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┌─────────────────────────────────────────────────────────────────╖
│ Thabean Knights Ver 1.3 Quest Writing Documentation ║
╘═════════════════════════════════════════════════════════════════╝
Quests are the substance of the Thabean Knights.
Like all good story-telling, the way a Quest is written
will determine the player's enthusiasm for it.
It is suggested that you not deviate too far from the setting
of the Thabean Knights to insure continuity for the players.
FORMAT:
======
The quest files are designed to give you (and your "Knights")
the power to control the game. Creating good quest files will
keep the game interesting and a challenge.
The format of the quest files:
(Quest 1) -TITLE
-AUTHOR
:START
.
.
:FINISH
(Quest 2) -TITLE
-AUTHOR
:START
.
.
:FINISH
KEYS:
=====
Each player's Knight has 100 "Keys" dedicated to the quests.
Each Key is numbered from 1 to 100 (Key1, Key2, ..., Key100),
and stores a value from 0 to 255.
The player's Keys may be set, compared, incremented and
decremented within the quest. The Keys are saved from quest to
quest, however, all the Keys are reset when the player completes
a level's quests.
- 1 -
COMMANDS:
========
The commands of the Quest###.RAW text files form a simple
language of words. At times they can get cryptic (during long
quests) so you will probably want to use a lot of comment lines
(the ";" at the beginning of the line indicates a comment).
COMMAND PARAMETERS
-Answer [Number]
-Ask [ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789]
* -Author [Author of Quest]
-Clear
-Color [Fore] [Back] [Blink]
-EndAns [Number]
-Exit
-Exper [+/-] [Amount]
* :Finish
-Foe [Number Flee Move Attack Close]
-Gold [+/-] [Amount]
-Gosub [Label Number]
-Goto [Label Number], [Start] or [Finish]
-HP [+/-] [Amount]
-IF [(KEY# or GOLD) =,<,> Number]
-IFElse
-IFEnd
-Key [## +/- ##]
:Label [Number]
-Pause [Milliseconds]
-Poison [+/-] [Amt]
-Return
-RiteC [Text]
-RiteN [Text]
-RiteW [Text]
-RndFoe
-RndMon
-RndKey [Key Min Max]
-Set [Key Number Or STR, DEX, CON, WIS, CHA]
* :Start
* -Title [Title of Quest]
-Turns [Number]
-Wait
* Indicates required commands necessary for each quest.
NOTES: Any blank lines (not beginning with a command) are ommitted.
None of the commands are Case Sensitive (upper or lowercase).
The "-" and ":" command switches are necessary for each line.
The brackets "[" and "]" should not be typed. They are shown
here for emphasis only.
- 2 -
COMMANDS EXPLAINED:
==================
-Answer [Number]
--------------------------------------------------------------------
Begins the results for the index to the character returned
from -Ask. In the -ASK example, -ANSWER 1 would be used if the
player pressed "A".
-Ask [ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789]
--------------------------------------------------------------------
Waits for a specific key from the list after -Ask.
Example:
-ASK ABC123
Stop and wait for the player to press "A","B","C","1","2",
or "3". Each letter is assigned a number in the order of
appearance ("A"=1, "B"=2, etc) for calls from -ANSWER
and -ENDANS.
-Author [Author of Quest]
--------------------------------------------------------------------
The Author is automatically centered and displayed just after
the title. There is no delay after the Author. This allows you
to set your own -Pause time at the top of the quest or display
a description of the quest and then -Wait.
-AUTHOR should be the line following the -TITLE line.
-Clear
--------------------------------------------------------------------
Clear the Screen in the current color.
- 3 -
-Color [Fore] [Back] [Blink]
--------------------------------------------------------------------
FOREGROUND BACKGROUND BLINK
0 - Black 8 - Dark Grey 0 - Black 0 - OFF
1 - Blue 9 - Light Blue 1 - Blue 1 - ON
2 - Green 10 - Light Green 2 - Green
3 - Cyan 11 - Light Cyan 3 - Cyan
4 - Red 12 - Light Red 4 - Red
5 - Magenta 13 - Light Magenta 5 - Magenta
6 - Brown 14 - Yellow 6 - Brown
7 - Grey 15 - White 7 - Grey
All color changes remain until the next call to -COLOR.
If Blink is ommitted, only the Foreground and Background will
change. The Blink will remain as it was the last time it was
changed.
Another way to change colors in the text is by using color the
control codes. They are far easier to understand when reading
portions of the quest with a lot of color changes.
The color control codes are created by typing the ASCII 11
character (most easily created by holding down the ALT key while
typing 11 on the number pad.) Most text editors support the
ALT Key - Number Pad combinations. This creates the "male" symbol
(the arrow out of the circle).
Then type the "[" bracket and then the ForeGround and Background
colors from the chart below.
FOREGROUND BACKGROUND
( Blink ON ) ( Blink OFF )
0 - Black 8 - Dark Grey 0 - Black 8 - Black
1 - Blue 9 - Light Blue 1 - Blue 9 - Blue
2 - Green A - Light Green 2 - Green A - Green
3 - Cyan B - Light Cyan 3 - Cyan B - Cyan
4 - Red C - Light Red 4 - Red C - Red
5 - Magenta D - Light Magenta 5 - Magenta D - Magenta
6 - Brown E - Yellow 6 - Brown E - Brown
7 - Grey F - White 7 - Grey F - Grey
Examples: (Substitute the ALT-11 Key press for the "&" symbol)
&[E0 Hello - Would display Hello in yellow on black
&[E8 Hello - display Hellow in blinking yellow on black
&[F0 H&[E0ello - Would display Hellow with the "H" in
white and "ello" in yellow.
Any color changes remain until the next change.
- 4 -
-EndAns [Number]
--------------------------------------------------------------------
Ends the results for the index to the character returned
from -Ask. In the -ASK example, -ENDANS 1 would be end the
results portion if the player pressed "A".
-Exit
--------------------------------------------------------------------
Exit the Quest without giving the player credit for completing
it. Use this instead of -GOTO FINISH when you wish to have the
player exit without finishing the quest.
-Exper [+/-] [Amount]
--------------------------------------------------------------------
Used to alter the player's experience points.
Example:
-Exper + 10 would add 10 to the player's experience
-Exper - 2 would subtract 2 from the player's exper.
:Finish
--------------------------------------------------------------------
End of Quest Label. This MUST be the last line of the Quest.
-Foe [Number Flee Move Attack Close]
--------------------------------------------------------------------
Place the player's Knight in battle with a predetermined foe.
* NUMBER - A list of foes is available from your sysop in file
format. If you wish to have your sysop create a new
foe for the quest, see the "FOE" section at the end of
this document.
FLEE - If you include the FLEE parameter, the player and
the foe will both have the flee option available
during battle. Otherwise it will be a fight to the
death.
MOVE - If you include the MOVE parameter, the player and
the foe will be able to move. Use this when the
encounter occurs in an open area (open enough to
allow movement).
ATTACK - If you include the ATTACKED parameter, the foe will
get the first attack. Use this when you wish the
player to be surprised by the foe.
CLOSE - If you include the CLOSE parameter, the foe will
be close to the Knight when the battle begins.
Otherwise, the starting distance will be randomly
set.
- 5 -
-Foe [Number Flee Move Attack Close] (CONTINUED)
--------------------------------------------------------------------
* - IMPORTANT! The Number must correspond to an existing
foe. See the "FOE" section at the end
of this document.
Make sure that the Level of the Foe corresponds to the level
of the quest you are creating.
It is important to remember that during battle, the Knights
will have access to all of their statistics and can use/ready/
and wear their equipment.
-Gold [+/-] [Amount]
--------------------------------------------------------------------
Used to add/subtract gold from the player.
Examples:
-Gold - 10 would subtract 10 from the player's gold
-Gold + 100 would add 100 to the player's gold
-Gosub [Label Number]
--------------------------------------------------------------------
Jumps to Label Number (1-100) until -Return is called. Up to 100
Gosubs may be "nested" within loops. This allows for greater
flexiblity and space saving when you wish to call a frequently
used portion of the quest (like viewing a map) without losing
the player's current place in the Quest.
-Goto [Label Number], [Start] or [Finish]
--------------------------------------------------------------------
Jump to :Label Number (1-100), :Start, or :Finish of Quest.
Unlike -GOSUB, -Goto will not keep track of the player's current
position in the quest. This is effective when moving from area
to area or moving around areas when the player is not equiped to
undergo specific areas.
-HP [+/-] [Amount]
--------------------------------------------------------------------
Used to add/subtract points from the player's hit points.
Examples:
-HP - 10 would subtract 10 from the player's Hit Points
-HP + 10 would add 10 to the player's Hit Points
- 6 -
-IF [(KEY# or GOLD) =<> KEY# or Number]
--------------------------------------------------------------------
Begin the TRUE of the IF Statement. If the If statement is
true then the quest will continue until -IFElse is encountered.
Example:
-If Key1 < 100 Is Key1 less than 100?
-GOTO 1 Yes, goto Label 1
-IFELSE End True, Start False
-GOTO Finish No, goto the end of the Quest
-IFEND End
-IF GOLD > 50 Is Player's Gold greater than 50?
-GOLD - 50 Yes, Reduce the GOLD by 50
-IFEND End
-IF Key10 < Key20 Is Key10 less than Key20?
Note that the -IFElse statement (false portion to the IF) is not
necessary for the IF statement to work correctly.
Up to 100 IF statements may be "nested" within each other. This
allows for multiple comparisons in order for certain results.
IMPORTANT! Each -IF statement MUST have a corresponding -IFEND
statement!
-IFElse
--------------------------------------------------------------------
Begin the FALSE of the IF Statement. If the If statement is
false then the quest will continue until -IFEND is encountered.
-IFEnd
--------------------------------------------------------------------
End the Current True or False of the -IF statement.
:Label [Number]
--------------------------------------------------------------------
Set Label Number (1-100) for -Goto/-Gosub. :Label 1 would start
the block number 1.
-Key [## +/- ##]
--------------------------------------------------------------------
Add or Subtract amount to or from Key ##.
Example:
-Key 2 + 10 would add 10 to the value of Key2
-Key 2 - 1 would subtract 1 from the value of Key2
- 7 -
-Pause [Milliseconds]
--------------------------------------------------------------------
Pause for a number of milliseconds. -PAUSE 1000 would delay
the quest for 1 second.
-Poison [+/-] [Amt]
--------------------------------------------------------------------
Increases or Decreases the Player's Level of Poison.
Amt ranges from 1 to 10
Example:
-Poison + 5 would poison the player if the player was
not poisoned. The level of poisoning would
increase by 5.
-Return
--------------------------------------------------------------------
Return to last -Gosub position in the Quest.
-RiteC [Text]
--------------------------------------------------------------------
Display Text centered, No Carriage Return. This will print
the text to the center of the screen and leave the cursor in the
space just after the last character.
-RiteJ [Text]
--------------------------------------------------------------------
Display Text centered, With Carriage Return. This will print
the text to the center of the screen and Jump the cursor to the
beginning of the next line.
-RiteN [Text]
--------------------------------------------------------------------
Display Text, No Carriage Return. This will print the text
to the screen and leave the cursor in the space just after the
last character.
-RiteW [Text]
--------------------------------------------------------------------
Display Text, With Carriage Return. This will print the text
to the screen and jump to the beginning of the next line.
-RndFoe
--------------------------------------------------------------------
Causes the Player to be forced into battle with a foe randomly
selected from the database of foes. The selected foe will be
humanoid (one that may be found within the Tavern) and may be
of a level greater than the player's Knight.
If no foes are found within the level ranges of the Knight, the
battle will be skipped entirely.
- 8 -
-RndMon
--------------------------------------------------------------------
Causes the Player to be forced into battle with a foe randomly
selected from the database of foes. The selected foe will NOT be
humanoid (one that may be found within the Tavern) and may be
of a level greater than the player's Knight.
If no foes are found within the level ranges of the Knight, the
battle will be skipped entirely.
-RndKey [Key# Min Max]
--------------------------------------------------------------------
Sets a Key (1-100) to a random amount between Min and Max. The
size limits to Min and Max are from 0 to 255.
Example:
-RNDKEY Key65 200 250
Key65 will result in a number between 199 and 251.
-Set [Key# Number Or STR, DEX, CON, WIS, CHA]
--------------------------------------------------------------------
Sets a Key (1-100) to a specific number from 0 to 255
STR = Player Strength
DEX = Player Dexterity
CON = Player Constitution/Endurance
WIS = Player Wisdom
CHA = Player Charisma
Example:
-SET Key25 50 The value of Key25 is set to 50.
-SET Key20 CHA The value of Key20 is set to the
player's charisma points.
Note: Setting a key to a player's attribute is useful when
determining how the player will do in a situation.
The attribute also includes any magical "plus" currently
active on that attribute.
:Start
--------------------------------------------------------------------
Beginning of Quest Label. This MUST be the first line of the
Quest. The exceptions to this are the -TITLE and -AUTHOR lines
which may be just before :START.
-Title [Title of Quest]
--------------------------------------------------------------------
The Title is automatically centered and displayed at the very
beginning of the quest.
-TITLE should be the first line of your quest (just before or
after the :START Label)
- 9 -
-Turns [Number]
--------------------------------------------------------------------
Number of Turns required to continue. This will subtract
[Number] from the players daily turns remaining.
If the number is larger than the turns remaining then the
player will be informed of the lack of character turns and
the quest will be exited.
Example:
-TURNS 10
If the player has more than 10 turns remaining,
the turns will be reduced by 10 and the player will
be allowed to continue. Otherwise, the player will
be released from the quest and returned to the Courtyard.
-Wait
--------------------------------------------------------------------
Wait until ENTER/RETURN is pressed. The prompt is:
". . Press Thy RETURN/ENTER to continue . ."
The prompt is automatically centered and displayed in the
current colors set by the -COLOR statement.
; Comment line, not used in Quest
--------------------------------------------------------------------
Use the ";" switch at the beginning of a line to keep it from
being used in the quest. Using the ";" lines will help you to keep
track of thoughts and ideas when working on the quest file.
FOES:
====
Each Foe has the following characteristics:
FOE: ITEM RANGE DESCRIPTION
--------------------------------------------------------
NAME 35 Chars Name of the Foe
LEVEL 1-250 Level of the Foe
WEAPON1 1-250 First weapon Index Number
WEAPON2 1-250 Second weapon Index Number
ARMOUR1 1-250 First armour Index Number
ARMOUR2 1-250 Second weapon Index Number
TREASURE 0-9999 Maximum Amount of Treasure Carried
HIT PNTS 1-9999 Number of Foe's Hit Points
POISON YES/NO Is the Foe Poisonous?
MAGIC YES/NO Is the Foe Magical?
KEEP WEP YES/NO Allow Knight to keep weapons?
KEEP ARM YES/NO Allow Knight to keep armour?
TAVERN YES/NO Allow Knight in Tavern?
- 10 -
WEP: ITEM RANGE DESCRIPTION
--------------------------------------------------------
NAME 35 Chars Name of the Weapon
LEVEL 1-250 Minimum level for purchasing.
TWOHANDED YES/NO Is the weapon Two-Handed?
MAGIC YES/NO Is the weapon Magical?
DISTANT YES/NO Is it a long range weapon?
AMOUNT 1-9999 Maximum Amount of Damage Caused
MAXUSE 1-250 Maximum Times it can be used.
ARM: ITEM RANGE DESCRIPTION
-------------------------------------------------------
NAME 35 Chars Name of the Armour
LEVEL 1-250 Minimum level for purchasing.
SHIELD YES/NO Is the armour a Shield?
MAGIC YES/NO Is the armour Magical?
AMOUNT 1-9999 Maximum Amount of Damage Caused
MAXUSE 1-250 Maximum Times it can be used.
Each item has an index number used to reference it. This
makes it very simple to use the same weapons and armour for
different foes within the game. Same for the Knights.
When creating a new foe for use within quests, please
provide as much of the above information as possible for
your Sysop. When too little information is provided and
your Sysop has to guess, you may find that the Foe is not
really what you had in mind for that particular battle.
- 11 -