----------------------------------------------------------------------------- Double Daggers II Official D.N.K. Documentation Completed July 5th, 1991 Construction & Game Information Manual Note Tested only with Cnet 3.05 This Manual not Guaranteed to be 100% Accurate on all Accounts. ----------------------------------------------------------------------------- Double Daggers, It was just the Beginning. A Small town, with a small dungeon, 4 Races, 4 Classes, 10 Magic Spells, No magic items, 20 or so weapons and Armors. But Alot of Fun. That was For Atari 8-bit BBSs. Now, we bring you Double Daggers II, The limits are very high. I feel none shall ever totally reach the limits of This Games Expansion capabilities But of Course, If limits are hit, please tell me, I can always raise them. And it's for C-NET Amiga BBSs only! ----------------------------------------------------------------------------- BASIC EQUIPMENT INVOLVED IN GAME PLAY ----------------------------------------------------------------------------- Thieve's Tools ............... For Picking Locks & disarming Traps. Rope ......................... (NOT IMPLIMENTED AT THIS TIME) Lantern ...................... An Expensive, but Great source of Light. Torches ...................... Cheap light, but don't last long. Oil .......................... Fuel for Lanterns. Matches ...................... Needed to light Lanterns and/or Torches. Food ......................... Needed to stay Alive, Run out and Die. Healing Potions .............. Much needed healing for those long quests. Elixers of the Mind .......... Much needed mental restoration for quests. Armor ........................ A Variety of Armors are Available to help protect against Attacks. Weapons ...................... A Grand Selection of Weapons are Available to help you defeat those hideous foes. Scrolls ...................... Scrolls are Normally the same as magic spells, but are usually a one shot deal. Wands, Staves & Rods ......... Same as scrolls, but usually carry more than one charge. Amulets & Brooches ........... Another form of Spell storage, simular to Wands, Staves & Rods. ** Many other items exist, you, however will have to figure them out on your own. ----------------------------------------------------------------------------- YOUR BASIC STATISTICS, RACES & PROFESSIONS ----------------------------------------------------------------------------- Your Basic Statistics are as Follows: Strength ....... The Physical Power your Personage has. Intelligence ... The Mental Power your Personage has. Dexterity ...... Your Quickness and Agility. Constitution ... Your Physical ability to Sustain Damage and Endure hardships. Charisma ....... Your Personality Factor. Information on The World of Distar, City of Astenia: A Variety of Races Live in Peace & Harmony in the World of Distar. Yet, Some do not, Elvenfolk and the Dwarven people hold grudges deep within thier hearts Towards each other. Felinians are a Solitary folk, normally residing deep within wooded areas. Humans generally get along with most, yet humans are a very unpredictable breed. The city of Astenia, which lies on the Border of civilization is the boiling pot of the races. There, you will find all of the various peoples, living together, but definently not in harmony. Such a place, where food is scarce at times, weapons are a way of life, and hatred and greed abound everywhere. This is where the adventures begin... ASTENIA, Freehold of the four lands. The cost of living is high. And the chances of becoming Filthy rich also lies there, but so are the chances of you living as a begger in the streets. That chance, that shot for glory, All or nothing, is what brings everyone here. And thus, you will find Those of every profession, from Thief to Wizard, from Warrior to Healer and so on... Within the city itself, you will find everything you will need. Hospitals for the ill or injured. Weaponries and Armories to outfit you for those who dare to venture into the outer bounds of the Darkenwood forest. Brothels, for those with that need, and Taverns to drown your sorrows. And for those afraid to venture outside of the city to find thier way to riches, there is a casino, Run by the meanest of Ogres...GORG.... Many other shops also abound the town. There are small parks where you can feed the ducks and get a load off your feet as well. Astenia, Where Dog eat Dog... Where one back stabs the other... Thus... it is often called The City of "DOUBLE DAGGERS". ----------------------------------------------------------------------------- PITFALLS & OTHER NASTIES ----------------------------------------------------------------------------- While adventuring around, you may stumble across various nasties. Blindness, Often aquired through drinking of some fountains, EVEN IN TOWN! Various Diseases, Some Aquired from Physical contact with monsters, sometimes from physical contact with those in the brothel. Poisons.. you may become poisoned at times, through contact with monsters, getting shot with the poison darts a foe may throw, or drinking of some fountains. Traps... YES, there are Even traps. Just try opening a trapped chest... It can result in injury or even death! So ALWAYS check for traps, if you so have the skill to do such. ----------------------------------------------------------------------------- WEAPONS, AN EXPLANATION ----------------------------------------------------------------------------- You will find a variety of weapons as you go along on your travels. from Hand to hand weapons, such as Daggers, Swords, Pikes, Axes and the likes, to Crossbows & Bows. The latter being the preferable weapon for those who dislike engaging in physical hand to hand combat. But, like you, some of the Foes you meet, may also have Ranged combat weapons, so don't think it's to your advantage to just have Ranged weapons. BUT, incase you can't make up your mind, we allow you to carry TWO weapons, ANY variety you like, you can have two ranged, two hand to hand, one ranged, one hand to hand, etc...mix and match to your likings. Just remember, while your putting away your bow to draw out your sword in a fight, Your foe has a clear opportunity to slam you! ----------------------------------------------------------------------------- COMBAT ----------------------------------------------------------------------------- You will need to do much alot of fighting to gain power and fortune in Astenia. Fighting will not only gain you riches, but also the experience you need in order to gain professional clout. You can however, RUN from combat, you need to get at least seventy to eighty feet from your foe in order to make a getaway. And your foe can do the same! In order to use a Hand to hand weapon in combat, you must get to the ten foot range mark,(Do you really think swinging a sword from twenty feet away will really hit that Orc!?). However, Spells, Ranged weapons and Some magic items can be used from far away. Learn how to fight, it's the only way you will survive. ----------------------------------------------------------------------------- PART II - CONSTRUCTION INFORMATION SECTION ----------------------------------------------------------------------------- Characters Variables and definitions, as used within program code. VARIABLE DEFINITION -------- --------------------------------------------------------------- handle Same as thier handle/Alias on the BBS. u.1 Sex (M or F) u.2 Race (Name of thier Race) u.3 Hit points, The Amount of damage they can take before Dying. u.4 Max Hit points, The Total amount of damage they can take when fully Healed. u.5 Spell Points, The amount of Spell power they have available to them for the purpose of casting spells. u.6 Max Spell points, The total amount of power thier minds have when fully charged. u.7 Strength, Thier physical power. u.8 Intelligence, Thier mental power. u.9 Dexterity, Thier Quikness and Agility. u.10 Constitution, Thier ability to withstand physical Pain & Damage. u.11 Charisma, Thier Personality, How well they can negotiate, etc... u.12 The Name of thier Primary Weapon. u.13 The Name of thier Armor. u.14 The Power of thier Primary Weapon. u.15 The Power of thier Armor. u.16 The Damage Capacity of thier Primary Weapon. u.17 The Damage Capacity of thier Armor. u.18 The Players Professional skill level. u.19 Experience Points, Used to gain professional skill. Gained from Fighting Foes. u.20 Value of Gold they are carrying on thier person. u.21 Value of Gold they have saved in thier Bank account. u.22 Are they poisoned. (1=Yes,0=No) u.23 Are they Diseased (1=Yes,0=No) u.24 Name of thier Secondary Weapon. u.25 Power of thier Secondary Weapon. u.26 Damage Capacity of thier Secondary Weapon. u.27 Thier Class/Profession. u.28 # of Torches they have. u.29 # of Matches they have. u.30 Lantern (1=Yes,0=No) u.31 Quantity of Oil for Lantern they have. u.32 Location 1 (What level they are on.) ie. 000 u.33 Location 2 (What room they are in.) ie. 005 or 090 etc... u.34 Location 3 (1=Dungeon,2=Forest,0=Town) u.35 # of Healing potions they have. u.36 Last date of Play. u.37 # of Food Rations. u.38 Amount of Light units from light source they have remaining. u.39 Chance of Picking pockets. u.40 Chance of Detecting traps. u.41 Chance of Disarming traps. u.42 Rope (1=Yes,0=No) u.43 Thieve's Tools (1=Yes,0=No) u.44 Chance of Picking locks. u.45 Spell Ability (1=Yes,0=No) u.46 Thieving Ability (1=Yes,0=No) u.47 Experience Needed to attain next Professional skill level. u.48 # of Mind Elixers they have. u.49 Can they cast Healing Spells (1=Yes,0=No) u.50 Can they cast Combat Spells (1=Yes,0=No) u.51 Can they wear Armor (1=Yes,0=No) u.52 Secondary weapon Type u.53 Map Display (1=On,0=Off) u.54 Description Display (1=On,0=Off) u.55 Current DUNGEON they are in, (DPATH) u.56 Are they Blind (1=Yes,0=No) u.57 (RESERVED) u.58 Primary Weapon type u.59 High Message read in Tavern Talk section. u.60 (RESERVED) fr 1 = in Combat, 0 = Not in Combat. clloc 0 = town, 1 = Dungeon, 2 = Forest/Wilderness. ----------------------------------------------------------------------------- BUILDING IDENTIFIER CODES ----------------------------------------------------------------------------- 900 Armory 901 Weaponry 902 Healer 903 Dungeon 904 Forest 905 (NOT USED AT THIS TIME) 906 Training Guild 907 Magic Shoppe 908 Supplies store 909 Tavern 910 Grocer 911 Brothel 912 Inn 913 Casino 914 The High Council 915 The Bank 916 Post Office 917 Pit of Death(Suicide Spot) 918 Astenian $Money$ Express send 919 Tavern Talk (Message Base Tavern) ----------------------------------------------------------------------------- MAGIC ITEM SYSTEM ----------------------------------------------------------------------------- DIRECTORY: DAGGERS:MITEMS/MAGICITEM.? where ? is te number of the Item. if you say had 10 magic items in the DDCONFIG file(the one in Pfiles:) be sure you have MAXMAGIC = 10 if you have 15 magic items MAXMAGIC = 15 etc... "NEVER" put more then you have as it will cause errors and problems to occur! Now say you are creating magic item 1 path would be DAGGERS:MITEMS/MAGICITEM.1 Now this is what will be in the file for say a "WAND OF FIRE" there are six spots(lines) in the file. line 1. Name of the Item(What the user would see.) line 2. Is the path where the Arexx Interpret file exists(or will exist.) line 3. At this time put a 0. line 4. At this time put a 0. line 5. The number of Charges The item has (999=Infinite) line 6. Is the item Active or Not(1=Yes,0=No) Charges: Say you give the item 15 charges, each use by the user expends ONE charge, when there are no more charges, the item goes *POOF* and is no more. It is Totally Removed from thier possession. Now to create the Arexx file specified in spot # 2. DAGGERS:Maction/WandOfFire would be the path name. Now what is in that file... Transmit "c1The Wand of Fire comes to life..." if fr=0 then do;Transmit "A Stream of Flames shoot across the room.";end if fr=1 then do;ef=random(8,18,time('s')) Transmit "c2A Stream of flames shoot out at the "Monster.1 Transmit "c2Doing "ef"Damage";monster.14=monster.14-ef;end then save it. NEVER NEVER use a RETURN statement to exit the arexx file at ANY POINT, doing such will result in major Problems in the game.(Ie...Crashing..) ALWAYS make sure that Combat weapons ONLY do thier thing in COMBAT... See Variables definition table for information on determining such. This really makes for a wonderful magic item system. Virutually anything can be done in this game. and almost any item can be created/Simulated. ----------------------------------------------------------------------------- ARCANE LORE, THE ART OF SPELL CASTING ----------------------------------------------------------------------------- Spells are Simular to Magic Items, but can only be used by the appropriate classes. Such as, Only Healers may cast healing spells, and Wizards may cast combat spells. However, all spell casters can utilitize Miscellaneous spells. examples of such spells might be. Fire Ball would be a Combat spell. Cure light wounds would be a healing spell. And, Light would be a Miscellaneous spell. Those are the three types of Spells.(Other types MAY be added in the FUTURE.) The first file involving spells can be found at "DAGGERS:TEXT/SpellList" loading this file in a word processor or other simular utility we find each spell entry consists of Five(5) lines of text. These are what the lines define. (1) Key to activate the spell, (MUST BE 2 ALPHANUMERIC LETTERS) such as AA or 1A or 55 etc.. NEVER NEVER use ## or even # as AREXX uses ###PANIC to detect loss of Carrier and I just check for one # before dropping the user out of the game. THIS RULE GOES FOR ALL ENTRIES UTILIZING THE "Key to Activate System" anywhere in the game! (2) Name of the Spell(What the USER will see the spell listed as. (3) Path of Action Ie. DAGGERS:SPELLS/TOTALHEALING (See Below for more Info) (4) Spell points NEEDED to successfully cast the spell. (5) Type of Spell(1=Combat,2=Healing,3=Miscellaneous)(See Above for Info) Path of Action Explaination: This will be the arexx path and filename that the program will INTERPRET.(See AREXX manual for Limitations on the Interpret command.) An Example of creating a Spell: DAGGERS:TEXT/SPELLLIST adding the following lines. AA Total Healing DAGGERS:Spells/HealingI 10 2 now that means the user will see it listed as Total Healing, A Healing spell that requires 10 spell points to cast. and that they must type AA to Cast the spell. now to create the Interpret file. We'll save it as DAGGERS:Spells/HealingI Transmit "c1You cast Healing I" Transmit "You are Totally Healed!n1";u.3=u.4 return It's as Simple as that.. You can use the RETURN in spells, unlike the magic item system, they don't cause any problems. ----------------------------------------------------------------------------- ADDING ARMOR & WEAPONS TO THE STORES ----------------------------------------------------------------------------- The file for Armor is located at: "DAGGERS:TEXT/ARMORLIST" The file for Weapons is located at: "DAGGERS:TEXT/WEAPONLIST" The setup for the Armor file is as follows: (1) Keypress to select the Item.(single Alpha or Numeric) (2) Item Name(such as "Leather Armor") (3) Cost of the Item in Gold. (4) Power of the Item(Not Recommended to Exceed 40!) (5) Points of Damage needed to Destroy this Item.(Ie. 1200) The Setup for the Weapon file is Different. (1) Keypress to select Item(Single Alpha or Numeric) (2) Item name (Such as "Short Sword") (3) Cost of Item in Gold. (4) Power of the Item(Not Recommended to Exceed 40!) (5) Points of Damage Needed to Destroy this Item(NOT USED AT THIS TIME) but put like 45 there or something to that effect anyways. (6) Type of Weapon(See Appendix A for Weapon Types Chart.) and there you have it... add all the weapons and armors you'd like. ----------------------------------------------------------------------------- CREATING THE ROOMS IN DUNGEONS, FORESTS AND TOWN ----------------------------------------------------------------------------- The system we use is a general pain to use, and makes ALOT of Files. Each room in the game, is 1 File on the Disk. Of course if you have a special room item there such as a Chest, that's another file and if there is a monster(Specific) in the room, that's yet another file, so for a Room with a chest and a Smurf god or some other ROOM SPECIFIC monster in it, you would have 3 FILES that load just for that room! For Best results in Creating Rooms, use the Software. All the dungeons that come with the game and all future dungeons were/will be created with the construction software. However, for those who LOVE to Type and Save.. this is how the files are setup. DUNGEON ROOMS: consist of 26 Lines/Room. ( 1) Room name(Not displayed at this time.) ( 2) North Directional ( 3) South Directional ( 4) East Directional ( 5) West Directional ( 6) Secret Door Directional ( 7) Up Directional (998 for Level Change) ( 8) Down Directional (998 for Level Change) ( 9) If line 7 is 998 then what room on up level will they come out on. (10) If line 8 is 998 then what room on Down level will they come out on. (11) (R)eserved (12) (R)eserved (13) (R)eserved (14) (R)eserved (15) (R)eserved (16) Does magic work in this room. (1=Yes,0=No) (17) (R)eserved (18) Is there water here.ie(fountains etc..) (1=Yes,0=No) (19) (R)eserved (20) (R)eserved (21) (R)eserved (22) (R)eserved) (23) Room Description Line 1 (24) Room Description Line 2 (25) Room Description Line 3 (26) Terrain Type (1=Path way(Like in a forest) or 0=Walled Room.) FOREST ROOMS: Consist of 18 Lines. ( 1) Name of Room (Not displayed at this time) ( 2) North Directional ( 3) South Directional ( 4) East Directional ( 5) West Directional ( 6) Up goes to what room (If line 16 is 998) ( 7) Down goes to what room (If line 17 is 998) ( 8) (R)eserved ( 9) (R)eserved (10) Magic works here (1=Yes,0=No) (11) Water Here? (1=Yes,0=No) (12) Secret Door Directional (13) Description Line 1 (14) Description Line 2 (15) Description Line 3 (16) Up goes where (998 if level change) (17) Down goes where (998 if level change) (18) Terrain Type (1=Path,0=Room) TOWN ROOMS: Consist of 19 Lines. ( 1) Name of the room (Not displayed at this time.) ( 2) North Directional ( 3) South Directional ( 4) East Directional ( 5) West Directional ( 6) Up goes to what room (If line 16 is 998) ( 7) Down goes to what Room (If line 17 is 998) ( 8) (R)eserved ( 9) (R)eserved (10) Magic works here (1=Yes,0=No) (11) Water here? (1=Yes,0=No) (12) Secret Ptah Directional (13) Description Line 1 (14) Description Line 2 (15) Description Line 3 (16) Up goes where? (998 if Level change) (17) Down goes where? (998 if Level change) (18) Terrain Type (1=Path,0=Walled Room) (19) Building Identifier Code if Existing (000 if not) (*See Building Identifier Code Chart for info on Codes to put here.) DIRECTIONALS: When saving a room, put it as room.001 for room 1 or for room 10 would be room.010 and room 100 would be room.100 Always 3 Digit Number at the end. Directional just means what 3 Digit code does this room go. ie. if you had north set at 005 then when the player selects NORTH it would attempt to enter room 005,if there is no room.005 then Boom...the game drops the user and ends. Without Saving thier character!! putting 999 in any Directional line means going that way exits either the forest or Dungeon(DOES NOT WORK THAT WAY IN TOWNS...) there is no way to exit the town, except to enter a forest or Dungeon. and you use the Building identifier codes to put those places in. DESCRIPTION LINE: Just put what they see in the room there. if you don't need three lines, then put a "." at the beginning of any line you don't need and it won't display that line. WHERE DO THEY GET SAVED: Dungeons ie. DAGGERS:DUNGEON/000/ROOMS/ROOM.001 for room 1 on level 000 of Dungeon. FOREST ie. DAGGERS:FOREST/000/ROOMS/ROOM.005 for room 5 on level 000 of the Forest. TOWN ie. DAGGERS:TOWN/000/ROOMS/ROOM.040 for room 40 on level 000 of the Town. The Starting Room of the Dungeons and Forests are Always Level 000 and Room.001 ------------------------------------------------------------------------- APPENDIUM 1 -------------------------------------------------------------------------- Multiple Dungeon Capability has been added! now each dungeon can be like 997 levels and 997 rooms/level and However many dungeons you want to make. a File kept in DAGGERS:text/ called DUNGEONLIST Setup for DUNGEONLIST file (1) Keypress to Select Dungeon(Module/Adventure) (2) Name of adventure(Just shows it to users.) (3) Path of Intro text for the Adventure (4) PATH ie DUNGEON you can make as MANY as you want. For each level you design. create the PATH directory in your DAGGERS: Directory. inside of the PATH directory, Create a Directory called 000 that will be your 1st dungeon level. inside of 000 create 3 more paths ROOMS and HABI and TRES ROOMS is where you create Each of the Dungeon's rooms. HABI is where players get saved in the dungeon, or where specific monsters are kept(Until they die.) TRES is where special items, such as Treasure chests are Put. -------------------------------------------------------------------------- ADDING RACES -------------------------------------------------------------------------- Text/RaceList (1) Name of Race (2) KeyPress (single Alpha or Numeric Digit) (3) Strength (4) Intelligence Bonus (5) Dexterity Bonus (6) Constitution Bonus (7) Charisma Bonus (8) Description of Race File Path. Stat Bonuses can be + or - numbers. (example of line 8) Daggers:Races/Human.txt and in human text, have a short text file about what Humans are...etc... Add whatever Races you want... -------------------------------------------------------------------------- CLASSES:(Professions) -------------------------------------------------------------------------- The Setup for the Classes file is the same as the Races... The Config File for Classes However Differs.. ( 1) Name of Class ( 2) Cast Spells (1=Yes,0=No) ( 3) Perform Thievery (1=Yes,0=No) ( 4) Bonus to Fighting #(+ or -) ( 5) Cast Combat Spells (1=Yes,0=No) ( 6) Cast Healing Spells (1=Yes,0=No) ( 7) carry a Weapon (1=Yes,0=No) ( 8) Wear Armor (1=Yes,0=No) ( 9) ClassText Location(same way Race Text Location is Performed) (10) Experience Needed to gain 1 level in this Class *NOTE* Experience Needed for each level DOUBLES each time one goes up a level. -------------------------------------------------------------------------- MONSTER FILE SETUP -------------------------------------------------------------------------- In the DDConfig File Define the max # of Monsters you have in your MONSTERS/ Directory.. (the Game Selects Randomly.) each monster is Saved as it's own file.. DAGGERS:Monsters/Monster.1 All that changes from one to the next is the Number on the End, that is the Monsters #. Setup of a Monster File ( 1) Name of Monster ( 2) Armor Worn (if Any) ( 3) Armor Power Code ( 4) Armor Resistance Points ( 5) Weapon (if Any) ( 6) Weapon Power Code ( 7) Weapon Resistance Points ( 8) Can thier Armor be Taken (1=Yes,0=No) NOT FUNCTIONAL but do the Armor taken bit anyways for future use. ( 9) Can thier Weapon be Taken (1=Yes,0=No) (10) Short 1 Line Text on what a Character sees at first glance. (11) Weapon Type (See Appendix A) (12) Gold Coins (Treasure) (13) Experience Value when killed (14) Hit Points (15) SPeed of Monster 1-9 (2 is Speed of Average Human) -------------------------------------------------------------------------- PATRONS IN TAVERN SETUP -------------------------------------------------------------------------- Using a Text Editor You will write a File in the DAGGERS:PATRON/ Directory. Look at the DDCONFIG, if there are MAXPATRONS=5 then you will be Creating a file Called PATRON.6 Once Created, you must change the MAXPATRONS in DDCONFIG for the Game to Recognize the New Patron. Setup for Patron.6 example. (1) Patrons Name (2) PATH of What they say when you say hi.(ie. DAGGERS:TALES/MISTY) (3) What the Player see's at first glance. (4) KeyWord #1 of what patron might respond to. (5) KeyWord #2 of what patron might respond to. (6) If Keyword 1 is spoken by Player, Patron will talk (Ie.DAGGERS:TALES/MISTY1) (7) If Keyword 2 is spoken by Player, Patron will talk (Ie.DAGGERS:TALES/MISTY2) Create as Many Patrons as you'd like. Just remember to Change the DDCONFIG FILE to the New Max #. -------------------------------------------------------------------------- TREASURES ADD -------------------------------------------------------------------------- in DAGGERS:TEXT/ a File called TREASURELIST exists. This is just a Text file filled with Descriptions of various Treasures. Each line is a Treasure. Add as many as you like to have. Change DDCONFIG MaxTreasurs = to the new Number of Max Treasures. -------------------------------------------------------------------------- GORE! (BLOOD & GUTS!) -------------------------------------------------------------------------- Ok. in Daggers:text/ you will find a File called Gorelist and in DDCONFIG you will see MaxGore = 10 you just load up GORELIST into Any Word Processory/Text Editor and Write a Line of text. These are just Descriptions of what happens to an enemy when killed. In your 1 line of Text, you may use %m (lower case "m") and the Game will replace the %m with the Monsters Name. ie. The %m Crumples to the Ground. would be re-displayed as The Kobold Crumples to the Ground. Just like an MCI command. but can ONLY be USED ONCE Per gore line of text. -------------------------------------------------------------------------- GIRLS IN THE BROTHEL SETUP -------------------------------------------------------------------------- TEXT/Girlslist (1) KeyPress (Single Alpha or Numeric Digit) (2) Girl's Name (3) text Location of what she does when paid (4) Cost Item 3 Example: DAGGERS:GIRLS/Lori then create a Text file called LORI in that directory..(using All the MCI Commands you wish!)(have fun!) but also remember that if you have Young kids playing this game, you don't want to get X-Rated. Also, if you want..you could even make a DAGGERS:MEN/ Directory and have Male Hookers in there..(Gigalos(Or whatever you call them..)) -------------------------------------------------------------------------- ROOM SPECIFIC TINKERING ITEMS -------------------------------------------------------------------------- In a Directory called TRES located in the same Sub_Dir as your Rooms & Habi Dirs are.(Be sure you have one in each dungeon level.) ie. Daggers:forest/000/Habi Rooms Tres etc... do for Each Forest,Town,Dungeon in use.and each level. in the Tres directory say you want a specific item in room 5 you would save this as Room.005 in the tres/ dir of the appropriate dungeon and level. This is the setup of the file. 01) Type of Item (See Below) 02) Value of Item 03) Description of item(80 characters max!) 04) Can this iTem be Taken? (1=Yes,0=No) 05) Path of Action. (See Below) 06) Locked? (1=Yes,0=No) 07) Trapped (1=Yes,0=No) 08) RESERVED only thieves may Unlock or Disarm an Item. BUT it requires Thieves Tools, and if they fail at Disarming a Trap. BOOM it nails them. Types of Items. ----------------- Place the Following code to indicate what the item is catagorized as. 1 = Chest 2 = Magic Item 3 = Sign or Document 4 = Coins 5 = Miscellaneous item (Such as a Wooden chair, rock..etc..) The Only items allowed to be taken at this time are types 2 & 3. item type 1 is Deleted from disk when someone opens it up. Type 5 has NO USE at this time, and shouldn't be used, and if you do, traps don't work on it. Path of Action. ----------------- If it is Items 1,4 or 5. Just put NONE here. if it is item 2 then put the Path of the Magic item. ie. DAGGERS:MITEMS/MagicItem.2 if it is Type 3 then put the Path of the text file. ie. DAGGERS:MISC/Town_Square_Sign It will read type 3 to the user, useful for Street signs, writing on the wall etc... -------------------------------------------------------------------------- APPENDIX A -------------------------------------------------------------------------- Weapon Types: Code Type ----- ---------------- 0 Body part 1 Edged Weapon 2 Bashing Weapon 3 Ranged Weapon 4 Vapor/Breath Weapon 5 Poison 6 Heat Weapon 7 Cold Weapon 8 Pole-Arm -------------------------------------------------------------------------- CONSTRUCTION & UTILITY PROGRAMS, WHAT ARE THEY -------------------------------------------------------------------------- MakeDungeon.arexx The Program for Creating the Dungeons! MakeForest.arexx The Program for Creating the Forest. MakeWeapon.arexx Use this one to Add Weapons to the Weapon Shoppe. MakeArmor.arexx Use this one to Add Armor to the Armory. MakeMonster.arexx Use this to Add to the Monster List. Read the DDCONFIG File to see how many monsters there are, then start Adding after that point. ie. If there are 30 Monsters, then start at 31. when done for the Game to see the New Monsters, Change the MaxMonsters to the new Number. * THIS IS USED FOR RANDOM ENCOUNTERS. MakeSpecific.arexx Use this to Create a Room Specific Monster. Once You put them in a Room, they stay there until they are Killed. Once Dead. they get Erased from Disk. * THIS IS USED FOR PLANNED ENCOUNTERS. MakeTown.arexx This is what you use to create the Rooms that make up The Town. DDMaint.arexx This is the Maintenance program, it performs several functions. 1. Updates the Prices of Various Items in town. 2. Shortens the Daggers Paper to 10 lines. 3. Attempts to Put 10 Monsters in Each dungeon every time it is run. RUN THIS program once Daily. Be sure you also have a File called SYS.DDMAINT in your PFILES: main directory. The setup for the SYS.DDMAINT File is as Follows. line 1: # of Dungeons you will Auto-Maint. 2: COMPLETE PATH of First Area to Maint. 3: # of Rooms in that Dungeon/Forest/Town. 4: Same as Line 2 5: Same as Line 3 keep on going until you have all your dungeons setup. MAKE SURE the Number in line 1 is the same as the # of Areas you have listed. -------------------------------------------------------------------------- ERROR LOG SETUP INFORMATION -------------------------------------------------------------------------- In your Callers Log, Errors that come up use this format. Room (IF ANY) where player was when error occurred. Amount of Free RAM at time of crash. Line number where Error was Detected -------------------------------------------------------------------------- SETTING UP THE GAME -------------------------------------------------------------------------- The Game Comes in DiskMash format(.DMS) due to the SIZE of the game. currently it's a FULL DISK. but that of course will increase in size. Some of our Planned Future Dungeon Adventures will easily take up 400k or more. If you run a Disk drive system, Then you can just run it right from the UN-DMSED disk. If you run it off a HD..you have alot of Copying to do. (Read the rest of this Doc File for more information.) Now in your BBS startup Sequence where you assign PFILES: SYSTEM: etc.. assign DAGGERS: to where you put the game. then in your Pfiles: Add call it whatever you want.. Not a Program, not Arexx.. MCI Code 32(Skypix Capability) Edit? YES Then do an MCI statement to Execute a AREXX FILE... This is how it should look. c1Loading Double Daggers II... #0Daggers:DoubleDaggersII} then COPY DDCONFIG found on the Main Directory of the DDII game disk. put it in your PFILES: main directory. *********************************************************************** YOU "MUST" Assign DAGGERS: to the DAGGERS GAME DIRECTORY!!! if you don't, I GUARANTEE it will "CRASH ALOT" and even come up with a requester "PLEASE INSERT VOLUME DAGGERS: IN ANY DRIVE" *********************************************************************** (*NOTE*) Copying this to anywhere will take time as there are probably close to a thousand or so files involved with the game. and your off! Just be sure you have a Dungeon in there and a Forest in there. if any files are missing, the game will return to the BBS..(it won't inform you what is missing.. but should put an Error code in your Caller Log..) ----------------------------------------------------------------------------- * The Game was Designed more or less as a Fantasy Adventure Construction Set. ----------------------------------------------------------------------------- Designed & Written by Prince Desty Started... October 1990 Lunch... November 1990 - March 1991(Took a Break.) Released.... May 1991 ---------------------------------------------------------------------------- Thanks goes out to my Wife Keili, for Putting up with the Long hours of programming and then Helping out with Ideas and Writing the Wilderness adventure. ---------------------------------------------------------------------------- And I also give Therumancer Credit for many Ideas, and Telling me just where the game crashed..(While under developement of course!) ---------------------------------------------------------------------------- Just Remember..This game requires at LEAST 1 MEG of Free Ram to operate. More is recommended. ---------------------------------------------------------------------------- I also hope to get this game spread as much as possible. The More that have it, means More Ideas coming in to me, for Future upgrades, updates, dungeons and so forth. -------Enjoy. ----------Prince Desty--------> ---------------------------------------------------------------------------- D.N.K. ----------------------------------------------------------------------------