LEVEL3 {} The Registered version of Ringmasters requires an activation code. Call Jabberwocky at (410) WIL-GUGL for your code today! (that's 945-4845) ACTVCODE {} S 8 Game activation code RINGCCR {Ringmasters Credit consumption rate 60} N 0 32767 Filling this option in with a key name will have the effect that people holding that key will be allowed to enter the ring. Those without the key can only watch the action from ringside. To allow anyone unlimited use of the ring, leave this blank. BOXKEY {NORMAL} S 15 Key required for unlimited use of ring If you wanted some people to be able to get into the ring but not be able to use some of the features then use this key. Users who can't properly defend themselves might be encouraged to buy some credits to defend their honor! Currently users who don't have the key will not be able to use HOOKS. Getting the source code from Infinetwork will allow you to specifically determine what commands are limited. LIMITKEY {NORMAL} S 15 Key required for unlimited use of commands If you would like Ringmasters to advertise it's presence to your users the first time they logon, then set this variable to YES ADVERTIZ {Periodically advertise at logon? YES} B If you want the Ringmasters advertisement to appear EACH time anyone logs on then set this to 1. Otherwise you can set this to display the advertisement every X logons. ADVERFRQ {Frequency to advertise at logon? 1} (ADVERTIZ=YES) N 1 32767 LEVEL4 {} Number of rings users can box in. CNF level 6 has optional ring entry messages for each ring. BOXRINGS {Ringmasters Number of rings 3} N 1 10 BOXR1NM {Madison Square Garden} S 29 Ringmasters Name of Ring 1 BOXR2NM {Caesar's Palace} S 29 Ringmasters Name of Ring 2 BOXR3NM {Thrilla in Manila} S 29 Ringmasters Name of Ring 3 BOXR4NM {Ring 4} S 29 Ringmasters Name of Ring 4 BOXR5NM {Ring 5} S 29 Ringmasters Name of Ring 5 BOXR6NM {Ring 6} S 29 Ringmasters Name of Ring 6 BOXR7NM {Ring 7} S 29 Ringmasters Name of Ring 7 BOXR8NM {Ring 8} S 29 Ringmasters Name of Ring 8 BOXR9NM {Ring 9} S 29 Ringmasters Name of Ring 9 BOXR10NM {Ring 10} S 29 Ringmasters Name of Ring 10 Initially we suggest you allow non-live users to box. As the "power punches" are restricted it may encourage them to get live time to compete. As the game becomes more popular you can restrict them from boxing at all "because we only have 1 ring and live users have priority" - another incentive. NLVBOX {Ringmasters Allow Non-live users to Box? YES} B Credits consumed per minute while in the ring. BOXCEXIT {Ringmasters Allow boxers to leave during round? NO} B To minimize annoyance, a user can only be challenged so often. This option specifies the length of time in seconds after a user is paged to step into the ring, during which noone else can challenge. CHALINTV {Ringmasters Time between pages to box 120} N 0 32767 If you would like Ringmasters to periodically call out to your users the first time they logon, then set this variable to YES BOXCALL {Ringmasters Periodically advertise at logon? YES} B This will be the number of high score players to list in the divisional rankings list. BOXTOP {Ringmasters Number of top contenders per division 5} N 0 32767 These variables control the initial statistics of new boxers. BOXSTR {Ringmasters Starting Strength 39} N 0 100 BOXAGL {Ringmasters Starting Agility 39} N 0 100 BOXWILL {Ringmasters Starting Will Power 49} N 0 100 BOXSKIL {Ringmasters Starting Boxing Skill 39} N 0 100 BOXEND {Ringmasters Starting Endurance 100} N 0 32767 These are the points initially available for spending on attributes. BOXPTS {Ringmasters Starting Spending points 20} N 0 32767 This is the lowest amount a person can reduce one of his abilities while in the gym. BOXSFLR {Ringmasters Lowest amount can DEC a stat 30} N 0 32767 BOXWARNS {Ringmasters Penalties before disqualified 5} N 0 32767 The points received for defeating a boxer is based on the won/loss ratio of the loser (how good he was). This variable sets the low end of the scale. BOXMSCOR {Ringmasters Minimum points boxer is worth 1} N 0 32767 LEVEL6 {} NOTREG {Sorry, The demo version of Ringmasters has expired... If your users have enjoyed this game and you would like the latest release as well as updates/upgrades please write or call: Jabberwocky Also be sure to leave a voice phone # 5119 Edmonson Ave. where we may reach you to give you your Baltimore, MD. 21229 activation code! (410) WIL-GUGL voice (that's 945-4845) (301) 498-6183 BBS Your support is appreciated! } T Ringmasters Limited time offer INTRO { Ring Masters (%s) Copyright 1990 InfiNetwork It is here where few rise to victory It is here where many are broken } T Ringmasters Entry from Main Menu BOXMENUT { O---------------------------------O ~| ~| } T Ringmasters Main Menu top BOXMENUM {~| %2d) %-25s ~| } T Ringmasters Main Menu middle BOXMENUB {~| ~| ~| G) The gym ~| ~| R) The rules ~| ~| T) Top Contenders ~| ~| ~| ~| ? To redisplay this menu ~| ~| X Exit to Main Menu ~| ~| ~| O---------------------------------O Punch your selection : } T Ringmasters Main Menu bottom BOXMENUS {~| ~| ~| G) The gym ~| ~| R) The rules ~| ~| T) Top Contenders ~| ~| E) Computer Contender Editor ~| ~| ? To redisplay this menu ~| ~| X Exit to Main Menu ~| ~| ~| O---------------------------------O Punch your selection : } T Ringmasters Main Menu bottom (sysop) BOXSMNU { Punch a #, G, R, T, X to exit, or ? for menu: } T Ringmasters Menu short GYMINTRO {The smell of sweat and iron greet you as you push through the doors to the gym. This is where you'll develop your fighter, switching stats around to increase/decrease certain abilities and skills, as well as adding new points you earned in the ring to any abilities you choose. This is where brains and brawn meet to create the ultimate fighting machine. } T Ringmasters GYM Introduction BOXLIVE { Sorry, only "Live" users can step into the ring. You may however watch the action from ringside! (See Information Center at the main menu to see how to become a live user) } T Ringmasters Non-live rebuff RINGFULL { Sorry, but there are already 2 contenders in ring %d. Try again later or watch the action from ringside!  } T Ringmasters Ring full rebuff BOXRCRED {You have to have credits to do that! } T Ringmasters Requires credits rebuff BOXEXIT { Exiting Ringmasters, returning to main menu... } T Ringmasters Return to main menu CANTEXT { You try to run from the ring but the ref won't let you. You'll have to stick this one out to the end of the round or throw in the towel... } T Ringmasters Cannot run from the ring BOXRUN { %s IS TRYING TO RUN FROM THE RING! The ref pulls him back as he tries to crawl under the ropes. } T Ringmasters Tell crowd boxer tried to leave early BOXHUP {*** %s just vanished!! } T Ringmasters Lost carrier BOXLEFT {*** %s's contender is nowhere to be found. Looks like %s avoided being KO'd because his opponent ran! } T Ringmasters Lost carrier during count BOX4HELP {Type ? for help. } T Ringmasters For help Rebuff for those commands that are not valid for certain places. I.e. fighting at ringside CANTHERE {You can't do that here. Type ? if you need assistance. } T Ringmasters Rebuke for wrong command Rebuff for those commands that are not valid for certain states. I.e. clinch/fient when boxer down CANTNOW {You can't do that now. Type ? if you need assistance. } T Ringmasters Rebuke for wrong time CANTNOWR {You can't do that now. Its between rounds! } T Ringmasters Rebuke for fighting between rounds These logon messages will appear randomly when any user first logs in. BOXLOGN1 { :::::: .\/. Settle it in the ring... | -- | ____----____ ( ) Ring Masters ( ) \(@) (@)/ ---**---    /\  } T Ringmasters Logon call #1 BOXLOGN2 { :::::: .\/. Meet the challenge | -- | ____----____ Man-To-Man ( ) ( ) \(@) (@)/ ---**---    /\  R I N G M A S T E R S } T Ringmasters Logon call #2 BOXCHAL1 { *** RingMasters %s is challenging you to step into the ring! } T Ringmasters Challenge sent out BOXCHAL2 {Ok, %s has heard your challenge. } T Ringmasters Challenge confirmation BOXCHAL3 {%s can't be disturbed right now. Try again later. } T Ringmasters Challengee cannot be disturbed BOXCHAL4 {%s is not on the system right now. } T Ringmasters Challengee not on-line BOXCHAL5 {Hold your water, the ref grumbles, %s has already been challenged in the last %d minutes. } T Ringmasters Challengee challenged recently AMBIGUS {There be a few boxers here going by that title, Which yella-bellied pole-cat do you mean? } T Ringmasters Challengee name unclear HLPCHAL {The format of the challenge command is: CHALLENGE CHALLENGE It will send a message to that person daring him to step into the ring with you. To go toe-to-toe with a computer opponent, just give the boxer id number. To see a list of computer opponents use the LIST command. } T Ringmasters Challenge command format BOXCHSRL { %s %s VS %s S) Step into the ring R) Ringside Strike S or R, X to exit: } T Ringmasters Choose ring long BOXCHSRS { Strike S or R, X to exit, ? for menu: } T Ringmasters Choose ring short ************************************************ * Introduction to each ring when selected. * * Can have a unique ring description for each. * * I.e. if you had a champions only ring. * ************************************************ INTROR1 { Let's get ready to Ruuuuuuummmmmmmble! } T Ringmasters Introduction into ring 1 INTROR2 { The roar of the crowd invigorates you as you advance toward the ring. And you feel the familiar surge of adrenaline pour through you, intensifying and preparing your body and mind for peak performance. You know your best is required now, for only one will walk from this a winner. Resolute, you climb through the ropes into the ring... } T Ringmasters Introduction into ring 2 INTROR3 { Let's get ready to Ruuuuuummmmmmmmble! } T Ringmasters Introduction into ring 2 INTROR4 { } T Ringmasters Introduction into ring 4 INTROR5 { } T Ringmasters Introduction into ring 5 INTROR6 { } T Ringmasters Introduction into ring 6 INTROR7 { } T Ringmasters Introduction into ring 7 INTROR8 { } T Ringmasters Introduction into ring 8 INTROR9 { } T Ringmasters Introduction into ring 9 INTROR10 { } T Ringmasters Introduction into ring 10 REFRULES { "Ok," the ref grumbles, "You both know the rules. I want a good clean fight. And if you want to back out, do it now before the fight starts. Now go to your corners and come out fighting when you hear the bell, and may the best boxer win." } T Ringmasters Referee explains the rules INTORING {*** %s has stepped into the ring with you! } T Ringmasters Tell boxer who has entered ring ANNOUN {*** %s is climbing through the ropes into the ring! } T Ringmasters Tell crowd who has entered ring BOXJUSTU { You are the only one bold enough to be in the ring right now! To challenge another user to a match type CHAL . To take on a computer simulation of history's finest fighters type CHAL . Use the LIST command to get the boxer number. } T Ringmasters Just 1 boxer in the ring ISHERE { %s is in the ring with you. } T Ringmasters Tell who is in ring with you CHICKEN {*** %s HAS RUN FROM THE RING, CHICKEN! } T Ringmasters Chicken LOOKED {%s is sizing you up } T Ringmasters Looking BOXACTN { %s is %s } T Ringmasters User defined action message BOXSNT1 { *** %s says %s } T Ringmasters Message spoken BOXSNT2 {Couldn't have said it better. } T Ringmasters Confirm message sent in ring BOXSNT3 { *** %s yells %s } T Ringmasters Message spoken by spectator BOXSNT4 {You shout out from the crowd. } T Ringmasters Confirm message sent from crowd BOXBELL { * * * CLANG! * * * } T Ringmasters Bell ring ROUNDBG {* BEGIN ROUND %d * } T Ringmasters Declare start of round ROUNDOVR {* END ROUND %d * } T Ringmasters Declare end of round ROUNDSTH { Statistics for round %d Thrown Landed Damage } T Ringmasters End of round report header ROUNDST {%17.17s %6d %6d %6d } T Ringmasters End of round report ROUNDWIN { The winner of round %d was %s } T Ringmasters Declare winner of a round BOXREP01 { %s Strength: %s +%d damage Agility: %s Will power: %s Boxing skill: %s Endurance: %d } T Ringmasters Status report BOXREP02 { Active defense: %s } T Ringmasters Report active defense BOXREP03 {Status: %s } T Ringmasters Report stunned/ko'd/ok BXNOSKL {You don't have the required boxing skill level to do that } T Ringmasters not enough skill BXNOSTR {You don't have enough strength to do that } T Ringmasters not enough strength BXNOAG {You don't have enough agility to do that } T Ringmasters not enough agility BXNOLVL {You aren't at a high enough level to do that } T Ringmasters not enough level STRWAIT {You barely have the strength to lift your arms... } T Ringmasters Boxer has no strength to throw punches WEAKENED {%s looks weak! } T Ringmasters Crowd message of weakened boxer NAME1 {Your now known as %s. } T Ringmasters Confirm fighter assigned a name NAME2 {Type HELP NAME for the correct usage. } T Ringmasters Help format for name command BOXCL1 {%s is avoiding your clinch. } T Ringmasters Clinched failed msg to you BOXCL2 {*** %s is trying to get you in a clinch. } T Ringmasters Clinched failed msg to him BOXCL3 {%s is trying to get %s in a clinch. } T Ringmasters Clinched failed msg to crowd BOXCL4 {You have got %s in a clinch! } T Ringmasters Clinched success msg to you BOXCL5 {*** %s has got you in a clinch. } T Ringmasters Clinched success msg to him BOXCL6 {%s has got %s in a clinch. } T Ringmasters Clinched success msg to crowd BOXBRK1 {%s still has you in a clinch. } T Ringmasters Break clinch failed msg to you BOXBRK2 {*** %s is trying to break out of the clinch. } T Ringmasters Break clinch failed msg to him BOXBRK3 {%s is trying to break out of the clinch. } T Ringmasters Break clinch failed msg to crowd BOXBRK4 {You broke out of the clinch! } T Ringmasters Break clinch success msg to you BOXBRK5 {*** %s broke out of the clinch! } T Ringmasters Break clinch success msg to him BOXBRK6 {%s broke out of the clinch! } T Ringmasters Break clinch success msg to crowd REFBRK1 { OK, WE'RE HERE TO BOX NOT DANCE. Now break the clinch, and break clean. No hitting on the break... } T Ringmasters Break clinch Referee msg to all BOXCLIN {The fighters are locked in a clinch. } T Ringmasters Boxers in clinch message to all BOXCLALR {You're already clinched. } T Ringmasters Already in a clinch BOXCLNOT {You aren't clinched. } T Ringmasters Not clinched BOXCLNH {Your in too close for a good hook. } T Ringmasters No hooks in a clinch NOONE {There's nobody in the ring with you. } T Ringmasters Empty ring message BOXILOC { The valid locations for a punch are: HEAD BODY You do not have to specify a location at all and the punch will go to a general area. For more help on locations type HELP LOCATION } T Ringmasters Invalid location for a punch BOXIPWR { The valid intensity of a punch is 1 Light punch 2 Hard punch 3 Haymaker punch You do not have to specify an intensity at all. For more help on punch intensity type HELP INTENSITY } T Ringmasters Invalid punch intensity BOXNODGD {*** You try to dance and weave but your too tired to DODGE anymore. Better choose a new defense quick! } T Ringmasters Tell boxer no strength dodge BOX2TIRE {%s is too tired to effectively dodge. } T Ringmasters Tell crowd boxer has no strength dodge BOXNDGD2 {%s feebly tries to dodge but to no avail... } T Ringmasters Tell crowd boxer couldn't dodge missed you MISSED1 {%s missed you } T Ringmasters Tell boxer a punch missed him MISSED2 {Missed } T Ringmasters Tell Boxer his punch missed missed MISSED3 {%s missed } T Ringmasters Tell crowd of missed punch How he avoided blow (block/dodge) ie: Blocked a jab AVOID1 {%s %s } T Ringmasters Tell boxer he avoided a punch AVOID2 {%s } T Ringmasters Tell Boxer his blow was avoided (blocked/dodge AVOID3 {%s %s %s } T Ringmasters Tell crowd of missed punch GOTHIT {*** Took a solid %d point %s from %s! } T Ringmasters Tell boxer he was hit HITHIM {Solid %d point blow to %s! } T Ringmasters Tell boxer his punch landed hit with WASHIT {%s hit %s with %s! } T Ringmasters Tell crowd of successful punch STUN {*** %s is stunned! } T Ringmasters Tell crowd of stun YOUSTUN {*** %s stunned you!  } T Ringmasters Tell boxer he was stunned STUNRECV {Your head is clearing from that blow which stunned you... } T Ringmasters Tell boxer he has recovered from stun KNOCKDWN { %s HAS BEEN KNOCKED DOWN!  } T Ringmasters Tell all of Knockdown YOUDOWN { *** %s HAS KNOCKED YOU DOWN! } T Ringmasters Tell boxer he has been knocked down FALLEN {%s has fallen back down! } T Ringmasters Tell all boxer has fallen while trying to reco YOUFALL {You have fallen back down... } T Ringmasters Tell boxer he has fallen while trying to recov ISUP {%s is up! } T Ringmasters Tell all boxer is up YOUUP {Your up! The referee is checking you out to be sure you can continue... GO! } T Ringmasters Tell boxer he is up COUNT {*** %d! } T Ringmasters KO countdown LAIDOUT {%s is flat on his back! } T Ringmasters Boxer is on the canvas LAIDOUTF {%s is flat on her back! } T Ringmasters Female Boxer is on the canvas ONKNEES {%s is trying to get up... } T Ringmasters Boxer struggling to feet STAND {%s is trying to stand... } T Ringmasters Boxer trying to stand SAVED { %s WAS SAVED BY THE BELL!!! } T Ringmasters Saved by the bell THEWINNA {*** %s HAS DEFEATED %s BY A KNOCKOUT!!!! } T Ringmasters KO Victory confirmation KO1 { Congratulations! You've beaten %s in a fair fight in the ring. Your victory has added %d points to your score. } T Ringmasters KO confirmation to victor KO2 { %s has beaten you by a Knockout. Better luck next time... } T Ringmasters KO confirmation to vanquished BOXTKO {*** THE REFEREE HAS STOPPED THE FIGHT! %s HAS DEFEATED %s BY A TECHNICAL KNOCKOUT!!!!  } T Ringmasters TKO Victory confirmation TKO1 { Congratulations! You've beaten %s so badly we had to stop the fight. Your victory has added %d points to your score. } T Ringmasters TKO confirmation to victor TKO2 { %s has beaten you by a TKO. Better luck next time... } T Ringmasters TKO confirmation to vanquished BOXNEWDV { W E L C O M E to the %s division! You've proven you have "the right stuff" to move up to this class. You recieve a bonus of %d skill points to increase your attributes. Use the GYM to apply these points to them. } T Ringmasters Confirmation of switch to new weightclass ******************************************** * To stop people from prefilling buffer * * and promote a judicious use of keyboard * * macros, fighter penalized for illegal * * actions. * ******************************************** REFWRN1 { "Wait for the bell", warns the ref. "No fighting between rounds!" "Keep it up and I'll throw ya outta here." } T Ringmasters Referee Warning for fighting between rounds REFWRN2 { *** %s is getting a warning from the ref for fighting between rounds! } T Ringmasters Referee Warning for fighting between rounds REFOUT1 { "Ok, Buster, I warned you about fighting between rounds!" "YOU'RE OUTTA HERE!!!" The referee has tossed you out of the ring! } T Ringmasters Referee tossout for fighting between rounds REFOUT2 { THE REFEREE HAS THROWN %s FROM THE RING FOR FIGHTING BETWEEN ROUNDS!! } T Ringmasters Referee tossout for fighting between rounds REFWRN3 { "You can't hit someone who's down!" The ref warns, "Try it again and I'll throw you out of here." } T Ringmasters Referee warning for hitting downed man REFWRN4 { %s is trying to hit %s while he's down! The referee calls out a warning. } T Ringmasters Referee warning for hitting downed man REFWRN4F { %s is trying to hit %s while she's down! The referee calls out a warning. } T Ringmasters Referee warning for hitting downed woman REFWRN5 { "Keep it above the belt!" The ref warns, "Try it again and I'll thrown you out of here." } T Ringmasters Referee warning for a low blow, to fighter REFWRN6 { %s tried to hit %s below the belt! The referee is calling out a warning. } T Ringmasters Referee warning for a low blow, to crowd REFOUT3 { "Ok Buster I warned you about hitting during the count!" "YOUR OUTTA HERE!!!" The referee has thrown you out of the ring! } T Ringmasters Referee tossout for hitting downed man REFOUT4 { THE REFEREE HAS THROWN %s FROM THE RING FOR HITTING SOMEONE WHO'S DOWN!! } T Ringmasters Referee tossout for hitting downed man REFOUT5 { "Ok Buster I warned you about hitting below the belt!" "YOUR OUTTA HERE!!!" The referee has thrown you out of the ring! } T Ringmasters Referee tossout for a low blow, to fighter REFOUT6 { THE REFEREE HAS THROWN %s FROM THE RING FOR HITTING BELOW THE BELT!! } T Ringmasters Referee tossout for a low blow, to crowd BOXPFN1 { "KNOCK IT OFF!" Threatens the ref, "I run a clean fight." "Keep it up and I'll thrown you outta here" } T Ringmasters Referee rebuff for profanity BOXPFN2 { "OK Buster I warned ya! Call back when you are in a more sportsmanlike mood." } T Ringmasters Referee disconnect due to profanity RSCANTDO {You'll have to step into the ring if you wanna to that! } T Ringmasters Wrong command at ringside RSINTRO1 { You make your way through the crowd down to your seat at ringside. Popcorn in hand, you ease back to watch the competition. } T Ringmasters Ringside introduction into ring #1 RSINTRO2 { You make your way through the crowd down to your seat at ringside. Popcorn in hand, you ease back to watch the competition. } T Ringmasters Ringside introduction into ring #2 RS0INRNG {There is nobody in the ring right now. Try later, or put on the gloves yourself! } T Ringmasters There is nobody in the ring RS1INRNG {%s is in the ring. } T Ringmasters Only 1 boxer in the ring RS2INRNG { and %s are in the ring. } T Ringmasters Tell what boxers are in the ring RS2INCOR { and %s are in their respective corners awaiting the bell. } T Ringmasters Tell what boxers are in their corners RSENTER {%s has come to ringside to watch the action! } T Ringmasters Announce seating self at ringside RSWATCH1 {%s is watching the action from ringside. } T Ringmasters Tell who is at ringside singular RSWATCH2 { and %s are watching the action from ringside. } T Ringmasters Tell who is at ringside plural RSROUND {It's round %d. } T Ringmasters Tell what boxers are in their corners BOXIRULE {In the ring you will be pitted against an opponent in direct man-to-man combat. Being a fast-action boxing simulation, you will need to be on your toes the moment you step into the ring, so spend a few moments now to learn the ropes. } T Ringmasters RULES Introduction BOXRPMT {Enter topic name or number, ? to list, or X to exit: } T Ringmasters RULES prompt BOXHTOPS { The commands are:  1) JAB 4) BLOCK 8) STAT 12) CHALLENGE 2) UPPERCUT 5) DODGE 9) NAME 13) SAY 3) HOOK 6) CLINCH 10) RECORD 14) /A 7) BREAK 11) TOP 15) EXIT 16) LIST  Further information is available under the following topics: 17) GENERAL 18) PUNCHING 19) ABILITIES 20) SKILL 21) SCORE 22) STRATEGY1 23) STRATEGY2 24) STRATEGY3 25) STRATEGY4 26) LOW BLOWS } T Ringmasters Help topics BOXHTOPP { To get specific help on either a command or topic type: HELP } T Ringmasters Help topics how to BOXHGEN {It is here where many rise to victory. It is here where many are broken. Ringmasters pits you in direct man-to-man competition with other users on-line. It is a fast-action boxing simulation where you and your opponent each have unique abilities and advantages. Ringmasters is easy to play, but not easy to master. Brains as well as brawn determine who will take and hold a title. You will have certain attributes (strength, agility, etc) and "skill points" you can spend to enhance them. How you develop them is completly in your control. Increasing your strength, for example, can let you devastate someone with a blow; but neglecting your agility may leave you a slow, clumsy target. Moving up a wieght division (by moving up in score) will gain you more skill points to further increase your attributes. Thus a middleweight would probably knock the socks off a flyweight. You can also watch the action from ringside, where you can cheer/jeer rivals in the ring. The blow-by-blow detail can help you discover powerful combinations and winning moves you can use as you fight from Street fighter to Heavywieght champion of the on-line world! } T Ringmasters Help General HLPABIL { Your basic abilities are defined by the 4 attributes strength, agility, endurance, and will power. The higher the better. STRENGTH - A measure of your 'brawn' or physical muscle. A high strength lets you do more damage with your hands. AGILITY - Dexterity and coordination. Your ability to dance and weave to avoid being hit. ENDURANCE - The amount of physical damage you can take. The higher your endurance the more punishment you can withstand. Each time you're hit it is reduced by the damage inflicted. When your endurance reaches 0 you are out. WILLPOWER - The desire to go on when you body has given up. If you are knocked down, it is your ability to get up. On each count you will draw upon this inner strength to pull yourself up. However each time you are knocked down it will take even more willpower to return. All these attributes can be increased by training in the gym. } T Ringmasters Help for abilities HLPSKIL { Your skill as a boxer is represented by your "boxing skill". When you try to do something that depends on that skill (punch, feint, etc) your chance of succeeding is based on your skill level. For example, if your boxing skill was 75 then you'd hit someone 75%% of the time you JAB. Note however that this figure gives the probability of succeeding with a task of average difficulty. Your skill is modified for difficult tasks (hard punches) or unfavorable situations (if you're stunned). So if you were trying to throw a more difficult punch like HOOK HEAD your "effective skill" may really be much less than your normal boxing skill. } T Ringmasters Help for boxing skill HLPSTRA { The idea behind Ringmasters is simple - pound your opponent until he falls down, if he gets up, pound him again. It's up to you to figure out which punches are the most effective, and when. The same applies to defense. In general you will learn by actual experience in "the ring". Throwing a lot of punches will tire you quicker. "Punching fatigue" is represented by lose of strength in the same way that damage is a loss of endurance. You will regain strength as you rest between rounds, but you can also restore it by getting your opponent in a CLINCH. Here, a high agility could stop someone from recovering strength after he has "punched himself out", letting the one who has conserved his strength from the beginning unleash a torrent of devastating blows upon a tired and weak opponent. For more help on strategy type HELP STRATEGY2. } T Ringmasters Help for strategy HLPSTRA2 { If you "stun" someone, his abilities and skills are reduced for a few moments. Take advantage of this and lay in as many blows as you can! Stuns are cumulative so it is possible to stun someone and keep him that way - though you will probably knock him down first. Your chance to stun is based on the "body shock" from the amount of damage you pack in a punch. If you do more than 50%% of the endurance your opponent has left he will automaticaly be stunned. There is also a small percentage to stun with any blow based on the amount of damage it does. The chance of actually knocking him down when he's stunned is based on the difference between his current endurance and 100. Thus it's much easier to stun or KO someone who is already virtually "out on his feet". Remember, punch location affects your chance to stun. Head shots increase your chance by 20%%. Body blows have no chance to stun. For more help on strategy type HELP STRATEGY3. } T Ringmasters Help for strategy2 HLPSTRA3 { The first thing you should do when you step into the ring is choose a defense (Dodging or Blocking). If you don't then your opponent will be able to pop you at will! All commands can be abbreviated to the first 3 letters. So you can just enter UPP HEAD 3 instead of the full command of UPPERCUT HEAD 3. Actually punch location can be shortened to just H or B if you choose. Realistically, you will probably want to use keyboard "macros" or a remapping of your keyboard through your communications package to box, allowing you to throw 2 or 3 punches with the press of 1 button. One of the elements to becoming an on-line champion is handling these macros, knowing when to use them and when not. Punching at the wrong time gets you a warning from the ref and your only allowed so many of them before he disqualifies you. Judicious use and timing will seperate the street thug from the prize fighter. For more help on strategy type HELP STRATEGY4. } T Ringmasters Help for strategy3 HLPSTRA4 {Effectively developing and using your attributes is what will seperate you from other contenders. The true champion will choose a fighting strategy that takes advantage of his strengths and his rival's weakness. Use ringside to examine the tactics of your next opponent, and use the Gym to complement and prepare for them. The ring master will be able to react quickly to the dynamics of a fight. Use the STAT command to monitor your attributes and make decisions based on how they change. For instance, you may notice that your endurance is so low that you decide to switch from blocking to dodging to avoid even the small amount of damage you take from blocking blows. One strategy is the "stick and move" offense. Doing light damage with a dodging defense. The idea behind it is to offset the drain of strength you get while dodging with the saving of strength you get with light intensity punching. Another might be "the tank", with most points applied to strength and endurance you'd take a lot of damage but dish out the same. When you move up a division (by moving up in score) you will gain more points to apply to your attributes. Type HELP SCORE to see the various divisions and required score for each. } T Ringmasters Help for strategy4 HLPPUNCH { Your boxing skill determines how well you throw a punch. All punches use the same format: where = JAB, UPPERCUT, or HOOK = HEAD or BODY = 1 for light, 2 for hard, 3 for the Haymaker Location and intensity are optional. Some examples are: JAB JAB BODY 2 JAB HEAD For further information on how to use location and intensity type HELP LOCATION or HELP INTENSITY } T Ringmasters Help for punching HLPLOC { With all punches you can optionally direct where you want to hit your opponent, either his HEAD or BODY. Because the head is a smaller and better protected target your chance to hit it is reduced 20%%, but your chance to stun him if you pop him is 20%% greater. In contrast, going for the body will increase your chance to hit by 20%%, but you won't be able to stun him. You don't need to specify a location at all and your chance to hit or stun will be normal. For example, "JAB BODY 1" would probably hit every time, doing small but cumulative damage, slowly but surely beating down your adversary without tiring (losing strength) yourself out. On the other hand, "HOOK HEAD 3" wouldn't hit as much and tire you out faster. But when you finally clock him, you'd do a tremendous amount of damage and have a great chance of stunning him and sending him to the mat for the count. } T Ringmasters Help for punching location HLPINT { You can also control the "intensity", or force, of your blows. The harder you punch, the more damage you will inflict upon your opponent, but the more it will tire you out as well. In the same way that damage you take is represented by a lose of endurance, this "punching fatigue" is represented by lose of your strength. 1 Light. Does the least amount of damage but it will not fatigue you at all. Damage from a light punch is 1/2 normal. 2 Hard. Powerful hard hitting blows for full damage. 3 The "Haymaker". If you hit your opponent with this one you'll probably send him to the canvas for a nap. Scores double damage on any hit. As you're throwing all your weight and muscle behind it you'll be fatiqued at 3 times the normal rate. When your strength drops below a certain level you'll be too tired to throw any more punches. You can restore your strength by clinching or resting between rounds. } T Ringmasters Help for punching intensity HLPJAB { One JABs by simply sticking his fist into his opponent's face. In itself, the jab is not famed as a knockout punch, but executed successfully and consistently it can wear down an opponent while scoring you points. Remember, with any punch, a fighter who throws many punches will tire more quickly than one who throws fewer. For more information on punching type HELP PUNCHING. } T Ringmasters Help for JAB HLPUPP { The UPPERCUT is more difficult to deliver than a JAB (so your chance to hit is reduced 10%%), but its also more powerful (so the damage you'll do is increased). Because you can't hit someone with a hook when your in a clinch (your in too close) the uppercut is the most powerful punch at that point, and hence its reputation as an in-fighting tool. As with any command you can use its 3 letter abbreviation "UPP". For more information on punching type HELP PUNCHING. } T Ringmasters Help for UPPERCUT HLPHOO { The HOOK is a devastating punch that can flatten just about any opponent if thrown correctly. Being the "power punch" it is a lot more difficult to deliver (your chance to hit is reduced the most for this punch, 20%%), but you'll also do the most damage with it when you do hit. The hook requires room to throw so you won't be able to do it clinched. For further information on punching type HELP PUNCHING. } T Ringmasters Help for HOOK HLPFEIN { (To be implemented in the next version) (If you have suggestions on this game e-mail SYSOP) } T Ringmasters Help for FEINT HLPDODG { Your ability to DODGE is based on your "agility". The more agile and coordinated you are the easier it is to slip punches and duck blows. Because dodging is a quick-moving active defense it will tire you out quicker (1 point loss of strength when you dodge a blow). It will be the true champion who will be able to use the subtle trade-offs between dodging and blocking. While blocking risks a quicker lose of endurance, it conserves your strength (letting you throw more punches for more damage). Dodging may tire you out (less punches and damage in the long run) but it protects you from taking any damage from any blow. You will automatically continue to "dodge" until your strength runs out or you opt to change to another defense. } T Ringmasters Help for DODGE HLPBLOK { Your ability to BLOCK is based on your "agility". The more coordinated you are the better chance you have to intercept your opponent's punches. Because blocking is essentially deflecting or "absorbing" blows, you will still take a very small amount of damage (1 point loss of endurance). It will be the true champion who will be able to use the subtle trade-offs between dodging and blocking. While blocking risks a quicker lose of endurance, it conserves your strength (letting you throw more punches for more damage). Dodging may tire you out (less punches and damage in the long run) but it protects you from taking any damage from any blow. You will automatically continue to "block" until you change to another defense. } T Ringmasters Help for BLOCK HLPCLIN { CLINCHing is when you are tying up your opponent using your arms to hug his arms, so that he can't hit you. Usually your best move when you are in trouble. It's limited because the referee will break it up, but it can give you a few valuable seconds to clear your head and recover some of your strength. The longer you are able to hold the clinch the more strength you can recover. The clinch will continue until the referee breaks it, or if you or your opponent successfully BREAK from the clinch. Your ability to avoid a clinch is based on your "agility". A higher agility will allow you to outmaneuver your opponent's attempt to clinch. This is particularly effective against a strong, slow opponent after he has burned out most of his punching strength and seeks to recover it in a clinch. } T Ringmasters Help for CLINCH HLPBRK { Use BREAK to get yourself out of a clinch. It is primarily based on your agility, as you try to outmaneuver in a scuffle. While you are in a clinch both you AND your opponent are recovering strength. In any event, the referee will break up a clinch that goes to long and appears to be stalling. } T Ringmasters Help for BREAK HLPSAY { Use SAY should you wish to engage witty discourse with your opponent in in the ring, or yell like a wildman from ringside. The format is: SAY Your opponent as well as the crowd will hear what you have to say. } T Ringmasters Help for SAY HLPACT { The format of the action command is: /A Where is free format text describing whatever you are doing. Everyone in the ring or at ringside will see your actions. } T Ringmasters Help with action command HLPNAME { Your name in the ring will default to your userid. If you wish to give yourself a more descriptive title use the NAME command. NAME } T Ringmasters Help for NAME HLPSTAT { Your abilities and skills will vary in effectiveness during the fight - strength dropping as you grow tired, endurance falling when you are hit, etc Use the STATus command to monitor the change in your abilities. With it you can quickly respond and adjust your fighting strategy to its best potential. Hitting by itself will tell you who is in the ring and the round #. } T Ringmasters Help for STAT HLPREC { Type RECORD to see the won/loss record of the fighters currently in the ring. } T Ringmasters Help for RECORD HLPTOP { To see the top contenders for the various divisions type TOP. The high score within a division holds the title belt for that division. } T Ringmasters Help for TOP HLPLIST { The LIST command lets you peruse the Computer Contender list. To challenge any of them just type CHAL while in the ring. } T Ringmasters Help for LIST HLPSCORE { Boxers progress through the various divisions based on score. Everyone will start out as a street fighter and prove themselves as they move up through the ranks. The top score within a division holds the title belt for that division. Minimum required Division Score for entry Bonus points -------------- ---------------- ------------ HeavyWeight 1,500 30 Cruiser Weight 1,000 10 Light HeavyWeight 750 10 MiddleWeight 500 30 Welter Weight 250 10 LightWeight 150 10 Bantam Weight 100 10 FlyWeight 50 10 Street Fighter 0 10 Your score is increased with each victory. The number of points you receive is based on how good your opponent was (won/loss ratio). Defeating someone from a higher division is worth even more points. } T Ringmasters Help for scores HLPX { Type X when you want to return to the Ringmasters main menu. You can leave the fight before the first bell without it counting against you; but after the bell, you're on your own, and if you leave or disconnect it will count on your record as a loss! } T Ringmasters Help for X HLP25 { LOW - going below the belt can do a lot of damage as well as sap a lot of strength. RABBIT - the Rabbit Punch is famous for it's ability to slowly paralyze opponents. Requires a high agility to throw this one correctly. KIDNEY - causes permanent damage for the duration of the fight, severely effects opponent fighting skill. As most fighters are watching out for it, extremely difficult to throw. Keep in mind each of these punches will get you a warning from the ref. } T Ringmasters Help for 25 BOXCSTAT { The current statistics for %s are: ST) Strength %d %s +%d AG) Agility %d %s WP) Will Power %d %s BS) Boxing Skill %d %s ED) Endurance %d } T Ringmasters GYM current stats BOXREC1 { %s is a %s } T Ringmasters Weightclass BOXREC2 { %s, managed by %s, is a %s } T Ringmasters Weightclass and manager BOXREC3 { Score Won Lost KO TKO ---------- ----- ----- ----- ----- %10s %5d %5d %5d %5d } T Ringmasters Won/loss record BOXSPTS { You have %d skill points to spend on your attributes. Enter a command, ? to list commands, or X to exit. } T Ringmasters GYM Skill points and prompt BOXADD { Ok, %d points have been added to that attribute } T Ringmasters GYM Confirm addition of points to attribute BOXNTENF { You don't have that many points to spend. To get more you can either lower one of your other attributes or win enough fights to move up a weight class. } T Ringmasters GYM not enough points to spend BOX2LTLE { You can't reduce an attribute or skill below %d The boxing association wouldn't let you in the ring! } T Ringmasters GYM Can't DEC attribute < minimum BOX2MUCH { You can't increase that attribute any farther. } T Ringmasters GYM Can't INC attribute > 100 BOXDROP { Ok, %d points have been dropped from that attribute and added to your pool of available spending points. } T Ringmasters GYM Decrease conformation GYMCMNDS { The comands are:  STAT  List current statistics  INC  Increase an attribute  DEC  Decrease an attribute  NAME  Give this fighter a name  RETIRE  (to be implemented in the next version) Further information is available under the following topics: GENERAL ABILITIES SKILL STRATEGY SCORE To get specific help on a command or topic type: HELP or HELP } T Ringmasters GYM commands GYMINC { Use the INCrease command to raise your attributes using the skill points you have available to spend. The format of the INC command is: INC where is one of your abilities (ST, AG, WP, BS and ED) and is how much you wish to increase it by. (Up to the number of skill points you have available to spend) INC ST 10 Increases your strength by 10 points INC ED 7 Increases your endurance by 7 points To get more skill points you can 1) DECrease another attribute or 2) Gain bonus skill points when your score qualifies you to move to the next division up. } T Ringmasters GYM increase command format GYMDEC { The DECrease command will lower an attribute and add those skill points to the amount you have available. Its used to take points from one attribute to be added to another. The format of the DEC command is: DEC where is one of your abilities (ST, AG, WP, BS and ED) and is how much you wish to decrease it by. The points dropped will be returned to your availble pool of skill points. DEC ST 10 decreases your strength by 10 points } T Ringmasters GYM Decrease command format GYMLIST { Type STAT while you are in the Gym to see the current statistics for your fighter. Use the INC and DEC to change them. } T Ringmasters GYM stat command format GYMATTR { You must select a valid attribute. Your attributes are: ST - Strength AG - Agility WP - Will Power BS - Boxing Skill ED - Endurance } T Ringmasters GYM Invalid attribute selected BOXRANKH { RingMasters Divisional Title Holders } T Ringmasters Top Players heading BOXRANKT { %s Manager Won Lost KO Score } T Ringmasters Top Players rank heading BOXRANKD { %-19.19s %-10.10s %5d %5d %5d %7s } T Ringmasters Top Players detail BOXRANK0 { } T Ringmasters Top Players nobody in division BOXLISTH { RingMasters Computer Contenders } T Ringmasters Computer Players heading BOXLISTD { %3d %17.17s %s } T Ringmasters Computer Players detail **** These messages for exceptionally good hits ***** * If you want to add more just put them here. * * Be sure to add them BEFORE the BOXLAST message. * * Also the arguments must match as well, that is, * * a %s %s %d %s MUST appear in your message. * * They are, respectively: * * * * After you add a new message: * * 1) run msgidx on this file. Type: * * MSGIDX RINGMSTR * * From the DOS command line * * 2) recompile ringmstrs * ***************************************************** HARD1 {%s walloped %s with a %d point %s! } T Ringmasters Good punch HARD2 {%s pounded %s with a %d point %s! } T Ringmasters Good punch HARD3 {%s sent %s sailing across the ring with a %d point %s! } T Ringmasters Good punch HARD4 {%s clocked %s with a %d point %s! } T Ringmasters Good punch HARD5 {%s rocked %s with a lightening quick %d point %s! } T Ringmasters Good punch HARD6 {%s slammed %s with a %d point %s! } T Ringmasters Good punch HARD7 {%s smashed %s with a %d point %s! } T Ringmasters Good punch HARD8 {%s clobbered %s with a solid right %d point %s! } T Ringmasters Good punch HARD9 {%s fed %s a %d point knuckle-sandwich with a %s! } T Ringmasters Good punch HARD10 {%s popped %s with a %d point %s! } T Ringmasters Good punch HARD11 {%s nailed %s with a %d point %s! } T Ringmasters Good punch HARD12 {%s clobbered %s with a good %d point %s! } T Ringmasters Good punch HARD13 {%s cut %s with a %d point %s! } T Ringmasters Good punch HARD14 {%s brain damaged %s with a %d point %s! } T Ringmasters Good punch BOXLAST { This mesage will never appear. Do Not remove it. It is used as the endmarker for "goodhits". Add your own custom goodhit text before this message. Be sure to keep the argument list intact. } T Ringmasters Endmarker for good hits text These messages are used by computer opponents COOKSAY1 { *** %s says I will break you. } T Ringmasters Computer opponent talk when ok COOKSAY2 { *** %s says I'm gonna bust you up!  } T Ringmasters Computer opponent talk when ok COOKSAY3 { *** %s says You're gonna eat canvas this round, homeboy. } T Ringmasters Computer opponent talk when ok COOKSAY4 { *** %s says Better find yourself a soft spot on the canvas, whimp. } T Ringmasters Computer opponent talk when ok COOKSAY5 { *** %s says I'm gonna whup you till you cry like a baby. } T Ringmasters Computer opponent talk when ok COOKSAY6 { *** %s says Here comes another one, Chump! } T Ringmasters Computer opponent talk when ok COOKSAY7 { *** %s says Come on, show me something! } T Ringmasters Computer opponent talk when ok COOKSAY8 { *** %s says Is that the best you can do, sissy. } T Ringmasters Computer opponent talk when ok COOKSAY9 { *** %s says You ain't got no punch. You in big trouble boy! } T Ringmasters Computer opponent talk when ok COOKSA10 { *** %s says Take this, sissy!  } T Ringmasters Computer opponent talk when ok COOKSA11 { *** %s says Open Wide!  } T Ringmasters Computer opponent talk when ok COOKSA12 { *** %s says Don't take this personally!  } T Ringmasters Computer opponent talk when ok COOKSA13 { *** %s says I told you to leave my sister alone!  } T Ringmasters Computer opponent talk when ok COOKSA14 { *** %s says I could spare you, but why?  } T Ringmasters Computer opponent talk when ok COOKSA15 { *** %s says Hasta la Vista, Baby!  } T Ringmasters Computer opponent talk when ok COOKSAYL { This mesage will never appear. Do Not remove it. } T Ringmasters End marker for talk when ok COHRSAY1 { *** %s says OK, now I'm really mad!  } T Ringmasters Computer opponent talk when hurt COHRSAY2 { *** %s says ouch.  } T Ringmasters Computer opponent talk when hurt COHRSAY3 { *** %s says ...uhhhh... anyone got the number of that truck?  } T Ringmasters Computer opponent talk when hurt COHRSAY4 { *** %s says Mommy, is that you?  } T Ringmasters Computer opponent talk when hurt COHRSAY5 { *** %s says Momma said there'd be days like this...  } T Ringmasters Computer opponent talk when hurt COHRSAY6 { *** %s says I'm gonna get you for that. } T Ringmasters Computer opponent talk when hurt COHRSAY7 { *** %s says Coupla lucky punches don't mean nuthin... } T Ringmasters Computer opponent talk when hurt COHRSAYL { This mesage will never appear. Do Not remove it. } T Ringmasters End marker for talk when hurt COOKACT1 { %s is floating like a butterfly. } T Ringmasters computer opponent "action" when ok COOKACT2 { %s is forcing you into the corner. } T Ringmasters computer opponent "action" when ok COOKACT3 { %s is waving to the crowd. } T Ringmasters computer opponent "action" when ok COOKACT4 { %s is taunting you. } T Ringmasters computer opponent "action" when ok COOKACT5 { %s is winding up the bolo punch! } T Ringmasters computer opponent "action" when ok COOKACT6 { %s is sticking out his chin. } T Ringmasters computer opponent "action" when ok COOKACT7 { %s is boxing your ears. } T Ringmasters computer opponent "action" when ok COOKACT8 { %s is putting a glove on your head. } T Ringmasters computer opponent "action" when ok COOKACTL { This mesage will never appear. Do Not remove it. } T Ringmasters End marker for computer opponent actions COHRACT1 { %s is looking to his corner for help. } T Ringmasters computer opponent "action" when hurt COHRACT2 { %s is up aginst the ropes. } T Ringmasters computer opponent "action" when hurt COHRACT3 { %s is cut. } T Ringmasters computer opponent "action" when hurt COHRACT4 { %s is stumbling backwards. } T Ringmasters computer opponent "action" when hurt COHRACTL { This mesage will never appear. Do Not remove it. } T Ringmasters End marker computer opponent actions BOXEDIT { Computer Contender Editor Keep in mind that while it's quite easy to create a computer boxer, it's also easy to make them too weak or too powerful (their stats) for the weight class you select. We've provided a guide in the INFRMSYS.DOC to provide ballpark figures for the average stats a boxer at each class may have. A => Add new computer boxer M => Modify computer boxer D => Delete computer boxer Please enter M,A,D, or X to exit: } T computer opponent edit menu BOXMODID { Enter the boxer ID number to update: } T Prompt for computer boxer id for update BOXDELID { Enter the boxer ID number to delete: } T Prompt for computer boxer id for delete BOXDELOK { Boxer #%d was deleted. } T Comfirm deletion BOXERNTF { Boxer #%d does not exist. } T rebuff boxer id BOXSAVE { Boxer saved. } T confirm changes BOXQUIT { Changes discarded (Boxer was not updated). } T Quit BOXNOCH { No changes to information. } T weren't any changes GETBACK { } T never see this - return from ansi session LEVEL99 {} RMAN { Computer Contender Editor To create a computer opponent for RingMasters simply enter the fighter's statistics here. For details on optimum settings see INRFMSYS.DOC. Boxer Id: $$$$$$ Name: ????????????????????????????? Weight: ????????????????? (Press SPACE to choose) Strength..... $$$ Favored Punch...... ???????? Attack Rate: $$$ Agility...... $$$ Favored Location... ???? Combinations: $$ Will Power... $$$ Favored Intensity.. ???????? Skill........ $$$ Favored Defense.... ???????? Worth: $$$$ Endurance.... $$$ Exit: ???? (select SAVE or QUIT and hit Enter) !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Type SAVE at bottom when you are done. ^F to insert, ^Q to quit, ^S to save. } T Full screen entry for ANSI users RMNANHLP { Computer Contender Editor Retype any entry, or hit ENTER to leave it unchanged, or BACKSPACE over it to change it. You can also use ^U to backup one line if you made a mistake (hold down the "Ctrl" key and type 'U'). Hit ^S to save at any time, or ^Q to quit at any time. } T Non-ANSI data entry - help message RMNAN { Boxer Id: $$$$$$ Name: ????????????????????????????? (Press SPACE to select division) Weight: ????????????????? Strength..... $$$ Favored Punch...... ???????? Attack Rate: $$$ Agility...... $$$ Favored Location... ???? Combinations: $$ Will Power... $$$ Favored Intensity.. ???????? Skill........ $$$ Favored Defense.... ???????? Worth: $$$$ Endurance.... $$$ Save, Edit again, or Quit? ???? } T Non-ANSI data entry - entry form