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1996-11-08
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┌┐ ┌─ ┌┬──┐┌┬── ┌┬──┐ ┬┬──┐ ┌┬──┐ ┌┬──┐
├┼─┴┐ ├┤ │├┤ ┬┐ └┴─┬┐ ├┤ │ ├┤ │ ├┤
└┘ └ └┴──┘└┴─┴┘ └──┴┘ ┴┴──┘ └┴──┘ └┴──┘
(Knights Of The Golden Sword)
(c) Copyright 1996: ReynCool Gamewares
All rights reserved.
This file may be shared with all, in it's unmodified shareware format.
**THIS ZIP/ARJ MAY NOT BE DISTRIBUTED IF CHANGED IN ANY WAY**
Disclaimers
--------
KOGS is distributed without warranty. In no event will ReynCool be
liable to you for damages, including any loss of profits, lost
savings, or other incidental or consequential damages arising out of
your use or inability to use or seting up the game, even if ReynCool
or an reperseniive of ReynCool is advised in advance. used this software
at your own risk.
KOGS has been beta tested for over three months with out incidence on
WildCat! and Battleship single node boards being played every day.
Introduction to KOGS
_____________________
Knights of the Golden Sword (KOGS) is a role playing game which
can be played on Bulletin Board Systems or by local bat. Players
fight monsters, meet interesting characters and take the time
module to the 20th century where they buy items at stores in
several cities and bring them back to the interesting characters
in the 12th century where they swap the items for information on
locating jewels.
Jewels are then taken to the king and the king places the players
on higher and higher levels until they reach the 12th level where
they are knighted and a ball is held in their honor.
Note, unregistered copies of the game allow players to go only
through six levels and then they are reset back to level one.
An exciting feature of the game is the contest that is explained at
the end of the 12th level. The contest, open to both sysops and
players has prizes of $500, $300 and $200.
Make sure you register KOGS so your players can get to the 12th
level.
KOGS is a game that really gets the player involved as the player
can write parts of the game through our Storyline feature!
Index
-----
(1) Files ________________________________________________
(2) Setting_up_KOGS_configuration_file ____________________
(3) Special_configuration_files __________________________
(4) Sample_batch_files ___________________________________
(5) Support ______________________________________________
(6) FAQ __________________________________________________
(7) Registration _________________________________________
Files
-----
Copy your kogs150.zip to the directory where you are going to run
KOGS. Unzip kogs150.zip to that directory. These are the files below
you should have. Make sure you see the AV by each file. This verifies
their authenticity. Look for Granville Cooley at the bottom. This is
your assurance that the files have not been tampered with. If the
files have been tampered with you should not use them. You should then
download the newest version from the Playground BBS 901-644-0466 or
from our Internet home page http://www.10mb/reyncool.htm.
README 1ST 397 11-07-96 9:01p
FILE_ID DIZ 479 11-08-96 7:13p
KOGSCFG EXE 136,539 10-23-96 7:59p (The exe file for the game)
KOGSCFG EXE 136,471 07-07-96 5:29p (Used to setup Kogs.cfg)
STORYLN EXE 61,825 09-01-96 4:20p (Used to write new story
lines for KOGS)
KINGB_01 TXT 2,742 02-23-96 12:16a (Used with story line 1)
KINGB_02 TXT 3,372 09-05-96 8:53p (Used with story line 2)
KOGSINT TXT 8,164 10-23-96 10:58p (KOGS online instructions)
KOGSOLD TXT 4 08-04-96 12:32p (Yesterdays news to start out)
ITEM_01 DAT 57,183 07-07-96 3:05p (Storyline for 1st 12 levels)
ITEM_02 DAT 57,183 07-28-96 5:53p (Storyline for 2nd 12 levels)
STORYLN DAT 57,183 08-23-96 7:48p (Sample storyline to be used
with storyln.exe)
Below are data files for monsters you fight
LEVEL_09 DAT 1,176 02-23-96 10:02p
LEVEL_05 DAT 1,176 02-23-96 9:47p
LEVEL_08 DAT 1,176 02-23-96 9:58p
LEVEL_03 DAT 1,176 02-23-96 8:57p
LEVEL_01 DAT 1,176 03-15-96 10:16a
LEVEL_04 DAT 1,176 02-23-96 9:28p
LEVEL_06 DAT 1,176 02-23-96 9:51p
LEVEL_07 DAT 1,176 02-29-96 5:55p
LEVEL_02 DAT 1,176 02-29-96 5:56p
LEVEL_12 DAT 1,176 02-22-96 11:32p
LEVEL_11 DAT 1,176 02-23-96 10:08p
LEVEL_10 DAT 1,176 02-23-96 10:05p
Special configuration files used by tdoors
TDKOGS CFG
TDKOGS3 CFG 52 02-01-96 1:31a
TDKOGS1 CFG 50 02-08-96 9:08p
TDKOGS2 CFG 55 02-07-96 8:23p
TDKOGS0 CFG 50 08-23-96 10:06p
Graphics
KOGKEY2 ASC 1,329 04-14-96 2:25p
KOGKEY7 ASC 1,329 04-14-96 2:28p
KOGSMEN1 ASC 1,164 04-14-96 4:53p
KOGKEY4 ASC 1,329 04-14-96 2:26p
TIMEMOD2 ASC 1,191 04-14-96 3:51p
AIRPORT1 ASC 1,656 04-14-96 2:36p
KOGKEY12 ASC 1,329 04-14-96 2:31p
KOGSMEN2 ASC 1,308 04-14-96 4:52p
AIRPORT4 ASC 1,625 08-04-96 2:24p
KOGINTRO ASC 1,302 09-06-96 6:51p
KOGKEY5 ASC 1,329 04-14-96 2:27p
KOGKEY6 ASC 1,329 04-14-96 2:27p
SKYLINE ASC 151 04-14-96 2:35p
KOGKEY8 ASC 1,329 04-14-96 2:29p
KOGKEY9 ASC 1,329 04-14-96 2:30p
KOGKEY10 ASC 1,329 04-14-96 2:30p
KOGKEY11 ASC 1,329 04-14-96 2:31p
AIRPORT2 ASC 1,656 09-06-96 6:36p
AIRPORT5 ASC 1,656 09-06-96 6:38p
KOGKEY1 ASC 1,334 04-14-96 7:37p
KOGSOPEN ASC 590 08-23-96 8:51p
KOGKEY3 ASC 1,329 04-14-96 2:26p
AIRPORT3 ASC 1,656 09-06-96 6:37p
KOGSBAR ASC 1,436 04-15-96 8:37p
TIMEMOD1 ASC 1,191 04-14-96 3:51p
KOGSMENC ASC 1,308 10-06-96 3:25p
Color Graphics
SKYLINE ANS 812 03-14-96 10:17p
KOGKEY3 ANS 1,122 03-12-96 10:17p
KOGSBAR ANS 2,843 03-17-96 2:18a
KOGS3 ANS 3,081 08-23-96 8:31p
KOGKEY9 ANS 1,252 03-17-96 3:17a
AIRPORT1 ANS 1,966 03-17-96 8:52p
KOGSMEN2 ANS 798 03-17-96 7:09p
AIRPORT3 ANS 2,192 06-10-96 1:10a
KOGS1 ANS 2,196 09-07-96 11:17p
KOGSMEN1 ANS 1,073 03-08-96 9:21p
KOGSOPEN ANS 1,417 06-10-96 1:02a
KOGKEY2 ANS 1,122 03-12-96 10:15p
KOGINTRO ANS 1,185 09-06-96 6:49p
KOGKEY4 ANS 1,122 03-12-96 10:18p
KOGKEY5 ANS 1,122 03-12-96 10:20p
KOGKEY6 ANS 1,122 03-12-96 10:22p
KOGKEY7 ANS 1,122 03-12-96 10:24p
KOGKEY8 ANS 1,122 03-12-96 10:25p
KOGKEY10 ANS 1,122 03-12-96 10:27p
KOGKEY11 ANS 1,122 03-12-96 10:29p
KOGKEY12 ANS 1,122 03-12-96 10:31p
KOGS2 ANS 1,875 08-23-96 8:24p
HILLSMEN ANS 3,461 03-14-96 9:37p
TIMEMOD1 ANS 1,856 04-22-96 1:16p
AIRPORT4 ANS 2,256 06-22-96 10:15p
AIRPORT2 ANS 2,192 06-10-96 1:13a
KOGKEY1 ANS 1,122 04-14-96 7:13p
TIMEMOD2 ANS 1,856 04-22-96 1:19p
AIRPORT5 ANS 2,192 06-10-96 1:12a
KOGSMENC ANS 967 10-06-96 3:29p
KOGS configuration file
KOGS CFG 1,655 10-23-96 8:36p
Registration form
KOGS REG 1,336 10-23-96 8:35p (KOGS registeration form)
Documentation files
KOGS DOC 28,421 11-08-96 8:15a (This file)
STORYLN DOC 14,569 11-08-96 7:46p (doc on storyln editor)
Sample batch files
STORYP BAT 132 09-01-96 4:32p (Copies storyln files to story dir)
STORYB BAT 106 09-01-96 4:40p (Copies storyln files to drive b:)
STORYA BAT 106 09-01-96 4:39p (Copies storyln files to drive a:)
NODE1 BAT 28 08-26-96 9:17p (Single batch file for one node boards)
LOCAL BAT 27 07-15-95 6:53p
KOGSDOOR BAT 503 10-08-96 9:14a
LOCK FIL (Dummy file to use with the door inuse batch file)
___________(2) Setting_up_KOGS_configuration_file ___________
The first thing to do of course is to configure KOGS for your board.
This file is brought up by typing in kogscfg.exe
You will get the following screen:
Ansi filename :
Txt filename :
Max users :0
Max fights :0
Starting money :0
KOGS path :
Max days off before deletion :
Configure Users
Configure Armor
Configure Weapons
Configure Monsters :Level 1
Register KOGS
Print out Registeration form
Quit and save
Now let's go through the Menu Items one by one:
Ansi filename-Select this and a drop box will show at the bottom.
Start from the extreme left. If you put in spaces it will erase what
you have done. This is where the player "standings" will go.
Some bulletin boards call these "bulletins." It can be any path and
filename you want to make it. Here is a example below :
Ansi filename : eg: c:\wc\bul\kogsbul.ans
(Note: This has to be filled in even if you are not going to use the
scores. Just put this path to your KOGS directory. Otherwise the game
will not run.)
Txt filename-Select this and a drop box will show at the bottom.
Start from the extreme left. If you put in spaces it will erase what
you have put in. This is where the player "standings" will go in if
they are ASCII. Here is a example below :
Txt filename : eg: c:\wc\bul\kogsbul.asc
(Note: This also has to be filled in.)
Max users-Select this and press Enter. A drop box will show at
the bottom. Start from the extreme left. If you put in spaces
it will erase what you have put in. This is where you put in the
maximum number of players using the game.
An example is:
Max users :50
Max fights-This is where you put in the maximum number of "monster
fights" per day. The Enter key toggles 15, 20 and 25. You can use
what you like depending on board activity.
An example is:
Max fights :20
Starting gold-Select this and press enter a drop box will show at
the bottom. Start from the extreme left. If you put in spaces
it will erase what you have put in. This is where you put in the
amount of gold each player starts the game with. Because gold
is exchanged for money and money is used to buy items in the 20th
century we suggest starting gold of 500.
An example is:
Starting gold :500
KOGS path-This is where you put your path where the game is run from
and all it files reside.
An example is:
KOGS path :c:\wc\door\KOGS\
Max days off before deletion-Select this and press enter a drop box
will show at the bottom. Start from the extreme left. If you put in
spaces it will erase what you have put in. This is where you put in
the number of days a player can be inactive before being deleted.
An example is:
Max days off before deletion :30
Configure Users (There are certain features that will not work
in the unregistered version of the game. The features that will
not work in the unregistered version are: User role, making the
jewel true or false and making the sword true or false.)
When you select this Menu Item a screen comes up as shown below:
Name : Alias :
Experience : Level :
Status : Gender :
Armor# : Weapon :
Gold on hand: Gold in bank:
Cash on hand: Cash in bank:
Hit points : User fights :
User role : Reset User :
Jewel : Days off :
Seen King : Sword :
Quit & save
Configure Armor-When this Menu Item is selected another menu comes up
as shown below. Select weapon and Enter and a drop down box will
let you type in the name of the armor:
(Registerd users only)
(1 )Red Tee Shirt
(2 )Wooden Shield
(3 )Steel Shield
(4 )Silver Shield
(5 )Golden Shield
(6 )White Breast Plate
(7 )Black Breast Plate
(8 )Silver Breast Plate
(9 )Golden Breast Plate
(10)Knight's Body Armor
(11)Silver Body Armor
(12)Golden Body Armor
(13)King's Body Armor
(14)Magic Shield
(15)Magic Armor
Quit to main menu
You can change these to any kind of armor you like.
Configure Weapons-When this Menu Item is selected another menu comes up
as shown below. Select weapon you want to change and press Enter.
A drop down box will let you type in the weapon:
(Registerd users only)
(1 )Pocket Knife
(2 )Steel Dagger
(3 )Silver Dagger
(4 )Gold Dagger
(5 )Steel Sword
(6 )Silver Sword
(7 )Knight's Sword
(8 )Prince's Sword
(9 )King's Sword
(10)Silver Lance
(11)Gold Lance
(12)Knight's Lance
(13)Prince's Lance
(14)King's Lance
(15)Magic Lance
Quit to main menu
You can change these to any kind of weapons you like.
The next item on the Main Menu is:
(Registerd users only)
Configure Monsters : Level 1
When this Menu Item is selected another menu comes
up as shown below:
level_01.dat monster 0
Monster's description : Huge Black Bear
Prefix before description : a
Monster's weapon : Sharp Claws
Monster's hit points : 40
Monster's def strength : 3
Monster's off strength : 3
Quit and save
Let's go through those Menu Items one by one:
At the top is shown level_01.dat which means these are the monsters
for the first level in the game and there are 12 levels in the game.
In each level there are 12 monsters, numbered from 0 through 11. So
there are a total of 144 monsters in the game.
To go to the monster you want to change, use the right and left
arrow keys. Then use up and down arrows to select from the menu.
The information here is for monster 0 on the first level.
Monster's description : Huge Black Bear
Information at the bottom of the screen tells how to make the changes.
If you want to change the name of the monster you will have a place
to type it in.
Prefix before description : a
In the program it says "you run into" so you might want to have "a" or
"the" or nothing before the monster. As it is set here it would
appear in the program as "you run into a Hugh Black Bear."
For the name of a person you would not want a prefix. So we have none
in front of Richard Simmons. So the program says "you run into Richard
Simmons."
You might want to have "the" come up as a prefix for something like
King's Jester. So it would come out in the program "you run into the
King's Jester.
These prefixes are changed by using Enter as a toggle as noted at the
bottom of the screen.
Monster's weapon : Sharp Claws
Here again you can change this by typing in something at the bottom
of the screen. You can type it in as shown or you might want to say
his Sharp Claws or her Sharp Claws if the monster if female. Check
out some of the other monsters and you will get the idea.
Monster's hit points : 40
You can give the monster a little advantage by increasing its hit
points or disadvantage by decreasing its hit points. This is changed
by toggling with Enter as indicated at the bottom of the screen.
Be aware of the fact that if you make the monsters too strong no one
can beat them and discourage them from playing the game. As it is
set up now we think that the game is about right, competitive, but
not too hard to play.
Monster's def strength : 3
This is the monster's defensive strength and it can be increased or
decreased through the use of the Enter toggle. The numbers will go
up to a certain point and then start from the beginning. As above we
think the numbers are set about right for a competitive game.
Monster's off strength : 3
This is the monster's offensive strenth and it can be increased or
decreased through the use of the Enter toggle. The numbers will go
up to a certain point and then start from the beginning. As above
we think that the offensive strength is about right.
Quit and save is self-explanatory.
When you get back to the main menu you can change the monsters on other
levels. By using the right and left arrow keys, select the level you
want to go through and then press Enter and the monster menu will come
up again and you can make your changes.
The next Menu item is : Register KOGS
After you have registered KOGS and have received your registration
number this is where you will put the information. Press Enter on the
Menu item and a box will come up at the bottom of the screen. You will
be asked for the name under which you want to register KOGS. Type this
exactly as it appears on your registration slip as this is case
sensitive. Then you will be asked for the 20-character registration
string. These will be characters and numbers. Type them in exactly
as they appear on your registration slip.
The next Menu item is Print Out Registration form.
See item No. 7 of this doc for that information.
(3) Special_configuration_files __________________________
KOGS uses TDoor for it communications between the game and modem.
TDoor is DesqView aware.
Supports all of the most popular door data file formats:
TriBBS, PCBoard, GAP (DOOR.SYS), Spitfire, WildCat!, RBBS,
and WWIV. Thus, a door built around TDoor is compatible
with a wide range of BBS software.
RUNNING A TDOOR DOOR
----------------------
A tdoor-based door program is run by entering a command similar to
the following:
KOGS tdkogs.cfg nonstandardirq
In the above command line, "door" is the name of your door's EXE file,
KOGS in this case and the "config" parameter is the name of the door's
configuration file. The configuration file can have any name the sysop
chooses, but it must reside in the same directory as the door.
The configuration file is an ASCII text file with the following format:
(NOTE: KOGS USES TDKOGS0.CFG ON SINGLE NODES FOR ABOVE FILE.
IF MORE THEN ONE NODE IS USED THEN TDKOGS1.CFG,TDKOGS2.CFG AND ECT.)
Line 1: Door data file type.
Line 2: Path to the door data file(s).
Line 3: BBS name.
Line 4: Sysop's name.
Line 5: Locked baud rate.
As illustrated above, the door's data file type is specified in line 1
and can be PCB for PCBoard, GAP for GAP (DOOR.SYS), SF for Spitfire,
RBBS for RBBS, WC for WildCat!, TRIBBS for TriBBS, or WWIV for WWIV.
The locked baud rate is specified in line 5. If the sysop doesn't
lock his serial port, he must specify 0 for the locked baud rate.
NOTE: Although many door formats do pass the locked baud rate in the
door data files, some older formats such as RBBS do not. For
conformity, tdoor requires that you specify the locked baud rate in
line 5 and ignores any value passed in the door data files.
The following is a sample door configuration file:
TRIBBS
C:\TRIBBS\
The Lobster Buoy
Mark Goodwin
38400
The "nonstandardirq" parameter is used to specify a nonstandard IRQ
for the serial port. The legitimate range of values is from 0 to 15.
tdoor can be run locally without a door data file (handy for the
sysop to use the door without logging on to the BBS) by specifying
LOCAL after the configuration file parameter in the DOS command line.
tdoor will request the user to enter his name before running the
door.
NOTE: KOGS HAS A LOCAL.BAT THAT IS ALREADY SET UP JUST TYPE LOCAL
(4) Sample_batch_files ___________________________________
local.bat
eg: KOGS TDKOGS.CFG LOCAL
(NOTE: if you run the local.bat from your KOGS directory no path is
necessary. If not cd to your KOGS directory first.
Since all systems are different and each sysop knows their system
better than we do, we are just going to give a few examples of
some systems.
(NOTE: KOGS needs to be set to run on one node at a time. Set this
if your BBS supports it. We hope on the next version to run the
game on more than one node at a time. If your BBS does not support
it, you will have to write a batch file similar to the one below.
If you can configure your BBS to support KOGS running on just one
node at a time you can edit the batch file below and take the
inuse1 inuse2 etc. out. We have a sample Kogsdoor.bat that you
can edit in the game.)
if %node% == 1 goto node1
if %node% == 2 goto node2
if %node% == 3 goto node3
goto end
:node1
c:
cd \kogs
if exist door.lok goto inuse1
copy lock.fil door.lok
copy c:\gap\node1\door.sys
kogs tdkogs1.cfg
del door.lok
goto end
:inuse1
echo Sorry, door currently in use by another node. >com1
dir
c:
cd \gap\node1
goto end
:node2
c:
cd \kogs
if exist door.lok goto inuse2
copy lock.fil door.lok
copy c:\gap\node2\door.sys
kogs tdkogs2.cfg
del door.lok
goto end
:inuse2
echo Sorry, door currently in use by another node. >com2
dir
c:
cd \gap\node2
goto end
:node3
c:
cd kogs
if exist door.lok goto inuse3
copy lock.fil door.lok
cd c:\kogs
copy c:\gap\node3\door.sys
kogs tdkogs3.cfg local
del door.lok
goto end
:inuse3
cls
@echo Sorry, door currently in use by another node.
pause
c:
cd \gap\node3
goto end
:end
In the example above, node3 is different because here it is
used as the local node in GAP. If your local node is another node
other than node3, then write it like node3.
On the other nodes (other than local) make sure you use
the right redirection of the inuse message to the comm port
for the node you are on.
The batch file above can be copied and pasted to New and used in
the batch file that you want to run KOGS from. You can name this
batch file anything you like.
After copying the batch file to New, you must edit it to fit
your paths and your configuration. You must also edit the tdkogs.cfg
for each node, tdkogs1.cfg, tdkogs2.cfg, etc. If all your comm ports
use the same baud rate, you can just edit tdkogs.cfg and use it on
all your nodes.
On your local node, be sure to call KOGS with, for example:
Kogs tdkogs.cfg local
If you have just one node don't use the above example, just call KOGS
in a single batch file. For example:
kogs tdkogs.cfg
If you have a nonstandardirq on your comm port call KOGS, for example,
(kogs tdkogs.cfg 5) where the 5 is is your nonstandardirq.
Be sure to edit your tdkogs.cfg or tdkogs1.cfg ect to reflect your paths
and your fixed baud rate. (NOTE if your baud rate is not fixed put 0 for
baud rate.)
If you can set the door to run on one node on your bbs software you can
edit and use kogsdoor.bat.
If you copy your door system file to your KOGS directory, then in
tdkogs.cfg make sure your door systems file is to your KOGS directory
where all your files reside. Else make your path to where your door
system files can be found.
eg C:\wc\wcwork\node1\
______________(5) Support _______________
The PlayGound BBS -------------------------------901-644-0466
( The Newest ver. can be freq. from same Number )
Support is available from here too.
Internet home page http://www.10mb/reyncool.htm
internet Email reyncool@10mb.com
johnr@compu.net
johnr11@juno.com
________________(6) FAQ ___________________
We don't have any question yet. As we get them they can be viewed on our
home page at http://www.10mb.com/reyncool.htm
__________(7) Registration Form __________
There are four ways to print out KOGS registeration form:
(1) You can print out the registration form from within kogscfg.exe
editor.
(2) At the DOS prompt in your KOGS directory eg: type kogs.reg > prn
(3) Pull up kogs.reg in your editor, fill it out and save it as
register.txt. (Don't save as kogs.reg as it a read only file.) Print
this out on your printer.
(4) If you do not have a printer, pull up kogs.reg in your editor
to use as a guide and on a piece of paper write out all the
information required.
Send check or money order in U. S. Funds in the amount of $15.00 to:
ReynCool Gamewares
PO Box 123
Paris, Tenn. 38242
USA
(Make check or money order to ReynCool Gamewares)
With this registration the next version of KOGS is free.
If you have any comments on Knights of the Golden Sword we would certainly
appreciate getting them.
End of kogs.doc