STARDOCK LOCO SCRIPT FILE CREATOR VERSION .01
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What you need:  sdcreat1.exe
		A good imagination
		Knowledge of a the simple commands
		Paper and Pencil

Why the paper and pencil?  Well, you should outline what it is you're going
to do before you start writing your program.  It'll make the game easier to
create in the long run.

Note:  I do all the memory allocation, player updates, and all the serial
       port bbs nonsense.  You do the writing!  It's easy!

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EDITOR FORMAT:   Most of your game will just be filling in text!
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	Command: ________    <-defaults to TEXT command

			  (Data/Text area)
	_______________________________________________________

	Line number: _____   <-defaults to current line number



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COMMANDS:  (Easy to use!!! See the quick reference that follows)
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Input and output:
	SIZE, TEXT, GETKEY, YES/NO, IF KEYx, GOTO, WAIT, ANSI, END
	REM, CLRSCR, VIEW

Player goodies:
	ADD LP, ADD CR, ADD DR, ADD AR, SUB LP, SUB CR, SUB AR

Built in battles with aliens:
	FITE1, FITE2, FITE3, FITE4, FITE5, FITE?

4 Switches you can set for on and off and check them.
	A, B, C, D

And more....But you don't need 'em all.


NOTE:   Anything with an  "<---" is a note in the sample programs.  But don't
	try to use them in the editor!


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The following are the simple commands used in the sdcreat1.exe editor.

SIZE     ****Must**** be the first line of the program.  (Line 0)
	     This tells Stardock Loco how many lines you have for
	     memory allocation.  (I do all that for you.)

	     In the editor:

	     Command:   SIZE

			(Text/data area)

	     196___________________________________________________

		All you need to do is put the number of lines in your
		program in the text/data area.


TEXT         A line of text.  Fill the data area with what you want
	     the user to see.

	     To put colors into the data line, use the following:

		    `red`
		    `blue`
		    `white`         All of these can be brightened by
		    `green`         doing the following `bright white`
		    `yellow`
		    `cyan`

				     (Data/Text area)
	     Example:   `cyan`My name is `bright red`Bob. `cyan` Hello!

			This will make Bob red, and the rest of the line
			cyan, as well as the following lines cyan until you
			change the color again.


GOTO

	This causes the game to go to the line specified.  (Bad for real
	programming, good for this simple script creator.)

	***NOTE:  It goes to the line specified, but skips that line!!
	to go to line 1, you would specify line 0.

	Usage:

	Command:  GOTO
				(Text/data area)
		9_____________________________________________________
						   ^these are just blanks

	This will cause the program you created to go to just after line # 9
	and start processing at line 10.




YES/NO

	Prompts the user for an answer:     Enter [Y/N]:
	This prompt is created by me.  If it is a Y (upper or lower), it
	will do the next line of your program.  If it is a N, it will skip
	that line and continue.

	Example program:

	(Line #) (Command)   (Data/text area)

	   0      SIZE       11
	   1      TEXT       I am the king!!!  Agree?
	   2	  YES/NO     <---if it's yes, it will go to 10
	   3	  GOTO       9   <--starts doing what's at line 10
	   4	  TEXT       Awww, what do you know anyway? <G>
	   5      END
	   .
	   .
	  10      TEXT       Good answer!! You get `red`30`cyan` lifepoints!
	  11      END

	This display the "I am the king!!!  Agree?" to the user.
	Then it prompts  "Enter [Y/N]: "
	if they answer Y they get 30 lifepoints.  If not, the program ends.

END

	Stops your script from running.  No matter where you are in it.
	I will display the following before it quits:

			Returning to Stardock Loco.
			Enter to continue...

			They hit enter, they go Loco.

GETKEY

	Gets a key from the user.  You have exactly 5 choices for this.
	1,2,3,4,5.  You have to tell them which ones to use.


	Example program:

	(Line #) (Command)   (Data/text area)

	   0      SIZE       60
	   1      TEXT       -=* The Plains of G'ar *=-
	   2      TEXT              <1>  North
	   3      TEXT		    <2>  South
	   4      TEXT       Enter your choice:
	   5      GETKEY             <---will accept 1-5, so be careful!
	   6      IF KEY1
	   7	  GOTO       29  <--starts at line 30!
	   8      IF KEY2
	   9	  GOTO       49
	   .
	   .
	   30     TEXT       You are at the north entrance of the G'ar stronghold...
	   31     TEXT       Do you want to enter?
	   32     YES/NO
	   .
	   .
	   .
	   50     TEXT       You have come across a G'ar Chieftan!!!
	   51     FITE1      <----more on this little baby later.


		Get the idea?  It's very easy.  For those of you that are
		programmers, you may cringe...<G>


WAIT

	This simply stops the display until the user hits the enter key.
	It prompts them with the   "Enter to Continue: "


CLRSCR

	Clears the screen.

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Adding and subtracting items from a player
--------------------------------------------------------------------------

With all of these commands, you just put the command into the editors command
box, and the amount into the text/data area.

	Example:

		Command:   ADD CR

			(text/data area)
		1000______________________________________
		 ^this would add 1000 credits to the player.

They are as follows:
	ADD CR       Add      credits
	ADD LP                lifepoints
	ADD DR                droids
	ADD AR                armor
	ADD EN                energy packs
	ADD PC                passcards

***This will show on the players monitor:
			You receive 10 lifepoints!


	SUB CR       Subtract credits
	SUB LP                lifepoints
	SUB DR                droids
	SUB AR                armor
	SUB EN                energy packs
	SUB PC                passcards

***This will show on the players monitor:
			You lose 20 droids!

			(if it is greater than what they
			have, it will show the amount they have or 0)

	I do all the checking and writing of the player files.

IF CR:       (credits)
IF EN:       (energy packs)
IF DR:       (droids)
IF PC:       (passcards)

	      This example would check to see if the player had 1000
	      credits.  If they do, it will do the next line.  If they
	      don't, it will tell them that they do not have enough
	      credit/droids/energy packs.  Then it would skip the next line.
	      This is good if you are selling something to them.

		 Command:  IF CR
				(data/text area)
		 1000_______________________________________

			     10   TEXT   Buy the droid for $1,000,000?
			     11   YES/NO
			     12   GOTO   13
			     13   END
That GOTO 13 goes to here!-->
			     14   IF CR  1000000    <--if they don't have it
			     15   GOTO   16
			     16   END <--it will tell them not enough $, then end.
That GOTO 16 goes to here!-->
			     17   TEXT   You've bought yourself a droid!
			     18   ADD DR 1
			     19   SUB CR 1000000


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Using the switches:
-------------------------------------------------------------------------
These are for specialized programs.  You may find them handy. I would die
without a good switch/flag.

They start as OFF.  (FALSE or 0 to you programmers, wanna talk boolean? <G>)

You have 4 switches:
		A
		B
		C
		D

To turn it on:  A ON
		B ON   etc....

To turn it off: A OFF
		C OFF  etc....

To turn all off:  ALL OFF

To use one:
		IF A ON                 <---will go to next line if ON
		GOTO       20           <---if it is OFF it will skip.

	     Once again, similar to the YES/NO it will do the next line
	     if the A is set to ON.
	     Otherwise it will skip the next line.

NOTE: (IF A ON, IF B ON, etc)


RAND         This creates a random number for the flags.  It will turn off
	     all the flags automatically, then do the random number for
	     a flag

		Command:  RAND
				(data/text area)
		 ___________________________________________

		It would randomly turn ON one of the A,B,C,D flags.


	     This could be used to create a random mission on a wasteland...
	     Each player would have a somewhat different mission.
	     Example:


		5 	TEXT	  Do you wish to continue?
		6       YES/NO
		7       GOTO	  19          <---yes goes to 20
		8       END
		.
		.
		20	RAND      <--turns 'em off then randomly turns 1 on
		21      IF A ON
		22      GOTO      49
		23      IF B ON
		24      GOTO      99
		.
		.
		100     TEXT      Do this Do that....
		101     TEXT      Something else....
		102     GOTO      4           <---go back to the beginning.


ANSI    	Displays and ANSI, AVATAR, ASCII, or RIP file.  Must be in
		the current directory.  Valid types( .asc, .ans, .avi, .rip)


		Example:

		      Command: ANSI

			     (data/text area)
		   monster.ans__________________________________


		I didn't use any Ansi pictures in SD since I hated seeing the
		suckers slowly float across the screen on my 28.8 modem when
		I played other games.  Use your discretion, use a million.
		Heck I don't care!  It's your script!  Hopefully they will
		be pretty....  But you could use The Draw to create your
		cool menus and such.  That would work.



	Example:
		1   SIZE   10
		2   ANSI   mymenu.ans  <--has your menu choices
		3   GETKEY
		4   IF KEY1
		5   GOTO   50
		6   IF.....blah blah blah..!


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Using the built in Battles
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FITE1           a level 1 bad guy
FITE3                   3           <---note, no level 2
FITE4                   4
FITE5                   5
FITE6                   6
FITE?           a random bad guy from the above list

IF !RAN         This is on if they didn't run from the fight.  See example.

If you use one of these, I will fight them to the death of either the player
or the alien.  If they die, they leave your script, and leave Stardock.  If
the player lives or runs, they continue on in your script.


	Example:

		20   FITE?       <---a random bad guy battle
		30   IF !RAN     <---always reset before a battle.
		40   GOTO        69         <---if they won.
		50   TEXT        Blah blah blah
		.
		.
		.
		60   ANSI        victory.ans
		70   TEXT        `red`You won!! `white`
		80   ADD CR      1000
		90   ADD AR      50
	       100   GOTO        12


REM      Well, thank dos, you can leave a comment in your file!  Will skip over
	 whatever is in that data/text line.  Just don't put it in line 0.
	 or your program is history!


STATS
	Shows the player his statistics.  Just like in Loco, without the
	ship statistics.  It will clear the screen, display the stats,
	then wait for an enter key before continuing.

	Example:
			9    ANSI      mymenu.ans
			10   GETKEY
			11   IF KEY1
			12   GOTO      99
			13   IF KEY2
			14   GOTO      149
			.
			.
			100  STATS     <---clears screen, shows stats, waits
			101  GOTO      8      <--then goes back to menu

That's it!  Since this thing is run from an expansion module in Stardock Loco,
expect an enhanced version with more commands in the future.  (And your old
ones will still run)  For those of you that wish to write in pure C or another
language other than my LocoScript,
check out the file SD_C.txt.  Then you can create complete
add-ons like my expansion modules, and also create registration versions that
you can sell.  I suppose you could use this and try to have people register
them, but I know how that goes...Forvala.

