NOTE: This manual was written in a graphics word processing system
(Ami Pro 2.0). This text file contains most of the text in the
manual, but the graphics are lost and the tables are not formated.
When you register, you can get a copy of the documentation for
only $5 to cover the cost of printing and shipping. See INVOICE.DOC
for details
---------------------------------------------------------------------
Introduction 1
A Note from the Author 1
General Information 3
Hardware Requirements 4
Shareware 5
Getting Started 6
Basic Building Blocks 6
The Graphics System 6
Setting Up Your Working Directory 7
Building Worlds 8
Save (F1) 11
Copy World (F3) 11
Select Blocks (F4) 11
Previous/Next World (F5/F6) 12
Flood Landscape (F9) 12
J)ump 12
R)esize 12
W)orld 12
World Information 13
Creating Doors 15
Creating Objects 16
Type 18
Class 18
Graphics Block 18
Description 18
Script 18
PCX File 19
Value 19
Count 19
Weight 19
Other Attributes 20
End Game 20
Text 20
Creating Characters 21
Type 21
Class 22
Graphics Blocks 22
Name 22
PCX File 22
VFL File 22
Script 23
Count 23
Treasure 23
Text 23
Statistics 23
Predefined Object Types 25
Food 25
Weapons 25
Ammunition 25
Armor 25
Shield 25
Amulets and Rings 26
Potions 26
Scrolls 26
Staffs 26
Chests 26
Keys 26
Gems 26
Books 26
Gold Sack 27
Torches and Lanterns 27
Rope and Hooks 27
Mirrors 27
Signs 27
Vehicles 27
Predefined Character Types 28
Regular 28
Civilian 28
Hostile 28
Merchant 28
Healer 29
Teller 29
Questor 29
Prisoner 29
Beggar 29
Trainer 29
Guard 30
Predefined World Types 31
Outdoors 31
Big City, Small Town 31
Dungeon 31
Hideout 31
Houses and Castles 32
Arena 32
End Game 32
The Magic System 33
Personal Magic 33
External Magic (Spells) 34
D C G A M E S
Version 3.0
WORLD BUILDER USER'S GUIDE
March 1993
(c) DC Software, 1992
6705 Laramie Drive
Plano TX 75023
(214)-517-0428
Introduction
A Note from the Author
Version 3.0 of DCGAMES brings to the adventure/role playing game
author a degree of flexibility and power never before attempted.
The following are the major new features:
- New script language enables you to change just about every
aspect of the game. You have complete control over every
character, object and world in the game. Almost every single
aspect of game play is controlled from a script that you can
modify to fit any requirement you can think of.
- You can modify or create brand new character, object or world
types and classes, with complete control over their behavior and
characteristics.
- Support for the .PCX graphics format means you can display full
graphics images during game play to complement the game. For
example, when you 'LOOK' at an object or character, you may not
just get a textual description, but a full graphics image.
- If you have a SoundBlastertm or compatible card, you can use
full sound (both recorded voice playback and full instrument
music) as well as text-to-speech translation. Besides having
full control from the script language, every character can have
his/her own pre-recorded speech file for interactive
conversations.
- You can now run DOS programs from within a script.
The main benefit of the new system is that you have complete
control over the game. You no longer have to wait for me to add
a new feature, you can do it yourself! Or, if you choose to
wait, you'll have to wait a lot less, since the new feature you
have in mind can most likely be implemented using scripts.
I am already working on version 3.1 which will add some new
features that will make the system even more flexible:
- Support for voice and music through the PC speaker, so you don't
have to have a SoundBlaster card.
- Support for virtual memory (expanded and extended, as well as
disk based), to allow you to create larger and more diverse
graphics blocks and worlds.
- File I/O to allow you to read and write files from within a
script.
- Light and darkness (as in night and day as well as in places
where you need a light source to see in, like caves).
- The ability to use a different landscaping blocks file for
different types of worlds.
- Animation, where each character moves according to his/her own
schedule, even when you are not around.
- True container objects which can contain other objects
themselves.
- Add your own ideas to the list!
Many of the ideas above were sent in by users that are actively
creating adventures and role-playing games. The one rule that
you must always remember is that there are no rules. Feel free
to try something new. Don't stick to the current definition of
adventure or role playing game, and by all means, if you can't
figure out how to do something, no matter how strange, give me a
call. The worst thing that can happen is that I'll tell you it
can't be done, the best thing is that it might be easy, and if
it isn't, I might add your idea to my list and maybe one day it
WILL be easy!
I want to thank all of you who have sent in your registration
(HINT!) and specially those that took the time to send in their
ideas, constructive criticism and just plain kudos. You are the
reason I keep working into the wee hours of the morning.
I hope you enjoy creating adventure and role-playing games, and
by all means send me a copy of any games you write!
Sincerely,
David A. Hernandez
DBA, DC Software
General Information
The DC Software Graphics Adventure Game Builder is a tool that
will allow you to create graphics based adventure and role
playing games with a minimum effort and no programming knowledge.
The basic premise in DCGAMES is that you are an artist and you
have a story to tell. You want to create a world in which your
story takes place, and have all the pieces of a complex puzzle
that the game player must unravel.
Catering to both the casual user as well as the serious game
developer, the system provides maximum flexibility by providing
a complete set of world, character and object elements that you
can configure and combine with ease. The serious developer can
modify the predefined elements, changing the rules of the
universe to fit his/her particular needs, and can create totally
new types of worlds, characters and objects, as well as control
almost every aspect of game play.
Each world, character and object in your adventure can be
customized in many different ways to provide that uniqueness
that is the essence of your creation. There are 5 increasingly
more complex ways to customize your game:
You can configure each world, character and object through the
extensive set of attributes that each of them has. For example,
there is a big difference between a Battle-Axe, which causes 8
points of damage, has a reach of 1 square, requires 2 hands to
wield and weights 15 pounds, and a Laser Gun which causes 40
points of damage, has a reach of 10 squares, requires 1 hand to
wield, weights 2 pounds and an Energy-Pak to operate (as
ammunition), yet these two objects are different only in their
attributes, which are set when you create the object using the
DCWORLD program or from a script.
If you need something to work just a little bit different, you
can modify the default scripts as much as you want. For
example, the default scripts do not allow wizards to use weapons
that weight more than 5 pounds, or need more than one hand. You
could change this to allow wizards to use only edged weapons
that weight less than 2 pounds.
You can add new classes of an existing object, eacjh with its
own peculiarities, for example, a new spell that turns your
enemy into a frog, or a new type of weapon that works only
against certain types of monsters.
You can also extend the default scripts to add new types. You
could create a new character type that is a thief; they get a
better chance at detecting hidden traps, don't wear heavy armor
and can usually get a better price when you bargain. Or you can
create a bomb type, which will cause extensive damage to objects
and characters in the area where it explodes.
The ultimate customization is to create a brand new script which
handles the needs of a single world, character or object.
These specialized scripts are what allows you to create truly
professional games.
As you can see, it's probably a good idea to learn about
scripts, but it is NOT indispensable, nor do you need to learn
how to write scripts right away. Let's first look at each of
the building blocks provided and their default attributes and
behaviors, and you will see that you can probably write the 90%
of the game without writing a single line of script.
In fact, I strongly suggest that you put off writing any scripts
until you have most of the game in place. When you've done
most of the work, go back and determine which parts of the game
could use some specialized handling.
Hardware Requirements
The adventures created can be run on any graphics device
available, be it CGA, EGA, VGA or even TANDY color graphics,
with up to 640x480x16 color resolution for maximum detail, or
320x200x256 color for truly outstanding graphics. And the games
are always device independent!
The system will run on any IBM-PC compatible computer with 384K
or more of memory. A very large world, with a large number of
objects and running on high resolution VGA may require 512K or
even 640K, but I have yet to run into this problem.
While a small adventure (like the example adventure) can be run
from a 360KB diskette, you'll find that a hard disk is needed
for any serious work. If you have a 3 1/2" drive (720KB or
1.44MB), or a high density 5 1/4" drive (1.2MB), it should be
enough. Speed is never a problem. The program will perform quite
well on an old 4.77MHz PC. Disk speed is a factor only when
moving from one world to another.
If you have a SoundBlaster or compatible sound card, the system
supports voice (.VOC) and music (.CFM) playback, as well as the
SBTalkertm text-to-speech translation.Shareware
This software is distributed as shareware. The entire product is
archived into a single file called DCGAMES.ZIP which should
contain the following files:
File Name File Description
--------------- -------------------------------------------------
BUGFIX.DOC List of cumulative fixes and changes
CONTEST.DOC Game building contest!
INVOICE.DOC The registration form
LICENSE.DOC The license agreement
README.DOC Some minimal instructions and last minute details
BUILDER.ZIP World Builder ZIP file
DCWORLD.EXE The world builder program
DCWORLD.DOC World builder documentation
PLAYER.ZIP Run-time ZIP file
DCPLAY.EXE The run-time program (royalty free)
DCPLAY.DOC Documentation for game players
GRAPHICS.ZIP Graphic blocks and fonts
DCFONTS.7X5 Graphic fonts
DCBLOCKS.mde Graphic landscaping blocks
DCOBJECT.mde Graphic object blocks
DCPEOPLE.mde Graphic character blocks
DCSYSTEM.mde System graphic blocks
EXAMPLE.ZIP Example adventure game
SCRIPTS.ZIP Pre-defined script sources
SOUNDS.ZIP Utility to create character voice files and sample sounds
CONVERT.ZIP Utilities to convert old games to the new format
UTILITY.ZIP Utilities to print reports or convert graphics files
BLOCKS.ZIP Utilities to create new graphics blocks
WORLDGEN.ZIP Utilities to generate fractal world landscapes
Written by a 3rd party. It had not been updated to work with
version 3.0 when this was written
Getting Started
Basic Building Blocks
Your adventure consists of a set of worlds, characters, objects
and scripts that together create a story that the game player
will be a part of.
The DCWORLD program is used to create your worlds and populate
them with characters and objects. It also allows you to
configure each of these elements by specifying values for their
most important attributes, and assigning scripts to be used by
each of the elements.
Should you need to modify, extend or write a script, you will
need to see the Script Language User's Guide, which contains a
complete explanation of how to do these things.
The Graphics System
The DCGAMES system includes a rich set of predefined
landscaping, character and object graphics for a variety of
graphics modes. In general, the more colors or the higher the
resolution, the more disk space is needed to hold the graphics
files. You will only need to have the graphics files for the one
mode that you intend to use to develop or play your games. Your
adventure will be created independent of the graphics mode, so
other people can play it at other resolutions by using a
different set of files.
With version 2.0 of DCGAMES, the space needed by these graphics
files has been reduced dramatically. The following table shows
the space required by the different resolutions.
Colors Mode Description Mode File Size
4 320x200 CGA low resolution -CLO +40KB
2 640x200 CGA high resolution -CHI +70KB
16 320x200 MCGA low resolution -MGA +55KB
16 320x200 TANDY's low resolution -TDY +63KB
16 640x200 EGA low resolution -ELO +94KB
256 320x200 VGA low resolution -VLO +63KB
16 640x480 VGA high resolution -VHI +221KB
While the higher the resolution, the more memory the program
will require, the difference between running in CGA low
resolution and VGA high resolution is only about 64K of RAM.
Setting Up Your Working Directory
Before you start, you will need to create a working directory
and place the basic startup files in it as follows:
C:\> mkdir mygame
C:\> cd mygame
C:\mygame> pkunzip a:builder.zip dcworld.exe
C:\mygame> pkunzip a:player.zip dcplay.exe
C:\mygame> pkunzip a:graphics.zip *.7x5 *.mde1
C:\mygame> pkunzip a:blocks.zip dcblock.exe2
C:\mygame> pkunzip a:scripts.zip
C:\mygame> dir
Volume in drive C is DCSOFT-114
Directory of C:\DCGAMES\TEST
.
04-14-92 11:01p
.. 04-14-92 11:01p
DCWORLD EXE 248765 12-15-92 12:04p ! World builder
DCPLAY EXE 398343 12-14-92 11:39p ! Game driver
DCBLOCK EXE 97564 12-11-92 10:47p ! Graphics block builder
DCFONTS 7X5 1152 02-29-92 12:01p ! Graphics font
DCBLOCKS VLO 27929 11-27-92 11:30p ! VGA low resolution
graphics
DCOBJECT VLO 12177 11-27-92 11:28p ! "
DCPEOPLE VLO 18621 11-19-91 11:21p ! "
DCSYSTEM VLO 1795 10-17-92 7:18p ! "
DCC EXE 209232 12-05-92 11:45p ! DCGAMES script compiler
DCCTOKEN DAT 17650 11-27-92 1:56a ! token definition file
BARTENDE SCR 3788 09-08-92 10:42a ! bartender characters
BEGGAR SCR 712 09-08-92 10:42a ! beggar characters
CASTING SCR 12364 11-27-92 1:45a ! casting spells
CIVILIAN SCR 1274 09-08-92 10:42a ! civilian characters
CONTROL SCR 16501 11-22-92 10:47p ! timed and control events
GUARD SCR 3823 09-08-92 10:42a ! guard characters
HEALER SCR 4911 09-08-92 10:42a ! healer characters
HOSTILE SCR 342 11-08-92 1:48p ! hostile characters
INITGAME SCR 1760 11-28-92 3:24a ! game initialization
MERCHANT SCR 4016 11-08-92 3:04p ! merchant characters
OBJECT SCR 32308 11-27-92 1:55a ! objects
PRISONER SCR 3012 09-08-92 10:42a ! prisoner characters
QUESTER SCR 4428 11-27-92 11:52p ! quester characters
REGULAR SCR 1716 09-08-92 10:41a ! regular characters
RESURECT SCR 1208 10-29-92 1:25p ! death & resurrection
TELLER SCR 936 09-08-92 10:43a ! teller (oracle) character
TRAINER SCR 5891 10-29-92 1:26p ! trainer character
25 file(s) 2345678 bytes
C:\mygame> for %i in (*.scr) do dcc %i
...
The last statement (for %i in..) compiles every script file
(*.SCR) into a script object file (*.SCO) for use in your game.
Instead of creating a brand new game, this document will use the
sample game that is included with DCGAMES. Therefore, you
should extract the adventure game on the directory you just
created:
C:\mygame> pkunzip a:\example.zip -o
The -o option tells the PKUNZIP program to overwrite any file
that already exists on the current directory. The example game
includes copies of the script files, as well as some additional
ones that handle special cases in the game.
Building Worlds
To start creating your game, type:
C:\mygame> dcworld [-mde]3
The main world builder screen will be shown, and the first world
(# 0) will automatically be created. Since a game already
exists, the first world is displayed.
The screen is divided into 3 areas.
The text area (at the bottom) shows information on the world you
are currently working on (World 000, name Medan, Horizontal
(Width) 100, Vertical (Height) 76, Number of objects 15), and
the current mode (Move) and drawing coordinates (25,70), all in
the first line. The rest of the text area shows the commands
and function keys you can use to create your world.
The second area is the large window, which shows the as much of
the current world as possible. When you create a new world,
it's default size is 18 blocks wide by 11 blocks tall, and the
entire world is covered with the first landscaping block in the
graphics file, which happens to be grass.
The third and last area of the screen is the column on the right
hand side, which shows the current landscaping graphics block.
Look at the current landscaping block in the third graphics
area. Now press the + key 10 times while looking at it. As you
can see, every time you press the + key, the next landscaping
block is shown. Pressing the - key will show the previous
landscaping block. Use the + and - keys to scroll through ALL
the graphics blocks. Notice that there are blocks for trees,
rocks, mountains, rivers, oceans, towns, cities, castles, walls,
doors, windows, furniture, etc. The set of predefined graphics
block is quite comprehensive, but using the graphics block
editor you can modify the existing ones and create new ones.
If you want to see all the graphics landscaping blocks at once,
press the F4 key, and the following screen will be shown.
You are now looking at a full page of graphics landscaping
blocks. You can move the cursor around to select one of them,
instead of using the + or - keys. You may use the PgDn and PgUp
keys to move from one page to the other, and press Enter (or
Return) to select one of the graphics blocks.
The text to the right of each block indicates the density of the
block. The player can walk over flat, rough and very rough
terrrain with increasing difficulty. The high and very high
densities require vehicles of low and high altitude (such as a
flying carpet vs an airplane). Low water, rough water and deep
water are used to represent areas such as rivers or lakes,
coastal waters and deep oceans respectively. Again, an
appropriate vehicle is required (such a small or large boat). A
low altitude vehicle can fly over low and rough water, but not
over deep water. A high altitude vehicle can fly anywhere.
If you press the PgDn key, you will see the second page of
graphics landscaping blocks:
The wall density is used to indicate something over which you
cannot move. When you are in a building or cave, you cannot go
over the walls because there is a roof over your head.
At this time, move the cursor over to the lower, left side of
the screen, over the flat graphics block in the corner. Press
the Enter key, and you will be returned to the main screen, with
the selected graphics block showin on the right hand side of the
screen.
Now we are going to make some changes to the landscaping. Using
the arrow keys, move the cursor to the right, over the water.
Now press the Ins key. Notice that the current graphics block
gets inserted at the location of the cursor. Move a couple of
squares to the right again. Now press the Space key and notice
that the drawing mode changed from Move to Draw on the first
line of text. Now move the cursor around (in any direction,
several times). When you move the cursor, the graphics block is
automatically inserted into the new cursor position. Now press
Ins again to go back into Move mode.
Since the world is much larger than fits on the screen, you will
need to move around to see other parts of it. The arrow keys
can move you one square at a time, and the following key
combinations will move you one page at a time: Ctrl-PgUp moves
your view up one full page, Ctrl-PgDn moves the view one page
down, Ctrl-LeftArrow moves the view one full page left, and
Ctrl-RightArrow moves the view one page right.
If you have a numeric keypad, make sure NumLock is not selected
(most keyboards have a light indicating if it is or not). The
keys in the keypad double as arrow keys when the NumLock is not
selected (8 is up, 6 is right, 2 is down, 4 is left). To make
it easier to work, the other numeric keys, which double as Home,
PgDn, End and PgDn also work as arrow keys for diagonal
movement. Try to move around and explore the world you are now
looking at.
If you press the Esc key, all changes you have made so far are
discarded, and a copy of the world and it's objects is re-loaded
from disk. Try it now.
The following commands can be useful when creating the worlds:
Save (F1)
Saves the changes you have made to disk. A save is automatically
done when you either exit the program or go to edit another
world. If you press the Esc key, all changes you have made to
the current world since the last save are discarded.
Copy World (F3)
Makes an exact duplicate of another world, replacing the current
world. For example, if you want to have 2 houses that look the
same, you can create one, then edit the other world and just
duplicate the one you already created. You can then modify the
copy. Again, if you have not saved, pressing Esc will discard
the changes and revert to the original.
Select Blocks (F4)
As you have already seen, you can select landscaping blocks from
the full screen, instead of using + or - to scroll through them
until you find the one you want.
Previous/Next World (F5/F6)
Takes you to the previous or the next world respectively. Each
world is numbered starting with world 0. F6 takes you to the
next world, F5 to the previous one. If you press F5 when you
are in world 0, or F6 when you are in the last world (highest
number), you will be taken to the next world above the last one
and given a chance to create it. The current world is saved to
disk whenever you move to another world.
Flood Landscape (F9)
Fills the entire world with the current graphics block. You
might want to use this command when you are creating a world
where most of the landscaping is of a single type. For example,
the outdoor world would usually be flooded with a graphics block
representing an ocean. The continents and islands can then be
manually created.
J)ump
Pressing the letter J will allow you to jump directly to another
world by providing the world's number.
R)esize
Pressing the letter R will allow you to change the size of the
current world without destroying your current design. If the
new world is larger, you are allowed to specify if you want to
center the old landscaping over the new world, or whether it
should be left or right justified within the new world. If the
new world is smaller, the old world is truncated, and again you
can specify whether the old world should be centered on the new
one (i.e. truncated on both sides) or justified (truncated on
one side only).
W)orld
Pressing the letter W will bring up a screen in which you can
see the extended information about the world, and you can modify
the world's name, type and other attributes.World Information
Now that you know how to paint a world, let's take a look at the
first screen that allows you to modify the world's attributes.
To display the screen, press the letter W.
The screen should look something like this:
You can use the arrow keys to move from one field to another on
the screen. The field you are currently on is displayed in
reverse mode. You can type in a value for any field that you
can get to (some fields, like the world's number, cannot be
modified).
In this screen, you can set the world's name (up to 15
characters), select a type, change the world's size (but it
destroys the current world; see the R)esize command on the main
screen to change the size without loosing the world's
landscaping or contents).
For a complete list of world types and a description of the
differences between them, see the section Standard World Types
later in this document.
The level field allows you to specify the minimum level that the
playing character must have before it is allowed to enter this
world. It usually applies only to special purpose worlds, such
as dungeons, or places that you don't want an inexperienced
character going to.
The edge field is used to indicate which door (each world has 32
doors) will be taken when the player walks off the edge of the
world. The edge door will usually be the same door through
which you entered the world in which you are. Door 0 is the
default edge door.
Note that worlds of type outdoors are different in that when the
player reaches the edge he/she just wraps around to the other
side of the world. The world is round!
The long table shows every door in the current world (in two
pages), the location of the door in the world, an indication of
whether the door is automatic (the player enters the door by
just walking over it) or not (the player must specifically enter
the door), the destination world, destination door or X, Y
location in the destination world, as well as the # of the text
record that will be displayed when you enter or exit the current
world through the specific door, and whether the text is
displayed every time or just once.
Note that door 0 is located at 25, 70; it is an automatic door
(Auto=Yes) and leads to a world called "your home," door 0.
Since the door leads to another door, no X/Y location is given
for the destination. If the door leads to a location
independent of a door in the destination world, the door # would
be n/a and the X/Y fields would have numbers.
The last 4 columns indicate, for each door, whether a specific
text record is to be displayed when the player enters or exits
through the given door, and whether it is to be displayed only
the first time or every time that the door is used for that
purpose.
On this screen, you can press Esc to throw away any changes you
have made, and F10 to save the changes and return to the main
screen.Creating Doors
Back on the main screen, move the character to location 25, 70
(which is right where the game started). At this location,
press E (for Enter), and the current world will be saved and the
door over which the cursor is positioned will take you to its
destination.
You should see the following screen:
You are looking at the world that represents the adventurer's
home. Notice that landscaping blocks have been used to create
walls, windows, doors, and furniture. Some of the furniture
(the bed, a large table with chairs and a chest of drawers) is
actually created by multiple blocks. When the adventurer is
playing the game, the density of the landscaping block will tell
the game driver where the adventurer can walk, and where not.
Now, if you press W, you will be able to see the information on
this world. You may notice that door 0 leads back to the main
world (Medan), and to the same door which leads to the door we
came in from. The doors in each world are independent of the
doors in the other worlds, but you will normally want the doors
to exist in both directions, so that pressing E (for Enter)
multiple times will just take you from one world to the other
again and again.
Door number 0 in this world is located exactly outside the door
graphics block. When the player enters the door in the main
world, the party is transferred to this world and positioned
over the destination door. To exit this world, the character
may enter the door or may just walk of the edge of the world,
which for every type of world except outdoors means that the
character leaves the world through the Edge door (the last field
in the second line on the world information screen.
To create a door, you should move the graphics cursor to the
location over which you want the door to exist, then use the
O)pen command to create the door. You can also enter the
information in the W)orld information screen.
Press F10 to return to the main screen. You may experiment
opening multiple doors in this world that lead back to the same
world. For example, position the cursor somewhere in the house,
and O)pen a door (say door # 1) to destination door 0 in world #
1 (the current world). Moving the cursor over the position that
hold the new door will and pressing E will transfer you through
that door to door 0. Pressing E over door 0 will not, however,
transfer you back to door 1, instead it takes you back to the
main world, since that is where that door leads to).
Creating Objects
Now that you know how to create a worlds and how to open doors
between them, it is time to create a few objects that may be
used during the game. To create an object, you use the P)ut
command which takes you to the Create Object screen:
If you have not created objects before, you are asked to select
a graphics block to represent the object. The above screen
shows the first page of the default graphics blocks for objects
that are included in DCGAMES. The names by each object are the
names of the graphics blocks, and indicate what the object was
intended for. Note that the object type is NOT tied to the
graphics block that represents it. Thus, you could create an
object using the first graphics block above (a roasted turkey)
and have it represent an amulet instead of food. The names are
there to indicate what the graphics designer had in mind when
that particular graphics block was created, not to force you to
use the graph in any specific way.
Once you select a graphics block you are presented with the real
Create Object screen. This screen allows you to specify the
object's attributes (like Name, Type, Class, Weight, etc). The
sample screen below shows an object for which the attributes
have been set:
The following is a quick discussion of the main object
attributes and what they are used for. The complete set of
attributes is listed in the Script Reference Guide, where you
can see how to manipulate objects and set their attributes from
within a script program.
NOTE: The section entitled Predefined Object Types contains a
detailed discussion of each of the object types that are
predefined in DCGAMES. Additional object types can be created
using the script language, as detailed in
Type
The type attribute is used to determine what the object can be
used for. Food can be consumed, weapons can be wielded, armor
can be worn, vehicles can be ridden. The DCGAMES system
includes the following predefined types: Food, Weapon, Ammo,
Armor, Shield, Amulet, Ring, Potion, Scroll, Staff, Chest, Key,
Gem, Book, Gold Sack, Torch, Lantern, Rope, Hooks, Mirror, Signs
and Vehicle.
You can use the +/- signs to scroll through the list of valid
types. You can, of course, create your own object types using
the Script language to modify the OBJECT.SCR file, which
controls the behavior of all object types.
Class
Within each type of object, the class attribute allows you to
further differentiate between objects of the same type. For
example, a Weapon may be a Blunt, Edged or Missile weapon, and
an Amulet's class indicates the type of spell that the amulet
has.
Once again, you can create new classes or modify the existing
ones if they don't fit your needs.
Graphics Block
You have already chosen the graphics block you will use, but you
can change the block by using the +/- keys or pressing F2 and
choosing another graphics block from the list of blocks shown.
Registered users can create new graphics blocks by using the
DCBLOCK graphics block editor.
Description
This field holds the name of the object. Up to 15 characters
may be used. This name will be used to describe the object.
The object in the example is called "Long Bow".
Script
The behavior of all objects is controlled by the OBJECT script.
This script handles all generic objects, such as food, weapons,
armor, etc. The script can be extended to handle new types of
objects, or classes of any given type. In some rare cases you
may want to create an object that has a behavior that is
different from the generic objects in some particular way. In
that case, you will write a script to handle that object, and
give the name of the script in this field. Whenever the object
is used or referenced in the game, your script will be allowed
to control the object's behavior. If your script does not
handle the specific behavior, the OBJECT script will be used
instead.
PCX File
Each object can have a PCX graphics file associated with it,
which is displayed when you look at the object. Specify a value
between 1 and 999. The PCX file should be called OPICT###.PCX,
where ### is the 3 digit number (001 through 999).
Value
The value of an object is the amount that you would be expected
to pay for it if you bought it at a local store. If you SELL the
object, you will usually get about 1/2 of the value. For a CHEST
or GOLD SACK, the value indicates the amount of gold found in it.
The value field is entered in silver pieces (SP), and 10sp is
equal to 1 gold piece (GP).
Count
When you create an object, you may want to specify that the
graphics block represents more than a single object. For
example, ammunition (such as arrows) would be represented by a
quarrel full of arrows. In that case, the count would be the
number of arrows being represented.
Weight
When you create an object, you may specify it's weight. An
object with a weight of 1 is considered to be weight-less. A
weight of 0 is not valid.
A character's ability to carry objects varies depending on the
character's type and strength. Objects with a weight between 1
and 255 may be carried. Objects with weight higher that 255 are
considered to be too heavy to be moved. This is, of course,
customizable in the OBJECT script.
Weigh Text displayed if you try to move the object
999 The