LORD - Legend of the Red Dragon, Free Pascal edition (DOS) ========================================================== A replacement LORD.EXE for LORD 4.06. It plays like LORD (it is a port of the lord.js version Synchronet ships) and uses LORD 4.06's own files, so an existing LORD 4.06 game, its players and its In-Game Modules carry on. This zip is a complete game: it holds all of LORD 4.06's stock files as well, so nothing else is needed. New game -------- 1. Unzip everything into an empty directory, e.g. C:\LORD. 2. Run LORDCFG.EXE. The first run writes LORD.INI with the default game options. Check them (1), and set up each BBS node (N): the drop file type, where the BBS writes it, and the COM port. 3. Type START 0 to play on the local screen - node 0 is the sysop's local node, as in LORD 4.06, and needs no set-up. 4. Have the BBS run START.BAT from the LORD directory. Edit the top lines of START.BAT if the BBS doesn't change to it first. LORD 4.06's own README.NOW, LORD.DOC and TROUBLE.TXT are included; where they say LORD.DAT or LORDCFG's (S)etup, this LORDCFG uses LORD.INI and N. Files ----- LORD.EXE the game (replaces LORD 4.06's LORD.EXE) LORDFP.STR the game's text; must be next to LORD.EXE LORDCFG.EXE set-up program (replaces LORD 4.06's LORDCFG.EXE) LORDTXT.LRD screens and messages (lord.js's); LORD 4.06's own LORDTXT.DAT is used first, so the stock 4.06 screens show - LORDTXT.LRD only for the ones 4.06 doesn't have LORDTXT.DAT LORD 4.06's stock screens. When installing over a LORD 4.06 game, copy this only if yours is missing, or to undo changes made to yours FLOOKS.TXT \ MLOOKS.TXT > descriptions used by the game GSTART.LRD / LORD.INI game options (written by LORDCFG) LORDSRC.ZIP the source (Linux and DOS) From LORD 4.06, unchanged: LORD406.EXE LORD 4.06's LORD.EXE (with LORD.OVR), kept to go back to LORDC406.EXE LORD 4.06's LORDCFG.EXE, for registering LORD 4.06 (G in LORDCFG says how) START.BAT, START1-START5, DSTART, *SAY.DAT, LENEMY.DAT, EVENTS.LDY, LORD.LDY, 3RDPARTY.DAT and the other data files, LORD.DOC, LADY.DOC, LORDSTRC.PAS, REGISTER.DOC, README.NOW, WHATSNEW.TXT and the rest of LORD 4.06's distribution Files the game creates: LORDFPX.DAT the parts of each player LORD 4.06's PLAYER.DAT has no room for (same record numbers as PLAYER.DAT) LORDFPS.DAT game state (days, Violet's and Seth's marriages, ...) LORDFPM.DAT the game day MAINT.BAT last ran RESUME. while a player is in an IGM Installing over LORD 4.06 ------------------------- 1. Back up the LORD directory. 2. Rename LORD.EXE to LORD406.EXE and LORDCFG.EXE to LORDC406.EXE. 3. Copy LORD.EXE, LORDFP.STR, LORDCFG.EXE, LORDTXT.LRD, FLOOKS.TXT, MLOOKS.TXT and GSTART.LRD into the LORD directory. Leave out the LORD 4.06 files: your game already has them, perhaps changed (START.BAT, 3RDPARTY.DAT, LORD.LDY...). LORDTXT.DAT only if yours is missing. 4. Run LORDCFG and check the game options and node set-up (N). Nothing else changes: START.BAT runs the game as before, NODE.DAT says where each node's drop file is, and 3RDPARTY.DAT lists the In-Game Modules. To go back, rename LORD406.EXE and LORDC406.EXE back. Data shared with LORD 4.06 -------------------------- PLAYER.DAT players (the 236-byte LORD 4.06 records IGMs read) MAIL.DAT mail LOGNOW.TXT today's news (LOGOLD.TXT: yesterday's) TIME.DAT game day LASTHERO.DAT latest hero MARRAGE.DAT Violet's husband (record number, -1 for none) BAR.TXT, DIRT.TXT, GARDEN.TXT GOODSAY.DAT, BADSAY.DAT, NORMSAY.DAT, DSTART, START1-START5 3RDPARTY.DAT In-Game Modules (Other Places) NODE.DAT node set-up MAINT.BAT run once a day after the daily maintenance A LORD 4.06 player is picked up from PLAYER.DAT the first time they play. LORD 4.06's PLAYEXT.DAT, PLAYEXT2.DAT and LORD.DAT are not used. Forest events (LADY scripts) ---------------------------- As in LORD 4.06, the forest's random events come from LORD.LDY when it is in the LORD directory: the game runs its quest LORD, and LORD 4.06's own LORD.LDY picks one of the events in EVENTS.LDY (the old man, a sack of gold, a Hammer Stone, a gem, the horse seller). Edit them, or add scripts such as Belgarion's LORD LADY scripts, as LADY.DOC describes. The fairies, Olivia, the flower garden, the dungeon and the other big events stay built in. Without LORD.LDY the game uses its own versions of those events. LORD 4.07/4.08 scripts run too: the extra commands in 4.07's LADY.DOC (+, - and ! in @set, <> and != in @if, @saveplayer, @endgame, @changearm, @changewep, @setbit, @openfile and the rest) and its other hooks: INN.LDY (quest LEAVEINN) when a player leaves the Inn, BANK.LDY (LEAVEBANK) when they leave the bank - in place of the built-in amulet offer - and a MAINT quest in any .LDY file at the daily maintenance. &rnd gives 1 to n, as 4.07's LADY.DOC says (4.06's said 0 to n; its own scripts work either way). 4.07-style events (with an @#INSTALL quest) are installed with LORDCFG's E (LADY events) screen, as with 4.07's LORDCFG: give it the event's .LDY file and it adds the event and makes LORD.LDY, INN.LDY or BANK.LDY again (each event in a file has the same chance), or adds an Other Places entry ("@LADY " in 3RDPARTY.DAT). Uninstall runs the event's @#UNINSTALL and shows what it would delete first; events can also be turned off. The list is kept in LADYEVNT.DAT. The first time, the events in the current LORD.LDY, INN.LDY and BANK.LDY are taken over (the originals are kept as LORD.ORG, INN.ORG and BANK.ORG), so a hand-made LORD.LDY keeps working. 4.06-style scripts (no @#INSTALL) are still added by hand - but once LORDCFG manages LORD.LDY, add them through it or they will be overwritten. LORD.EXE /DEBUG writes every script line it runs to LADY.LOG; in the forest 3 runs LORD.LDY (as in LORD 4.06) and X runs quest TEST in TEST.LDY (as in 4.07) - for testing scripts. In-Game Modules --------------- They run the way LORD 4.06 runs them. LORD writes INFO., OUT. and DO.BAT, then ends with errorlevel 254; START.BAT calls DO.BAT and starts LORD.EXE again, which puts the player back where they were. An IGM may change PLAYER.DAT, the FAIRY and time lines of INFO., MAIL.DAT and LOGNOW.TXT, and put QUIT or its own command line on the second line of OUT., as described in LORDSTRC.PAS. "DOS commands first" in the game options adds commands to the top of DO.BAT (for example SHARE). Command line ------------ LORD.EXE play on , as set up in NODE.DAT LORD.EXE 0 local play (START 0); node 0 needs no NODE0.DAT LORD.EXE /L local play on LORD.EXE /DEBUG LADY script testing (see Forest events) LORDCFG.EXE set-up, on the local screen LORDCFG.EXE /C set-up over COM (from a BBS sysop menu) LORDCFG.EXE /406 LORD 4.06 tools: an editor for LORD 4.06's own PLAYER.DAT records (all fields, today's counts, a new day for one player or everyone) and Register LORDCFG's player editor (3) edits every field of a player, including today's counts (fights, skill uses, seen master, dragon and bard, flirted...), and gives one player or everyone a new day: the game's own new-day reset at their next login, for players who have already played today. Register (G) explains how to enter a LORD 4.06 registration code with LORDC406.EXE, 4.06's own LORDCFG - LORD 4.06 checks its own code, so it is entered there. The drop file can be DOOR.SYS, DORINFO.DEF, CHAIN.TXT, CALLINFO.BBS, SFDOORS.DAT, PCBOARD.SYS or DOOR32.SYS (BBSTYPE in NODE.DAT: DOORSYS, DORINFO, WWIV, WILDCAT, SPITFIRE, PCBOARD, DOOR32). The COM port comes from the drop file, else COMPORT in NODE.DAT. A FOSSIL driver is used when one is loaded, otherwise the UART directly. Synchronet ---------- Command Line START.BAT %# Start-up Directory the LORD directory Multiple Concurrent Users Yes Native Executable No BBS Drop File Type GAP (DOOR.SYS), in the Node Directory With Synchronet's dosemu the node directory is D: and NODE.DAT says BBSDROP D:\. INSTALL.TXT is a step-by-step guide: dosemu2 for Synchronet on Linux, installing doors, both versions of LORD FP, and IGMs. Limits ------ - The game needs about 600K of conventional memory. Differences from lord.js ------------------------ The game is a port of lord.js, with these lord.js bugs fixed: - No ugly / pretty stick forest event: LORD 4.06 doesn't have it. - Any armour or weapon can be bought, as in LORD 4.06: lord.js's shop limit (defence points needed for armour, strength for weapons) is off by default. lordcfg's "Shop strength/defence limit" turns it on. - Blackjack: dealer cards went into the player's hand and the dealer drew until the deck ran out. - Death Knight test: "Decapitate" always counted as right; it is a fair 50/50 again, as in LORD 4.06, and the charm point for showing kindness after a wrong guess can happen. - Olivia: kicking her head away is remembered; the "mess around" speech shows the first time; the kiss works once she likes you. - The Old Man in the Dark Cloak Tavern remembers your description. - Kissing Violet's hand gives the experience it says it does. - A fairy blessing no longer offers a horse when you already have one. - The Inn weapon trade works. - Online duels no longer end after the first enemy strike. - Dead players away for a while are raised the configured number of times. - Proposing while married no longer goes ahead anyway. Source ------ LORDSRC.ZIP holds the Free Pascal source and BUILD.TXT, which says how to build LORD.EXE and LORDCFG.EXE with the Free Pascal i8086 cross compiler. The same source also builds a native Linux version (LORDFPL.ZIP). Credits ------- Legend of the Red Dragon was written by Seth Robinson. lord.js, the JavaScript version this port follows, is by Deuce and ships with Synchronet BBS. LORDTXT.LRD, FLOOKS.TXT, MLOOKS.TXT and GSTART.LRD come from lord.js. LORDTXT.DAT is LORD 4.06's own (Robinson Technologies / Metropolis Gameport); the rest of LORD 4.06 is not included - this LORD.EXE goes into an existing LORD 4.06 directory.