name
- Line 4 Whore's description. This is limitted to 70 characters.
- Line 5 Whore's price in gold pieces.
- Line 6 Whore's quality rating. This is a rating from 0 to 100.
- It will be used to determine a user's chance of contracting
- a disease from an encounter with this whore.
- Line 7 Whore's gender.
- Line 8 Whore's age.
- Line 9... Repeat lines 3-8 for each whore in this house.
-
-
- WHORESn.DSC Text file describing the whore house. This file is shown to
- the user when he/she enters the whore house.
-
- The files ASHOPn.xxx, WSHOPn.xxx, TSHOPn.xxx, INNn.TXT, ALCHEMYn.xxx,
- TEMPLEn.xxx, and WHORESn.xxx are optional for each town. If these files
- don't exist, their options won't appear in the town menu.
-
- n is town number.
- d is terrain map number.
- Valid numbers for n are 1,2,...,0.
- Valid numbers for d are 1,2,...,0.
-
-
- Dungeon Files:
-
- All dungeon files are placed in the TERRAINd directory corresponding to
- the terrain map that they are associated with.
-
- DUNGEONn.Lx Dungeon level map files. These files are the actual maps
- for each dungeon level. Valid symbols can be found in the
- DUNGEONn.STS file.
-
- Line 1 User's Starting X Position. The X value of the starting point
- for user's that have never been in this dungeon.
-
- Line 2 User's Starting Y Position.
-
- Lines 3... Actual dungeon map.
-
- DUNGEONn.STS Dungeon map symbols used in DUNGEONn.Lx files. This file
- describes the symbols used to represent dungeon features.
- The following describes the file format:
-
- Line 1 Name of symbol. E.g. Wall
- Line 2 Dungeon feature symbol. Character used to represent
- this feature. E.g. #, &, T, etc.
- Line 3 ASCII value of the character shown to user for this
- dungeon feature type.
- Line 4 Color for display. Valid numbers are
- 0-255. The formula for determining the number is:
- <Foreground> + (16 * <Background>) + (128 * <Blink>)
- Valid numbers for foreground are 0-15.
- Valid numbers for background are 0-7.
- Valid numbers for blink are 0-1. 0 represents OFF, and
- 1 represents ON.
- Line 5 Feature type. This number represents the type of
- action that can be performed on/by this feature
- type. Valid types are:
-
- 0 Non-traversable. E.g. Wall
- 1 Traversable. E.g. Hallway, Secret Door
- 2 Traversable/Down Level. E.g. Stairs
- 3 Traversable/Up Level. E.g. Stairs
- 4 Exit
- 5 Treasure
- 6 Trap. Trap types and damage sustained are
- described in the TRAPn.STS file.
- 7 Relic. Find relic symbol in DUNGEONn.LMx
- file.
-
- Line 6,... Repeat lines 1-5 for each
-
- DUNGEONn.LMx Mask files for each dungeon level. This should only
- contain symbols for Relics and receptacles, or numbers
- corresponding to specific traps in TRAPnx.STS. Traps with
- only a space underneath use a trap type randomly selected
- from the TRAPnx.STS files.
-
- TRAPnx.STS File describing trap stats. This file is needed for each
- dungeon level. The file uses following
- format:
-
- Line 1 Trap name. E.g. Falling Block
- Line 2 Base damage. This is the minimum amount of damage,
- in hit points, caused by this trap. Putting a 0
- in this line causes the base damage to be
- approximately 70% of the user's total hit points.
- Line 3 Hit dice. This is the number of four sided dice to
- roll and add to the base damage to determine the
- total number of hit points damage caused by this
- trap. Putting a 0 on this line causes the hit dice
- to be set to approximately 40% of the user's hit
- dice.
- Line 4 Trap difficulty. This is the difficulty rating for
- this trap. It determines a user's base chance of
- dissarming this trap. This is a percentage rated
- from 1% to 100%. A rating of 100% will cause the
- trap to always be set off.
- Line 5 Name of ANSI file. This line is optional. If used,
- it should contain the filename of an ANSI picture.
- The picture will be shown to the user when the trap
- is set off.
- Line 6 Line 1 of set off description. The set off
- description is displayed when the user sets off
- this trap. It can be a maximum of two lines of 79
- characters each. E.g. "You have been crushed by a
- falling block. Ouch."
- Line 7 Line 2 of set off description. This is the second
- line displayed when a user sets off this trap.
- This line is optional.
- Line 8, ... Repeat lines 1-7 for each trap.
-
- n is dungeon number.
- x is dungeon level.
- d is terrain map number.
- Valid numbers for n are 0-9.
- Valid numbers for x are 0-9.
- Valid numbers for d are 0-9.
-
-
- User Files:
-
- Unnn.dLx Masks for dungeon level maps. This shows how much of each
- dungeon level has been explored by a user. These files are
- stored in the TERRAINi\USER directory. Valid symbols are:
-
- 0 Unseen
- 1 Seen
- 2 Traversed
-
- nnn is user number.
- d is dungeon number.
- x is dungeon level.
- i is terrain map number.
-
- USER.STS Stats file for users. This file will consist of nn
- fixed length records. The following is a description of
- record layout:
-
- c50 User's real name
- c50 User's character name
- c1 User's gender. M = Male, F = Female.
- n4 User's gold
- n4 User's experience points
- n2 User's level
- n2 User's potential hit points
- n2 User's current hit points
- n2 User's strength [1-20]
- n2 User's dexterity [1-20]
- n2 User's constitution [1-20]
- n2 User's trap disarming ability [1-100]
- n2 User's alignment. This value corresponds to the line in
- USER.ALN for the user's alignment.
- n2 User's disease status. This is a flag to tell if a user is
- diseased or poisoned. 0 = healthy. Any other number
- corresponds to the disease or poison type found in AILMENT.STS.
- n2 User's armor
- This number represents the corresponding armor found in
- ARMOR.STS.
- n2 User's weapon
- This number represents the corresponding weapon found in
- WEAPON.STS
- n2 User's Healing Potions.
- c10 User's transportation
- This series of numbers represents the user's mode of
- transportation. Each number corresponds to the associated
- mode of transportation found in TRANSn.STS
- n2 Map number. This number represents the number of the current
- terrain map.
- n2 Terrain map X position. This number represents the user's
- X position on the current terrain map.
- n2 Terrain map Y position. This number represents the user's
- Y position on the current terrain map.
- n2 Dungeon number. This number represents the dungeon that the
- user is currently in. This number will be zero if the user
- isn't in a dungeon.
- n2 Dungeon level. This number represents the dungeon level that
- the user is currently on. This number is zero if the user
- isn't in a dungeon.
- n2 Dungeon level X position. This number represents the user's
- X position in the current dungeon level. This number is zero
- if the user isn't in a dungeon.
- n2 Dungeon level Y position. This number represents the user's
- Y position in the current dungeon level. This number is zero
- if the user isn't in a dungeon.
- n2 Town number. This number represents the current town that the
- user is in. This number will be zero if the user isn't in a
- town.
- n2 Inn quality flag. This is a number corresponding to the
- quality level of the inn occupied by the user. If the user
- isn't staying at an inn, this number will be 0.
- c13 List of Relics posessed by the user.
- c13 List of Relic Receptacles successfully passed by user.
- n2 Time left to user for current day.
- n2 Days since the user last played.
-
-
- c is character string.
- n is integer.
- The number immediately following c and n is the total length in bytes.
-
- USER.HPS ASCII text file listing the experience points required to
- attain a level. The format follows:
-
- Lines 1-20 Each line contains a number representing the ammount of
- experience points that a user must have to attain the
- corresponding level. Line 1 represents level 1, line 2
- represents level 2, etc.
-
- USER.ALN ASCII text file describing alignment types available to the
- user. The format follows:
-
- Line 1 Name of alignment type. E.g. 'Evil', 'Democrat', 'Rebel',
- 'Empirialist', etc.
- Line 2 Alignment scale value. This is a number from 1-20. It
- represents where an alignment fits in relation to other
- alignments. E.g. Chaotic Evil is 1, and Lawful Good is
- 20.
- Line 3... Repeat lines 1-2 for each alignment.
-
- AILEMENT.STS Text file describing several afflictions, their effects on
- the user, and their cure.
-
- Line 1 Affliction type. 1 = poison, 2 = diseased, 3 = cursed.
- Line 2 Affliction name. E.g. 'Rat Poison', 'AIDS', etc.
- Line 3 Cure type. 1 = potion, 2 = injection, 3 = substance,
- 4 = medicine, 5 = priest.
- Line 4 Affliction cure. E.g. 'Anit-Venom', 'Dragon's Milk', etc.
- Line 5 Damage caused per round. This can be any decimal number.
- If it is less than 1 then it is accumulated in a temporary
- variable until it is >= 1.
- Line 6 Cure Cost.
- Line 7... Repeat lines 1-6 for each affliction.
-
-
- Armor/Weapon Files:
-
-
- ARMOR.STS This file describes the available armor types. The
- following is the layout for this file:
-
- Line 1 Armor number. Valid numbers are 0, 10, 20, ..., 190
- and 200, 201, 202, ..., 255. Numbers below 200 must
- be in increments of 10. They represent normal armor
- types that can have + values. Numbers above 199
- represent special armor types.
- Line 2 Name of armor. E.g. Clothes
- Line 3 Base armor class value. Valid numbers are 1, 2, 3,
- ..., 100. This number represents the base armor
- class for this armor. The greater the number the
- better the armor. For normal armor types, each +
- value will add 1 to this number. Because of this
- you should use increments of 10 for this value.
- Line 4 Armor Cost. This is the cost of this armor type in
- gold pieces. If a user sells the armor, he will receive
- approximately 75% of this value.
- Line 5, ... Repeat lines 1-4 for each armor type.
-
- WEAPON.STS This file describes the available weapon types. The
- following is the layout for this file:
-
- Line 1 Weapon number. Valid numbers are 0, 10, 20, ..., 190
- and 200, 201, 202, ..., 255. Numbers below 200 must
- be in increments of 10. They represent normal weapon
- that can have + values. Numbers above 199 represent
- special weapon types.
- Line 2 Name of weapon. E.g. Dagger
- Line 3 Base weapon damage. This is the minimum damage
- caused by a successful hit with this weapon. For
- normal weapons, each + value will add 1 to this
- number.
- Line 4 Hit dice damage. This is the number of four sided
- dice to roll for the weapon's hit dice dammage. The
- resulting number is added to the base weapon damage
- to determine the total damage cuased by a successful
- hit with this weapon. NOTE: A critical hit will
- automatically do the maximum damage. Conversely a
- bungled hit will always do the minimum damage.
- Line 5 Weapon Cost. This is the cost of this weapon in gold
- pieces. If a user sells this weapon, he will receive
- approximately 75% of this value.
- Line 6 Relic symbol. Make zero for non-relic weapons.
- Line 7 To Hit Bonus. This is added to a user's chance to hit
- a monster.
- Line 8, ... Repeat lines 1-7 for each weapon.
-
-
- Transportation Files:
-
- TRANSn.STS This file describes the various modes of transportation
- available and the terrain types traversable by each mode
- of transportation. The following describes the format
- of this file:
-
- Line 1 The number representing this mode of transportation.
- Valid numbers are 0-9. Mode 0 is the default and
- must be described in this file.
- Line 2 Description of mode of transportation. E.g. Horse
- Line 3 Traversable terrain types. This is a single line of
- symbols corresponding to associated terrain types.
- E.g. ^#!
- Line 4 Transportation Cost.
- Line 5, ... Repeat lines 1-4 for each mode of transportation.
-
- n is a number corresponding to the current MAPn file.
- Valid numbers for n are 0-9.
-
-
- Monster Files:
-
- TERRAINx.Mnn This file describes the monsters of level nn that can attack
- a user on terrain map x. The format of this file follows:
-
- Line 1 [MONSTER] Line 1 must contain this keyword. It is used
- by XXXXX to create the TxMnn.NDX files.
- Line 2 Level of monster.
- Line 3 Name of monster.
- Line 4 Hit point base.
- Line 5 Hit dice. This is the number of 4 sided dice to
- roll and add to hit point base to determine the
- monster's total hit points.
- Line 6 Armor class of monster.
- Line 7 Number of attacks per round that monster is allowed.
- Line 8 Damage dice. This is the number of 4 sided dice to
- roll to determine damage caused by monster.
- Line 9 Experience points base. Base amount of experience
- points awarded for killing this monster.
- Line 10 Experience points variable. A random number of
- experience points ranging from zero to this number
- will be added to the base experience points to
- determine the total ammount of experience points
- awarded for killing this monster.
- Line 11 Filename of ANSI picture file. This line is
- optional.
- Line 12 Monster terrain types. This is a single line of
- symbols corresponding to associated terrain types.
- E.g. ^#!
- Line 13 Monster's alignment type. Must be a number from 1 to the
- amount of alignment types in this scenario.
- Line 14 Number of lines in description of monster.
- Line 15,16 First two line description of a successful hit by the
- monster. E.g. 'The Dragon disembowels you with a sweep of
- it's razor sharp claws!' The game will randomly choose one
- of these three descriptions.
- Line 17,18 Second two line description of a successful hit by the
- monster. If left blank, the first description is used.
- Line 19,20 Third two line description of a successful hit by the
- monster. If left blank, the first description is used.
- Line 21..X Description of monster.
-
- Repeat lines 1-X for each monster.
-
-
- TxMnn.HDR This file contains the information for each monster. It
- also contains a line index to the start and end of the
- monster's description in the file Tx.Mnn.TXT. These files
- are created from the information in TERRAINx.Mnn file. The
- format of this file follows:
-
- c40 Name of monster.
- n2 Monster's Level.
- n2 Base Hit Points.
- n2 Hit Dice.
- n2 Armor Class.
- n2 Attacks per Round.
- n2 Damage Dice.
- n4 Base Experience Points.
- n2 Experience Points Dice.
- c10 Terrain Types.
- n2 Alignment.
- c40 Filename of ANSI picture of monster.
- c[2, 80] Successful Hit Description #1.
- c[2, 80] Successful Hit Description #2.
- c[2, 80] Successful Hit Description #3.
- n4 Description Start Index. This index points to the first
- line of this monster's description in TxMnn.TXT.
- n2 Description Length. This is the length of this monster's
- description in lines.
-
-
- TxMnn.TXT Description file for TERRAINx.Mnn. The file is a standard
- text file. The format of this file follows:
-
- Line 1 Number of monsters in the files TxMnn.HDR and TxMnn.TXT.
- Lines 2... Descriptions of all monsters.
-
-
- DUNGEONx.Mnn This file describes the monsters of level nn that can
- attack a user in dungeon x. This file is stored in the
- TERRAINd directory. The format of this file follows:
-
- Line 1 [MONSTER] Line 1 must contain this keyword. It is used
- by XXXXX to create the DxMnn.NDX files.
- Line 2 Level of monster.
- Line 3 Name of monster.
- Line 4 Hit point base.
- Line 5 Hit dice. This is the number of 4 sided dice to
- roll and add to hit point base to determine the
- monster's total hit points.
- Line 6 Armor class of monster.
- Line 7 Number of attacks per round that monster is allowed.
- Line 8 Damage dice. This is the number of 4 sided dice to
- roll to determine damage caused by monster.
- Line 9 Experience points base. Base amount of experience
- points awarded for killing this monster.
- Line 10 Experience points variable. A random number of
- experience points ranging from zero to this number
- will be added to the base experience points to
- determine the total ammount of experience points
- awarded for killing this monster.
- Line 11 Filename of ANSI picture file. This line is
- optional.
- Line 12 Monster's alignment type. Must be a number from 1 to the
- amount of alignment types in this scenario.
- Line 13 Number of lines in description of monster.
- Line 14,15 First two line description of a successful hit by the
- monster. E.g. 'The Dragon disembowels you with a sweep of
- it's razor sharp claws!' The game will randomly choose one
- of these three descriptions.
- Line 16,17 Second two line description of a successful hit by the
- monster. If left blank, the first description is used.
- Line 18,19 Third two line description of a successful hit by the
- monster. If left blank, the first description is used.
- Line 20..X Description of monster.
-
- Repeat lines 1-X for each monster.
-
-
- DxMnn.HDR This file contains the information for each monster. It
- also contains a line index to the start and end of the
- monster's description in the file Dx.Mnn.TXT. These files
- are created from the information in DUNGEONx.Mnn file. The
- format of this file follows:
-
- c40 Name of monster.
- n2 Monster's Level.
- n2 Base Hit Points.
- n2 Hit Dice.
- n2 Armor Class.
- n2 Attacks per Round.
- n2 Damage Dice.
- n4 Base Experience Points.
- n2 Experience Points Dice.
- c10 TerrainType. (Ignored for Dungeon Monsters)
- n2 Alignment.
- c40 Filename of ANSI picture of monster.
- c[2, 80] Successful Hit Description #1.
- c[2, 80] Successful Hit Description #2.
- c[2, 80] Successful Hit Description #3.
- n4 Description Start Index. This index points to the first
- line of this monster's description in TxMnn.TXT.
- n2 Description Length. This is the length of this monster's
- description in lines.
-
-
- DxMnn.TXT Description file for DUNGEONx.Mnn. The file is a standard
- text file. The format of this file follows:
-
- Line 1 Number of monsters in the files DxMnn.HDR and DxMnn.TXT.
- Lines 2... Descriptions of all monsters.
-
-
-
- d is terrain map number.
-
-
-
- General BS:
-
- All plain ASCII files are shown with page breaks. They can be any
- length that you want.
-
- All ANSI files are displayed as is. If you wish to run the game
- locally, you'll need ANSI.SYS or equivallent installed.
-