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1997-08-01
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Customizing DogWorld ][ v2.03 - SOME GUIDELINES
-----------------------------------------------
**NEW** DOG QUESTS!
-------------------
Quests can now be created to further expand your DogWorld ][ game!
These are easy to make and will add a nice touch to your game. See the
file DOGQUEST.DOC for more information on how to make quests for
DogWorld ][!
**NEW** RIP2 WAV SOUNDS!
------------------------
DogWorld ][ v2.03 has built-in internal support for playing
WAV sound files to your Rip2 callers. The caller just needs to
download the optional WAV sound package (DOG2FX.ZIP) and unzip
the WAV files into their rip ICONS directory. I encourage others
to make up alternate DogWorld ][ sound archives as long as they
are shown as such and the original DOG2FX.ZIP is made available
in it's orginal form.
To make an alternate sound package, just rename your new WAV
sound to match the DW*.WAV name that you want to replace. Following
is a list of the WAV sounds that are supplied inside DOG2FX.ZIP:
HOOKS FOR WAV FILES INSIDE DOGWORLD ][ v2.03:
---------------------------------------------
WAVE NAME LOCATION/DESCRIPTION
--------- --------------------
DW101.WAV Player Hit
DW102.WAV Weak Player Hit/Vet Shot
DW103.WAV Player Miss
DW104.WAV Ready for Online/Trainer Fight Sound
DW105.WAV Woke Sleeping Player Sound
DW106.WAV Enemy Death Sound #2
DW107.WAV Male Player Death Sound
DW108.WAV Female Player Death Sound
DW109.WAV Enemy Death Sound #1
DW110.WAV Runaway Sound
DW111.WAV Intro Sound
DW112.WAV Trainer beat you sound
DW113.WAV Beat trainer\Dog Catcher sound
DW114.WAV Threw Liver Snack sound
DW115.WAV Used Magic Collar sound
DW116.WAV Pee on Hydrant Sound
DW117.WAV Dump in Yard Sound
DW118.WAV "Can't do that" sound/NO!
DW119.WAV Catch Frisbee/Play Color Game sound
DW120.WAV Random FeeFee flirt sound #1
DW121.WAV Random FeeFee flirt sound #2
DW122.WAV Random FeeFee flirt sound #3
DW123.WAV Random Lucky flirt sound #1
DW124.WAV Random Lucky flirt sound #2
DW125.WAV Found something/Thinking sound
DW126.WAV Ol-3Legs appears sound
DW127.WAV Lost something, did something stupid sound
DW128.WAV Money sound
DW129.WAV Graveyard scene
DW130.WAV Eating sound.
DW131.WAV Junkyard intro.
DW132.WAV Dogs Barking/Kennel intro/Oneliners
DW133.WAV Dog Growling/Guard Dog intro
DW134.WAV Dog Catcher intro.
DW135.WAV Shakes talks/Pet Store intro
DW136.WAV Grooming Palor intro
DW137.WAV Felt good sound
DW138.WAV Park intro
DW139.WAV Let's get out of here!
DW140.WAV Clearing throat/Vet intro
DW141.WAV Distant Bark
DW142.WAV Near Bark
TEXT & ANSI MENUS - DOGTXT.DAT
------------------------------
Ansi menus for the most part are contained inside the file: DOGTXT.DAT.
You can alter these if you so desire. Non-ansi lines may be mixed with
ansi lines inside the same menu.
There are many codes that can be used inside menus that have special
meaning to DogWorld ][. These codes control things such as color changes,
displaying attribute points, enemy names, etc. These codes can be used
in menus that DO NOT contain ansi escape sequences (plain text). The
codes are also supported inside the external language files: MISCTXT.DAT,
HAZELTXT.DAT, LEVELTXT.DAT, EVENTTXT.DAT, and DOGDREAM.DAT. The codes
are also supported inside ANS/ASC files attached to Quests.
Some codes are also supported in the Rip screens contained in DOGRIP.DAT
and Rip screens attached to Quests. (see below).
DogWorld ][ supports the following codes:
EXTERNAL DISPLAY CODE SUPPORT FOR DOGWORLD ][ V2.03
---------------------------------------------------
COLOR CODES
-----------
`1 Blue
`2 Green
`3 Cyan
`4 Red
`5 Magenta
`6 Yellow
`7 White
`8 Grey
`9 Bright Blue
`0 Bright Green
`! Bright Cyan
`@ Bright Red
`# Bright Magenta
`$ Bright Yellow
`% Bright White
PLAYER GENDER CODES
-------------------
`A If player is male, displays "His", else "Her". RIP
`F If player is male, displays "FeeFee", else "Lucky" RIP
`N If player is male, displays "Boy", else "Girl" RIP
`S If player is male, displays "He", else "She" RIP
`s If player is male, displays "Him", else "Her" RIP
(These 2 codes can be used when refering to FeeFee/Lucky) RIP
`O If player is male, displays "Her", else "His" (opposite gender) RIP
`o If player is male, displays "Her", else "Him" (opposite gender) RIP
OPTIONAL SUPPORTED
ATTRIBUTE CODES (see below) IN RIP:
--------------- ---------- -------
`e Displays Current Enemy Name (w/color support) {n} RIP
`w Displays Current Enemy Weapon (w/color support) {n} RIP
`i Displays Current Enemy Bones {n}
`I1 {n}
" Displays Players Inventory Items 1-9 {n}
`I9 {n}
`g Displays Player Name (color support) {n} RIP
`B Displays Player's Armor (w/color support) {n} RIP
`W Displays Player Weapon (w/color support) {n} RIP
`R Displays player's Breed (w/color support) {n}
`a Displays Player's Agility Points. {n} RIP
`b Displays Player's Bank total {n} RIP
`c Displays Player's Hit Point Total {n} RIP
`; Displays Player's Hit Max Total {n} RIP
`D Displays Player's Defense Point Total {n} RIP
`E Displays Player's Experience Point Total {n} RIP
`H Displays Current Enemy Hit Points {n}
`f Displays Player's Flea Total {n} RIP
`G Displays Player's Bones in Paw Total {n} RIP
`h Displays Player's Hump Total {n} RIP
`L Displays Player's Liver Snack Total {n} RIP
`M Displays Player's Strength Total {n} RIP
`m Displays Player's Time Left in Minutes {n} RIP
`P Displays Player's Pup Total {n} RIP
`l Displays Player's Level {n}
`, Displays Player's Fights Left {n} RIP
`: Displays Player's Human Fights Left {n} RIP
`X1 If expert mode is on - displays "ON", else "OFF". {n}
`X2 If enhanced smell - displays "YES", else "NO" {n}
`X3 If enhanced vision - displays "YES", else "NO" {n}
`X4 if enhanced hearing - displays "YES", else "NO" {n}
`X5 Displays current wind direction, ie. EAST, WEST, etc. {n}
`X6 Displays players appearence, ie. NICE, AVERAGE, GRUNGY {n}
`X7 If mean displays "MEAN", else "NICE".
NOTES: Comma formatting is automatically performed on all numerical
data except Player Level, Fights Left and Human Fights Left.
(Those should never be over 999!).
STORED VALUE CODES
------------------
`T0 Displays Stored Text String0 (Up to 25 characters) {n}
`T1 Stored String1... w/color support. {n}
`T2 Stored String2... optional {n} for width specifier. {n}
`V0 Stored Values 0-9. optional {n} for width specifier. {n} RIP
" (Stored value codes `VA-`VF are reserved for internal use)
`V9
MISC. CODES
-----------
`p Displays (MORE) prompt (Use only at beginning of line!) RIP
`n Sends a Carriage Return to the Screen
`d pauses for 1 second
`d1 pause for 1 to 9 ticks....
" (9 ticks is about 1/2 sec).
`d9
`K Displays "LICKED" if clean mode, else "KILLED"
`{ Displays a left "Curly Brace". Use this if you need to display
a curly brace immediatly after a code that supports formatting
when you're not using any formatting with that code.
Ex: if player bones is 100, `G`{ would display: 100{
FORMATTING CODES - {n}
----------------------
The {n} option is used along with supported display codes to line
up data on the screen. For example:
if player bones is 5000, Bank is 10000, Experience is 15000,
and level is 1....
This:
Bones: $`G{19} Bank: $`b
Experience: `E{20} Level: `l
Displays This:
Bones: $5,000 Bank: $10,000
Experience: 10,000 Level: 1
(Notice how the {n} specifier keeps the data spaced correctly)
NOTE! If the data is longer than the width specifier, the data
will be truncated to that length. For example, if the player's
name is "Dirty Little Dog", `g{14} would display: "Dirty Little D".
Width is always padded with spaces on the right side of the data.
CODES SUPPORTED INSIDE RIP SCREENS - RIP
-----------------------------------------
The codes listed above that have <RIP> out to the right, are
supported inside Rip Screens as well as Mono/Ansi. The only difference
is that the optional formatting code is not supported. (This is needed
in a Rip screen). Also, color codes inside player/enemy names, weapons
and armor are stripped out before the text replacement is done. (I may
do a Rip Color conversion for these data types in a future version of
DogWorld ][.
DOG DREAMS - DOGDREAM.DAT
-------------------------
This file can be modified, or you can add more dreams to it. Up
to 999 dream sequences are supported. @#DREAM001-@#DREAM999.
All color codes are supported and most of the codes listed above are
also supported.
TRAINER TEXT - LEVELTXT.DAT
---------------------------
This file can be modified. This file contains text that will be shown to
the player when they complete a level along with other text related to
fighting and level raises. All color codes and most of the codes listed
above are supported.
EVENT TEXT - EVENTTXT.DAT
-------------------------
This file can be modified. This file contains most of the text
associated with events inside the game. All color codes and most of the
codes listed above are supported.
GROOMING PARLOR TEXT - HAZELTXT.DAT
-----------------------------------
This file can be modified. This file contains the text from the
Grooming Parlor along with other text. All color codes and most of the
codes listed above are supported.
MISC. TEXT - MISCTXT.DAT
------------------------
This file can be modified. This file contains misc. text from inside
the game. All color codes and most of the codes listed above are supported.
EXTERNAL "NEWS FLASH" FILES - (see file names below)
----------------------------------------------------
There are several files included with DogWorld ][ that we will call
"News Flash" files. At various points during the game, DogWorld ][ will
read from one of these files and randomly pull an item (line) out of the file
and add that line to the "Daily Herald". The text in these files can be
changed as long as certain rules are followed. Some of the guidelines are
as follows:
1. First line is always ignored and is used as a description.
2. Second line always contains the number of "News Flash" items.
3. Lines of text inside these files should never be more than 375 characters
long, including any special codes or spaces. (before code substitution)
Multiple lines can be shown on the screen by placing the (`n) code at
various places within the line of text.
In addition to the standard color codes the following codes are supported:
`g - Player's Name (alias).
`e - Enemies Name.
`n - Carriage Return.
`s - If male, inserts "Him", else inserts "Her".
`S - If male, inserts "He", else inserts "She".
`A - If male, inserts "His", else inserts "Her".
`N - If male, inserts "Boy", else inserts "Girl".
ALLEYTXT.DAT - for dogs that are killed in alley.
BADSAY.DAT - for dogs that are killed by other dogs.
BADTRAN.DAT - for dogs that are killed by the trainer.
FOODTXT.DAT - for dogs that are poisoned at the kennel.
GOODSAY.DAT - for dogs that beat other dogs.
GOODTRAN.DAT - for dogs that beat the trainer.
RUNALLEY.DAT - for dogs that run away from alley creatures.
RUNDOG.DAT - for dogs that run away from other dogs.
RUNTRAN.DAT - for dogs that run away from the trainer.
VITATXT.DAT - for dogs that OD on vitamins.
**NEW**
NPC-ONELINER ITEMS - (see below for file names)
-----------------------------------------------
These files contain the one-liners that the NPC's put into the
three one-liner areas (kennel, park, bridge). The NPC's name and
comment are stored on the same line. All color codes are supported,
plus most of the above codes. Each one-liner contains the NPC name
followed by a colon (:). The colon MUST be there! After the name,
there MUST be a "`n" and then the NPC's comment. You should limit
names to around 20 characters or less and try to limit the comment
to around 60 characters. Remember to allow about 20 characters for
any name substitutions (`e,`g). Here is an example:
`3Smelly Dog:`n`!"Where's the bathroom around here?"
NPC-BRID.DAT - NPC oneliners for the bridge oneliner.
NPC-KEN.DAT - NPC oneliners for the kennel oneliner.
NPC-PARK.DAT - NPC oneliners for the park oneliner.
BEGINNING "DAILY NEWS" ITEMS - DAILYTXT.DAT
-------------------------------------------
This file contains the quips that start off the daily news. You
can modify/delete/add items to this file. (Make sure the second line
is the number of items!). All color codes are supported along with
most of the codes listed above.
PLAYER NAMES
------------
Standard Color Codes are supported, (see above)
ENEMY NAMES/WEAPON/ARMOR
------------------------
Standard color codes are supported here too. (See codes above).
PLAYER ARMOR/WEAPON NAMES
------------------------
Standard color codes are supported here too. When registered,
you may use DogEdit to modify armor and weapon names.
TRAINER NAMES/WEAPONS
---------------------
Standard color codes are supported here too. When registered,
you may use DogEdit to modify these names.
DOG BREED TYPES
---------------
Standard color codes are supported here too. When registered,
you may use DogEdit to modify these names.
GUARD DOG NAMES
---------------
Standard color codes are supported here too. When registered,
you may use DogEdit to modify these names.
ROMANTIC SAYINGS
----------------
Standard color codes are supported here too. When registered,
you may use DogEdit to modify these names.
USER-TO-USER MAIL
-----------------
All standard color codes are supported inside user-to-user mail.
BADWORDS.DAT
------------
This file contains a list of "bad" words and their replacements.
You can use DogEdit to set the "Bad Word Filter Area" to PUBLIC or
to ALL. Public makes the filter active for the one-liner areas. All
makes the filter active for one-liners and User-to-User mail. The
format of the file is as follows:
; comments
<bad word>|<good word>
<bad word>|<good word>
You can also have "bad" phrases replaced by "good" phrases. Just
make sure you keep the word/phrase under 35 characters. After the
replacement is done, if the sentence runs past the maximumn length,
it will be truncated to 75 characters. Because of this, you should
try to keep the "good" and "bad" sides about the same length.
Have fun customizing your DogWorld game!
- one of the most customizable games around!
-Ken Cothran
Author of DogWorld ][!