The Casino Copyright (c)1990-1994 Logicom, Inc. All Rights Reserved LEVEL0 {} FILE01 {LOGCAS.MSG} LEVEL3 {} Before you can run this software you must enter the proper Activation Code here. ACTCOD {} S 12 Activation code You may want to limit the ability to talk in the Casino to only certain users. If this is the case, fill this option in with the name of a key. Only users holding the key named in this option will be allowed to talk to other users in the game. If you want everyone to be able to talk, leave this option blank. KEY1 {} S 15 Key required to talk in the Casino You may want to limit the ability to play in the game to only certain users. If this is the case, fill this option in with the name of a key. Only users holding the key named in this option will be allowed to play. If you want everyone to be able to play, leave this option blank. KEY2 {} S 15 Key required to play LEVEL4 {} You can charge additional credits for time spent in The Casino by setting this value to a number other than zero. The amount of credits you specify will be deducted, in addition to any current online connect charges, each minute the user spends in the Casino. If the number you specify is negative then instead of subtracting credits each minute, credits are ADDED to the user's account! SURCHG {Surcharge (in credits) for Casino usage per minute 0} N -32767 32767 If you've set a surcharge for playing the game, and the surcharge is currently in effect, this text will appear just after the "play" option on the game menu. SCHSTG { ($)} (SURCHG#0) S 40 Surcharge menu display flag You can set up the game so that the house always keeps a percentage of the winning pot. Enter the percentage of the pot the house should keep, or enter zero (0) if you don't want the house to take a cut of the winnings. HSEPCT {What percentage of the pot should the house keep? 0} N 0 100 If you have your accounting system set up in such a way that users are allowed to go into debt, do you want them the be able to gamble with their debt (gambling with credits they don't really have)? GBLDBT {Allow users to gamble with their debt? NO} B If this value is set to a number greater than zero then users will be able to buy Casino chips with credits and can then exchange the chips for credits upon leaving the Casino. Set this value to zero (0) if you do not want players to be able to exchange chips for credits and visa-versa. CSTPCH {Cost (in credits) per chip: 10} N 0 32767 This option allows you to keep a record of all chips purchased with credits and all chips exchanged for credits in the audit trail. Set this to YES if you want to track these exchanges. LOGXCH {Log credits/chips exchanges in the audit trail? YES} (CSTPCH#0) B This setting allows you to keep track of how the "house" is doing in respect to credits won or lost in the Casino. Set this option to YES if you want the Casino to report the house credit status to the Audit Trail each time the system is shut down. NOTE: This status report will only be generated if you allow players to purchase chips with credits. LOGWLS {Log house credit status to audit trail on shutdown? YES} (CSTPCH#0) B This is the number of chips that will be handed out to players as they enter the Casino. Players may use these chips to play with at the tables. However, they may not exchange these FREE chips for credits, nor may they play at a table where BOUGHT chips are being played with. (See CSTPCH). NUMFCH {Number of complimentary chips to give out at door: 1000} N 0 32767 You can limit the number of chips that artificial players can lose in one day. If the number of chips lost by artificial players exceeds this value then they will no longer sit or play at the tables for the remainder of the day. Set this value to zero (0) if you do not want to place a limit on the number of chips lost by the house. NOTE: This restriction only applies to chips purchased with credits. MAXLOS {Maximum number of chips house may lose: 10000} L 0 1000000 If you set this option to YES then Blackjack tables will remain open at all times regardless of whether or not the house has lost its limit in real chips (see MAXLOS above). Setting this option to NO will close down all tables to players with chips purchased with credits. EXCLBJ {Exclude Blackjack tables from max loss? YES} B This setting controls whether or not you want artificial players to sit and play at tables where real chips (those bought with credits) are being used. ARTPFR {Allow artificial players to play in "real" games? YES} B If you want a computer generated player to play in all games, answer YES. Otherwise, a computer generated player will only join a table when only one "live" player is present. FRCAFP {Force artificial players to sit in on all games? NO} (ARTPFR=YES) B This value determines the number of tables that will exist in the Casino. Keep in mind that each table requires about 175 bytes of memory. NUMTBL {Number of tables to set up: 6} N 1 99 You can set up a number of "Blackjack" tables by indicating the starting table number here. This table number, along with all higher numbered tables will be reserved for playing Blackjack only. BLJTBL {Starting Blackjack table number: 5} N 1 99 Specify the number of decks you want the Blackjack dealer to use. The more decks you use, the better the odds are for the house. 6- and 8-deck games are common among the big casinos, and 4-deck games are rare. Anything less then 4 decks is extremely rare! NDECKS {Use how many decks for Blackjack? 6} N 1 8 This value controls the number of players that are allowed to sit at each table. The most you can have at any table is 6. MAXPPT {Maximum number of players per table: 6} N 1 6 This setting limits the number of chips which can be bet to start a poker or Blackjack game. If you do not want to impose a limit, set this value to zero (0). MAXABT {Maximum poker ante/Blackjack bet: 50} N 0 32767 If you want to limit the amount a player can bet or raise to an amount proportionate to the ante which was set at the beginning of a game, enter the multiplication factor here. Set this value to zero (0) for no restrictions on betting. For example, if you set this value to 3 and the dealer antes 5 chips, then the most any player could bet or raise is 15 chips. BETFCT {Bet/Raise factor: 3} N 0 32767 You can allow unlimited betting at tables where no artificial players are present by setting this option to YES. This setting overrides any betting restrictions if no artificial players are present at the table. ULBRPG {Allow unlimited betting in real-player-only games? YES} B This is the most number of times a bet can be raised during a round of betting. Set this value to zero (0) for unlimited raises. RASLMT {Maximum # times a bet can be raised: 0} N 0 32767 This value controls the amount of time the system will wait for a response from players. If the player fails to respond within this many seconds a default reponse will be assumed. This keeps the slow pokes from holding up the game! Set this value to zero for unlimited time. RSPTIM {Response time limit (in seconds) for live players: 45} N 0 32767 To add realism to the artificial players, you can set a delayed response time by changing this value. APRSPT {Response time (in seconds) of artificial players: 3} N 1 32767 The text you enter here will become the prompt for game commands when in the Casino. PMTCMD {>} T Game command prompt The text you enter here will become the prompt for game input when in the Casino. PMTINP {?} T Game input prompt Type in the name you wish to give this artificial player. The name should not contain any characters other than upper or lower case letters, and spaces. AFPN01 {Fast Jack} S 15 Artificial player #01 name Certain messages pertaining to the artificial player may need to know whether the name is a male or female name. Select M for male, or F for female. AFPG01 {Artificial player #01 sex M} (AFPN01#,) E M F This setting determines how well the artificial player will play. A higher value will increase the intelligence level. You can set the skill level to any number between 0 and 9. AFPS01 {Artificial player #01 skill level 9} (AFPN01#,) N 0 9 Type in the name you wish to give this artificial player. The name should not contain any characters other than upper or lower case letters, and spaces. AFPN02 {Shy Sherry} S 15 Artificial player #02 name Certain messages pertaining to the artificial player may need to know whether the name is a male or female name. Select M for male, or F for female. AFPG02 {Artificial player #02 sex F} (AFPN02#,) E M F This setting determines how well the artificial player will play. A higher value will increase the intelligence level. You can set the skill level to any number between 0 and 9. AFPS02 {Artificial player #02 skill level 9} (AFPN02#,) N 0 9 Type in the name you wish to give this artificial player. The name should not contain any characters other than upper or lower case letters, and spaces. AFPN03 {Mean Gene} S 15 Artificial player #03 name Certain messages pertaining to the artificial player may need to know whether the name is a male or female name. Select M for male, or F for female. AFPG03 {Artificial player #03 sex M} (AFPN03#,) E M F This setting determines how well the artificial player will play. A higher value will increase the intelligence level. You can set the skill level to any number between 0 and 9. AFPS03 {Artificial player #03 skill level 9} (AFPN03#,) N 0 9 Type in the name you wish to give this artificial player. The name should not contain any characters other than upper or lower case letters, and spaces. AFPN04 {Greedy Granny} S 15 Artificial player #04 name Certain messages pertaining to the artificial player may need to know whether the name is a male or female name. Select M for male, or F for female. AFPG04 {Artificial player #04 sex F} (AFPN04#,) E M F This setting determines how well the artificial player will play. A higher value will increase the intelligence level. You can set the skill level to any number between 0 and 9. AFPS04 {Artificial player #04 skill level 9} (AFPN04#,) N 0 9 Type in the name you wish to give this artificial player. The name should not contain any characters other than upper or lower case letters, and spaces. AFPN05 {Ace Diamond} S 15 Artificial player #05 name Certain messages pertaining to the artificial player may need to know whether the name is a male or female name. Select M for male, or F for female. AFPG05 {Artificial player #05 sex M} (AFPN05#,) E M F This setting determines how well the artificial player will play. A higher value will increase the intelligence level. You can set the skill level to any number between 0 and 9. AFPS05 {Artificial player #05 skill level 9} (AFPN05#,) N 0 9 Type in the name you wish to give this artificial player. The name should not contain any characters other than upper or lower case letters, and spaces. AFPN06 {Jumpy Janice} S 15 Artificial player #06 name Certain messages pertaining to the artificial player may need to know whether the name is a male or female name. Select M for male, or F for female. AFPG06 {Artificial player #06 sex F} (AFPN06#,) E M F This setting determines how well the artificial player will play. A higher value will increase the intelligence level. You can set the skill level to any number between 0 and 9. AFPS06 {Artificial player #06 skill level 9} (AFPN06#,) N 0 9 Type in the name you wish to give this artificial player. The name should not contain any characters other than upper or lower case letters, and spaces. AFPN07 {Fat Freddy} S 15 Artificial player #07 name Certain messages pertaining to the artificial player may need to know whether the name is a male or female name. Select M for male, or F for female. AFPG07 {Artificial player #07 sex M} (AFPN07#,) E M F This setting determines how well the artificial player will play. A higher value will increase the intelligence level. You can set the skill level to any number between 0 and 9. AFPS07 {Artificial player #07 skill level 9} (AFPN07#,) N 0 9 Type in the name you wish to give this artificial player. The name should not contain any characters other than upper or lower case letters, and spaces. AFPN08 {Floozy Suzy} S 15 Artificial player #08 name Certain messages pertaining to the artificial player may need to know whether the name is a male or female name. Select M for male, or F for female. AFPG08 {Artificial player #08 sex F} (AFPN08#,) E M F This setting determines how well the artificial player will play. A higher value will increase the intelligence level. You can set the skill level to any number between 0 and 9. AFPS08 {Artificial player #08 skill level 9} (AFPN08#,) N 0 9 Type in the name you wish to give this artificial player. The name should not contain any characters other than upper or lower case letters, and spaces. AFPN09 {Rusty Zipper} S 15 Artificial player #09 name Certain messages pertaining to the artificial player may need to know whether the name is a male or female name. Select M for male, or F for female. AFPG09 {Artificial player #09 sex M} (AFPN09#,) E M F This setting determines how well the artificial player will play. A higher value will increase the intelligence level. You can set the skill level to any number between 0 and 9. AFPS09 {Artificial player #09 skill level 9} (AFPN09#,) N 0 9 Type in the name you wish to give this artificial player. The name should not contain any characters other than upper or lower case letters, and spaces. AFPN10 {Betty Luzes} S 15 Artificial player #10 name Certain messages pertaining to the artificial player may need to know whether the name is a male or female name. Select M for male, or F for female. AFPG10 {Artificial player #10 sex F} (AFPN10#,) E M F This setting determines how well the artificial player will play. A higher value will increase the intelligence level. You can set the skill level to any number between 0 and 9. AFPS10 {Artificial player #10 skill level 9} (AFPN10#,) N 0 9 Type in the name you wish to give this artificial player. The name should not contain any characters other than upper or lower case letters, and spaces. AFPN11 {Bill Melater} S 15 Artificial player #11 name Certain messages pertaining to the artificial player may need to know whether the name is a male or female name. Select M for male, or F for female. AFPG11 {Artificial player #11 sex M} (AFPN11#,) E M F This setting determines how well the artificial player will play. A higher value will increase the intelligence level. You can set the skill level to any number between 0 and 9. AFPS11 {Artificial player #11 skill level 9} (AFPN11#,) N 0 9 Type in the name you wish to give this artificial player. The name should not contain any characters other than upper or lower case letters, and spaces. AFPN12 {Minnie Skirt} S 15 Artificial player #12 name Certain messages pertaining to the artificial player may need to know whether the name is a male or female name. Select M for male, or F for female. AFPG12 {Artificial player #12 sex F} (AFPN12#,) E M F This setting determines how well the artificial player will play. A higher value will increase the intelligence level. You can set the skill level to any number between 0 and 9. AFPS12 {Artificial player #12 skill level 9} (AFPN12#,) N 0 9 Type in the name you wish to give this artificial player. The name should not contain any characters other than upper or lower case letters, and spaces. AFPN13 {} S 15 Artificial player #13 name Certain messages pertaining to the artificial player may need to know whether the name is a male or female name. Select M for male, or F for female. AFPG13 {Artificial player #13 sex M} (AFPN13#,) E M F This setting determines how well the artificial player will play. A higher value will increase the intelligence level. You can set the skill level to any number between 0 and 9. AFPS13 {Artificial player #13 skill level 9} (AFPN13#,) N 0 9 Type in the name you wish to give this artificial player. The name should not contain any characters other than upper or lower case letters, and spaces. AFPN14 {} S 15 Artificial player #14 name Certain messages pertaining to the artificial player may need to know whether the name is a male or female name. Select M for male, or F for female. AFPG14 {Artificial player #14 sex M} (AFPN14#,) E M F This setting determines how well the artificial player will play. A higher value will increase the intelligence level. You can set the skill level to any number between 0 and 9. AFPS14 {Artificial player #14 skill level 9} (AFPN14#,) N 0 9 Type in the name you wish to give this artificial player. The name should not contain any characters other than upper or lower case letters, and spaces. AFPN15 {} S 15 Artificial player #15 name Certain messages pertaining to the artificial player may need to know whether the name is a male or female name. Select M for male, or F for female. AFPG15 {Artificial player #15 sex M} (AFPN15#,) E M F This setting determines how well the artificial player will play. A higher value will increase the intelligence level. You can set the skill level to any number between 0 and 9. AFPS15 {Artificial player #15 skill level 9} (AFPN15#,) N 0 9 LEVEL6 {} CASMNU1 { The Casino - Version %s Copyright (c)1990-%d Logicom, Inc. I) Instructions T) Top 10 Players P) Play%s X) Exit Select an option, or X to exit: X} T Menu CASPMT { The Casino Select an option (I,T,P,X, or ? for menu): ?} T Menu prompt NOSYET { *** Sorry, there are no scores available yet. } T No top players list yet TOPHDR { T O P 1 0 P L A Y E R S Name Won Lost Ratio ----------------------------- ------------ ------------ ------- } T Top players header TOPPLR {%-29.29s %12s %12s %s%% } T #1 player template line TOPLIN {%-29.29s %12s %12s %s%% } T Top players template line EXICAS { ...Exiting the Casino... } T Exit message SCNOTE { ::: NOTE: A surcharge of %d credits per minute is now in effect. } T Notification of active surcharge SCOVER { ::: NOTE: Resuming normal credit consumption rate. } T Notification of end of surcharge PLRLIM { *** Sorry, only a certain number of players are allowed in the game at one time. Please wait a little while and try again. } T Max number of players already in game HELLO { Welcome to The Casino, %s! ...You push your way through the door and find yourself standing in a roomy lounge area where a thick haze of smoke looms about the air. A wirey looking gentleman in a slick red coat greets you and hands you some chips. } T Welcome message HLONKY { Welcome to The Casino, %s! ...You push your way through the door and find yourself standing in a roomy lounge area where a thick haze of smoke looms about the air.  :: Since you don't have access to play, you won't be able to do :: :: to much. However, you are welcome to watch the games as a :: :: spectator. :: } T Welcome message for users without play access key PLRENT {*** %s just came through the door. } T Message to others of player arriving in casino PLREXI {*** %s just left the Casino. } T Message to others of player leaving casino ANSION {...Okay, you will now get color ANSI card displays with symbols. } T Color ANSI confirmation with symbols ANSICON {...Okay, you will now get color ANSI card displays without symbols. } T Color ANSI confirmation without symbols ANSIOFF {...Okay, you will now get ASCII card displays. } T ASCII card display confirmation CSHINC { :: You had %s on hand which amounts to %s credits. :: The credits have automatically been transfered back into :: your account. } T X-fer of chips to credits STOODUP {*** %s just got up from the table. } T Player got bumped from seat due to lack of credits WOVLNG {*** %s just went over to the lounge. } T Message to others at table when player goes to loung RTNLNG {...Returning to the lounge... } T Message to player returning to lounge WOVTBL {*** %s just went over to table %d. } T Message to others when player goes to a table GOVTBL {...Going over to table %d... } T Message to player going over to a table NOTINL {...There aren't any tables to sit at in the lounge. } T Player trying to "SIT" in the lounge NOSINV { :: Since you are invisible, you can only :: :: observe the games as a spectator. :: } T Invisible player can only be spectator SPCTTR { :: Since you don't have any chips, you can :: :: only observe the games as a spectator. :: } T Player without chips is spectator BCMSPC { :: Since you don't have any more chips to play with, :: :: you have been removed from your seat at this table and can :: :: only observe the games as a spectator. :: } T Player ran out of chips, became spectator TBLISP { :: The games at this table are being played with real chips, and since :: :: yours are free, you can only observe the games as a spectator. :: } T Player with free chips is spectator TBLISF { :: The games at this table are being played with free chips, and since :: :: you bought yours, you can only observe the games as a spectator. :: } T Player with bought chips is spectator DLTINX { :: There is currently a game in progress at this table. :: :: You will be dealt in the next game. :: } T Game in progress when player sat down NOSAVL { :: All the seats are taken at the moment. Type SIT if you :: :: want to sit at this table after someone has gotten up. :: } T No seats available at a table CTOLNG {*** %s just came over from one of the tables. } T Message to others of player returning to lounge NODLRA {...Sorry, no dealers are available at this time. Please try again a little later on. } T No blackjack dealers are available NON2PL {...Sorry, but it appears that you are the only one sitting at the table, and you can't play all by yourself! } T No artificial players available CTOTBL {*** %s just came over to the table. } T Player just came over to table WHERAT {...You are %s. } T Show where player is BYSELF {...You're the only one %s right now. } T All by yourself in lounge or at a table GAMEIS {The game is "%s". } T Telling what game is being played at a table NOGINP {There is no game in progress at this time. } T No game in progress at table TYPQFH {Type ? for help. } T Explain how to get help FMPLYR {*** %s says: %s } T Message format for talks from player SAIDIT {...Consider it said. } T Confirm talk to player QUINOW {...Type QUIT if you really want to leave the table. } T Confirm that player really wants to leave table NUMCHP {...You have %s! } T Show player how many chips he has CURTIM {...It is %s %s, %s } T Display current time and date XFMCRD { (You are exempt from credit charges.) } T Show player he is exempt from credit charges CRDAVL {...You have %s credits remaining. } T Show player the number of credits he has CRDEBT {...You are %s credits in debt. } T Show player credit debt BUYCMF {...Chips cost %d credits each. Specify the number of chips you want to buy, for example: BUY 100 } T Help using the "BUY" command NOBCHP {...Sorry, chips are not for sale at this time. } T No chips for sale NOBAFT {...Sorry, you can't BUY chips at this table. This is a free table, and only complimentary chips can be bet with. } T Player attempting to BUY chips at a free table TOOMNY {...That's too many, try a smaller number. } T Trying to BUY too many chips TOMCOH {...You can't hold that many chips at one time. } T Trying to BUY too many more chips NOTENO {...Chips cost %d credits each, and you don't have enough credits to buy that many. } T Player didn't have enough credits to BUY PLRBCH {*** Suddenly, a tall thin man dressed in black approaches %s and pulls out a small calculator-like device from his pocket. He punches something into the device, and, after a moment, nods his head and hands %s some chips. } T Message to others when player BUYs chips GIVCHP {...Suddenly, a tall thin man dressed in black approaches you and pulls out a small calculator-like device from his pocket. He punches up your account on the device, and, after a moment, nods his head, hands you %s, and walks away. } T Message to player confirming chip purchase TBLCMF {...Which table do you want to go to? Please specify a table number from 1 thru %d. For example: TABLE 1 Blackjack may be played at tables %d thru %d. } T Help with TABLE command TBLNOX {...That table doesn't exist. Valid table numbers are 1 thru %d. } T Trying to go to a non-existant table ALRATT {...You're already at that table! } T Trying to switch to same table number ALRSIT {...You're already sitting! } T Trying to sit when already seated GOTOTB {*** Use the TABLE command to go to any table (1-%d) and begin playing. For example: TABLE 1 } T Explain how to begin a game COTSAT {*** %s just came over to the table and sat down. } T Player came to table and sat down SATDWN {*** %s just sat down at the table. } T Player just sat down at table YOUDLR {*** You're the dealer, %s. Type SHUFFLE to shuffle the cards. } T Tell player he is the dealer GAMCMF {...To change card games, type GAME , where the type of game you want to play is one of the following: TYPE NAME ---- -------------- FCD - Five card draw FCS - Five card stud SCS - Seven card stud JOB - Jacks or better For example, GAME JOB changes the game to Jacks or Better. } T Help with GAME command NOCDUP {...You can't change the game until this one is over. } T Trying to change games in the middle of a game ISGNOW {...That is the game for this table already! } T Changed game to current game GAMNOW {...Okay, the game is now "%s". } T Confirm game change to dealer GAMCHG {*** %s is changing the game to "%s". } T Message to others about game change DLRSHF {*** %s is shuffling the cards. } T Message to others when dealer shuffles NOSGIP {...You can't shuffle the cards in the middle of a game! } T Trying to shuffle during a game OKCSHF {...Okay, the cards have been shuffled. } T Confirm cards have been shuffled ANTBEG {...The game is "%s", %s. Type ANTE <#chips> to start the game. } T Tell dealer to set the ante ANTCPS {...In order to start the game, you must set the ante. Type the command ANTE followed by the number of chips you want to bet. For example: ANTE 10 } T Help with ANTE command ANTNOG {...You must ante from 1-%s in order to start the game. } T Dealer tried to ante over the limit ANTSET {...You've already set the ante for this game! } T Trying to ante again! HSEUP {...The house is up %s. } T Show number of chips house is up HSEDWN {...The house is down %s. } T Show number of chips house is down HSEVEN {...The house is even so far. } T Report that house is not up or down NOBPAS {...You're the only one sitting at the table. } T No one to pass the deal to PASSDL {*** %s just handed the deck of cards to %s. } T Message to others that dealer has passed the cards PASSDU {*** %s just handed you the deck of cards. } T Message to player that dealer passed him the cards NEWDLR {*** %s is now the dealer. } T Inform others of new dealer NOUTRN {...You'll have to wait until it's your turn. } T Trying to do something out of turn SITOUT {*** %s is sitting this game out. } T Player passed on ante OKUOUT {...Okay, you won't be dealt in this game. } T Confirm to player he is out of game GHBGUN {...The game hasn't begun yet. } T Checking out the pot when no bets were made yet NOPBLJ {...There is no pot in Blackjack. } T Trying to see pot at Blackjack table NCHPOT {...There are %s in the pot. } T Show number of chips in pot NOPREA {*** Since no one had a pair of jacks or better to open, the cards will be re-shuffled and everyone must re-ante to stay in the game. } T Have to re-shuffle, no one had Jacks or Better SHFFST {*** You have to shuffle the cards at least once before setting the ante. } T Tell dealer to shuffle before ante ANTEUP {*** The game is "%s" and the ante is %s, %s. Enter the number of chips to ante, or PASS to sit this game out. } T Players turn to ante up ANTSIG {...You have to ante %s to stay in the game. } T Tried to ante a different amount NOTECH {...You don't have that many chips! } T Trying to bet more chips than player has ASMOUT {*** Since you have not yet anted, the dealer has assumed you wanted to sit this game out. } T Assumed response for not anteing within time limit ASMNOP {*** Since you have not yet placed a bet, the dealer has assumed you wanted to sit this game out. } T Assumed response for not betting within time limit ASMSTD {*** Since you have not yet indicated whether you wanted another card, the dealer has assumed you wanted to stand. } T Assumed response for not hitting within time limit OPLSTD {*** %s stands with %s. } T Notify others of players intent to stand USTAND {...Okay, you stand with %s. } T Confirm players intent to stand PLRHIT {*** %s takes another card; %s. } T Show player taking hit in blackjack TAKHIT {*** %s gives you another card; %s. } T Show player which card he got after hit BLJBET {*** The game is "%s", %s. Enter the number of chips you want to bet, or type PASS to sit this game out. } T Prompt for blackjack bet OBJBET {*** %s just placed %s on the table. } T Msg to others of players blackjack bet PBJBET {...Okay, you place %s on the table in front of you. } T Confirm players blackjack bet PMTHOS {*** Type HIT if you want another card, otherwise type STAND.} T Prompt player to hit or stand during blackjack UCALSO { You may also } T Lead-in for additional HIT/STAND options HSOSUR {SURRENDER} T "surrender" command option HSODBD {DOUBLE down} T "double down" command option HSOSPL {SPLIT} T "split" command option HSONXT {, } T Separator for next HIT/STAND option HSOFIN {, or } T Separator for final HIT/STAND option HSOEND { at this time if you like.} T End of HIT/STAND options OPLDBD {*** %s "doubles down" with %s. } T Notify others that player "doubles down" OKUDBD {...Okay, you "double down" placing %s on the table in front of you. } T Confirm "double down" to player BLMDBD {...The most you can "double down" with is %s. } T Player bet more than original wager CNTDBD {...You can only "double down" with 9, 10, or 11 points. } T Player can't "double down" HLPDBD {...To "double down" type DOUBLE [BET], where BET is any number of chips up to the amount of your original wager of %s. } T Show "double down" command format to player CNTSUR {...You can only "surrender" with the first two cards. } T Player can't "surrender" now OKUSUR {...Okay you surrender with %s, %s, forfeiting half of your bet of %s. } T Player "surrendered" OPLSUR {*** %s surrenders with %s. } T Show others that player "surrendered" CNTSPL {...You can only "split" with a pair on the first two cards. } T Player can't "split" NECSPL {...You don't have enough chips to split this hand. } T Not enough chips to "split" OKUSPL {...Okay, you "split", placing another %s on the table in front of you and get %s for the first hand and %s for the other. } T Player "split" OPLSPL {*** %s "splits", placing another %s on the table and gets %s for the first hand and %s for the other. } T Show others that player "split" SCRBLJ {BLACKJACK!} T Our final score is Blackjack! SCRPTS {%d points} T Our final score is this many points WHWRKW {for hand #%d} T Show player which hand we're working with BLJTOT {...You have %s, %s. } T Show player Blackjack total BLJOPH {...%s has %s. } T Show player other player's final Blackjack total BLJSHW {...%s has %d points showing. } T Show player other player's Blackjack total UWONBJ {...You won with %s, %s! Your bet was %s. } T Player won during blackjack OWONBJ {...%s won with %s. } T Other player won blackjack UTIEBJ {...You "pushed" with %s, %s. Your bet was %s. } T Player pushes with dealer OTIEBJ {...%s "pushed" with %s. } T Other player pushed in blackjack UBUSTED {...You busted with %s, %s. Your bet was %s. } T Player busted in blackjack OPLBST {...%s busted with %s. } T Other player busted in Blackjack USURND {...You surrendered with %s, %s. Your bet was %s. } T Player surrendered hand OSURND {...%s surrendered with %s. } T Show others that player surrendered ULOSBJ {...You lose with %s, %s. Your bet was %s. } T Show player he lost in blackjack OLOSBJ {...%s lost with %s. } T Other player lost in blackjack UDEALC {*** You deal cards to all players... } T Message to dealer confirming the deal DEALNG {*** %s is dealing the cards... } T Message to others when dealer deals the cards UDLCUP {*** You deal another round of cards face-up to each player... } T Confirm to dealer he has dealt another card UDLCDD {*** You deal the last card face down to each player... } T Confirm to dealer of last card dealt face down DLACUP {*** %s deals another round of cards face-up on the table... } T Message to others when dealer deals another card LSTCDD {*** %s deals the last card down... } T Message to others dealing last card down INDENT { } T Spaces for indenting card displays HLCSEP { } T Separate cards being held from rest of cards BJSBET {%d/%-6.6s} T Display hand# & bet for Blackjack SCDSPC { } T Space (width) of small cards SCFANS {Ý%sÞ} T ANSI Small card display -- front SCBANS {ݱ±Þ} T ANSI Small card display -- back SCFASC {|%s|} T ASCII Small card display -- front SCBASC {|##|} T ASCII Small card display -- back LFPTANS {ÚÄÄ} T ANSI Large card front partial top LFPVANS {³%s} T ANSI Large card front partial value LFPMANS {³ } T ANSI Large card front partial middle LFPBANS {ÀÄÄ} T ANSI Large card front partial bottom LFFTANS {ÚÄÄÄÄÄÄÄ¿} T ANSI Large card front full top LFFLANS {³%s ³} T ANSI Large card front full left justified value LFFRANS {³ %s³} T ANSI Large card front full right justified value LFFBANS {ÀÄÄÄÄÄÄÄÙ} T ANSI Large card front full bottom LBPTANS {ÚÄÄ} T ANSI Large card back partial top LBPMANS {³°°} T ANSI Large card back partial middle LBPBANS {ÀÄÄ} T ANSI Large card back partial bottom LBFTANS {ÚÄÄÄÄÄÄÄ¿} T ANSI Large card back full top LBFMANS {³°°°°°°°³} T ANSI Large card back full middle LBFBANS {ÀÄÄÄÄÄÄÄÙ} T ANSI Large card back full bottom LFPTASC {+--} T ASCII Large card front partial top LFPVASC {|%s} T ASCII Large card front partial value LFPMASC {| } T ASCII Large card front partial middle LFPBASC {+--} T ASCII Large card front partial bottom LFFTASC {+-------+} T ASCII Large card front full top LFFLASC {|%s |} T ASCII Large card front full left justified value LFFRASC {| %s|} T ASCII Large card front full right justified value LFFBASC {+-------+} T ASCII Large card front full bottom LBPTASC {+--} T ASCII Large card back partial top LBPMASC {|##} T ASCII Large card back partial middle LBPBASC {+--} T ASCII Large card back partial bottom LBFTASC {+-------+} T ASCII Large card back full top LBFMASC {|#######|} T ASCII Large card back full middle LBFBASC {+-------+} T ASCII Large card back full bottom UOPBET {*** You open the betting, %s. Enter the number of chips you want to open with, or PASS. } T Notify player he gets to open betting OPNSBT {*** %s tossed %s into the pot to open. } T Message to others when player opens betting PASSES {*** %s passes. } T Message to others when player passes betting OKUPAS {...Okay, you pass. } T Confirm to player he has passed the bet TOSSIN {*** %s just tossed %s into the pot. } T Message to others when player makes a bet OKUBET {...Okay, you toss %s into the pot. } T Confirm to player his bet has been made ASMPOP {*** Since you have not yet opened the betting, the dealer has assumed you wanted to pass. } T Player didn't open betting within time limit YURBET {*** It'll cost you %s to stay in the game, %s. Enter the number of chips you want to bet, or FOLD to quit. } T Tell player how much he has to bet to stay in the ga FOLDED {*** %s just folded. } T Message to others when player folds OKUFOLD {...Okay, you folded. } T Confirm to player that he has folded ASMFLD {*** Since you have not yet made a bet, the dealer has assumed you wanted to fold. } T Player didn't place his bet within time limit ATLCAL {...You must bet at least %s to stay in the game. } T Trying to bet less than the minimum "call" amount MAXBJB {...The most you can bet is %s. } T Notify of maximum blackjack bet BETOHI {...The most you can bet or raise this game is %s. } T Trying to bet more than the maximum bet amount NOMRAS {...You can't raise the bet again, it's already been raised %d times. } T Player tried to raise after limit was reached RAISES {*** %s tosses %s into the pot to call, and then raises %s! } T Message to others when player raises the bet OKURAS {...Okay, you toss %s into the pot to call, and then raise %s. } T Confirm to player that his bet raised YOUDSC {*** It's your turn to discard, %s. Enter the card numbers you want to discard, or PASS. } T Notify player when it time to discard CRDNOS { 1 2 3 4 5 } T Number cards for discard display ASMNOC {*** Since you have not yet discarded, the dealer has assumed you wanted to keep the cards you are holding. } T Player didn't discard within time limit NOTDSC {*** %s doesn't want any cards. } T Message to others when player doesn't discard NODISC {...Good hand, eh? } T Confirm to player he is not discarding BADCND {...You entered a card number out of range. Try again... } T Rebuff for discarding card no. out of range MAXDRW {...You can only discard up to %d cards. Try again... } T Trying to discard more than allowed ACEDSC {...You have to keep your ace if you want to draw 4 cards. Try again... } T Player has to keep ace to draw 4 cards DREWCD {*** %s drew %s. } T Message to others when player discards RETANT {*** Since you can't play against yourself, you get back your ante of %s. } T Only one player antied PLWINS {*** %s wins! } T Show others who one when all others folded WINNER {*** %s wins with %s! } T Show who won and rank of hand YOUWON {*** YOU WON! The pot was worth %s. } T Notify player that he won NOBHSC {...Nobody has any cards. } T No one has any cards to display NOCRDS {...You're not holding any cards. } T Trying to look at cards before the deal NOCRDSO {...%s isn't holding any cards. } T Trying to look at other guys cards before the deal YURANK {...You have %s, %s. } T Tell player what the rank of his hand is URSHOW {...You have %s (%s showing), %s. } T Describe player's rank & rank showing OPLHAS {...%s has %s. } T Show what other player has OPLSHW {...%s has %s showing. } T Show what other player has showing NOCSHW {...%s doesn't have any cards showing. } T Trying to look at another players cards LVHURY {*** %s had to leave in a hurry! } T Player dropping carrier TABLMT {...Sorry, you have no chips and there's no game in progress at that table, so you can't go there. } T Trying to go to an empty table without chips CLRTBL {*** Suddenly, a tall thin man dressed in a bright red coat comes over to the table and begins clearing it, wiping over the top with a dirty looking rag until it shines miraculously! Seeing that everyone has left the table, you return to the lounge... } T Message to spectators when all players leave table TKSPLY {*** Suddenly, a tall thin man dressed in a bright red coat comes over to the table and begins clearing it, wiping over the top with a dirty looking rag until it shines miraculously! :: Thank you for trying this demo version of The Casino! :: :: If you've enjoyed playing the game, please contact the System Operator :: with your comments and perhaps he or she will consider obtaining the full :: version of the game. } T Msg for removing demo version players from table AFCEX1 {*** %s just got up and went over to the lounge. } T Message to players when artificial player leaves tab AFCEX2 {*** %s nods and smiles at you, then gets up and walks away towards the lounge. } T Message to players when artificial player leaves tab AFCEX3 {*** %s picks up the cards from the table and heads for the lounge. } T Message to players when artificial player leaves tab NOSPLR {...No one by the name of "%s" is sitting at this table! } T Trying to look at cards of non-existant player DLRCMD {...Only dealers can use that command. } T Trying to use a dealer command when not the dealer UINVIS {...You can't do that while you are invisible. } T User can't do that while invisible NOTALK {...Sorry, you don't have access to talk with others in the Casino. } T User doesn't have key to talk NOPLAY {...Sorry, you don't have access to participate in the Casino. } T User doesn't have key to play INAPPC {...Inappropriate command. } T Trying to use a command at the wrong time RAUNCH { ::: YOU'RE GETTING A LITTLE TOO RAUNCHY HERE, KNOCK IT OFF OR YOU WILL BE DISCONNECTED! } T Profanity warning prior to disconnect PFNWRD { ::: NO CUSSING IN THE CASINO! } T Profanity warning BADSEL { *** "%c" is not a valid menu option. } T Bad menu selection BADCMD { *** Invalid command string. } T Bad command string INSFNF { *** Unable to open instructions file -- Please notify Sysop. } T Missing file warning The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND01 {beg} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR01 {...You're on your hands and knees! } (CMND01#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR01 {*** %s is begging on %s hands and knees! } (CMND01#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND02 {blink} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR02 {...Blink! Blink! } (CMND02#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR02 {*** %s is blinking %s eyes in astonishment! } (CMND02#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND03 {boo} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR03 {...BOO!! } (CMND03#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR03 {*** %s is booing loudly! } (CMND03#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND04 {burp} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR04 {...UUURRrrrrrp! } (CMND04#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR04 {*** %s just belched loudly! } (CMND04#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND05 {cheer} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR05 {...CHEER! } (CMND05#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR05 {*** %s is cheering loudly! } (CMND05#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND06 {choke} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR06 {...Choke! } (CMND06#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR06 {*** %s is choking on something! } (CMND06#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND07 {chuckle} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR07 {...Heh-heh-heh! } (CMND07#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR07 {*** %s is chuckling under %s breath! } (CMND07#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND08 {clap} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR08 {...Clap, clap, clap! } (CMND08#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR08 {*** %s is applauding! } (CMND08#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND09 {cough} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR09 {...That cigar smoke is a real killer, eh? } (CMND09#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR09 {*** %s is looking around for the non-smoking tables! } (CMND09#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND10 {cry} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR10 {...WHAAAaaaa! } (CMND10#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR10 {*** %s just burst into tears! } (CMND10#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND11 {drink} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR11 {...Got some I.D.? } (CMND11#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR11 {*** %s just ordered a cold brew! } (CMND11#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND12 {eat} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR12 {...Want some pretzels? } (CMND12#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR12 {*** %s is looking around for the pretzel basket! } (CMND12#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND13 {gasp} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR13 {...Gasp! } (CMND13#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR13 {*** %s is gasping for air! } (CMND13#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND14 {giggle} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR14 {...Tee-hee-hee! } (CMND14#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR14 {*** %s is giggling uncontrollably! } (CMND14#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND15 {grin} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR15 {...Such a wicked looking grin you have there! } (CMND15#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR15 {*** %s is grinning from ear to ear! } (CMND15#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND16 {growl} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR16 {...Grrrrr! } (CMND16#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR16 {*** %s is growling like a rabid dog! } (CMND16#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND17 {hum} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR17 {...Hum-de-dum-dum-dum! } (CMND17#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR17 {*** %s is humming a little tune! } (CMND17#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND18 {laugh} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR18 {...AH-ha-ha! } (CMND18#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR18 {*** %s is laughing hysterically! } (CMND18#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND19 {nod} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR19 {...Uh-huh! } (CMND19#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR19 {*** %s is nodding in agreement! } (CMND19#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND20 {pout} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR20 {...Cheer up! } (CMND20#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR20 {*** %s looks a little unhappy! } (CMND20#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND21 {shrug} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR21 {...Shrug! } (CMND21#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR21 {*** %s is shrugging %s shoulders! } (CMND21#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND22 {sigh} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR22 {...Sigh! } (CMND22#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR22 {*** %s is sighing whistfully! } (CMND22#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND23 {smile} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR23 {...What a nice smile you have! } (CMND23#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR23 {*** %s is smiling happily! } (CMND23#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND24 {smoke} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR24 {...It's not good for your health! } (CMND24#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR24 {*** %s just lit up a big stogie! } (CMND24#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND25 {sneeze} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR25 {...AAAAaaaaCHOOOO! } (CMND25#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR25 {*** %s just sneezed! } (CMND25#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND26 {snicker} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR26 {...How about a Milky-Way instead? } (CMND26#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR26 {*** %s is snickering shrewdly! } (CMND26#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND27 {think} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR27 {...Don't strain yourself! } (CMND27#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR27 {*** %s is deep in thought! } (CMND27#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND28 {whistle} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR28 {...Phoo-tee-tweet! } (CMND28#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR28 {*** %s is whistling a little tune! } (CMND28#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND29 {yawn} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR29 {...Ho-hum! } (CMND29#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR29 {*** %s is yawning openly! } (CMND29#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND30 {} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR30 {} (CMND30#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR30 {} (CMND30#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND31 {} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR31 {} (CMND31#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR31 {} (CMND31#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND32 {} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR32 {} (CMND32#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR32 {} (CMND32#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND33 {} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR33 {} (CMND33#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR33 {} (CMND33#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND34 {} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR34 {} (CMND34#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR34 {} (CMND34#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND35 {} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR35 {} (CMND35#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR35 {} (CMND35#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND36 {} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR36 {} (CMND36#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR36 {} (CMND36#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND37 {} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR37 {} (CMND37#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR37 {} (CMND37#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND38 {} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR38 {} (CMND38#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR38 {} (CMND38#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND39 {} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR39 {} (CMND39#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR39 {} (CMND39#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND40 {} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR40 {} (CMND40#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR40 {} (CMND40#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND41 {} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR41 {} (CMND41#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR41 {} (CMND41#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND42 {} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR42 {} (CMND42#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR42 {} (CMND42#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND43 {} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR43 {} (CMND43#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR43 {} (CMND43#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND44 {} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR44 {} (CMND44#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR44 {} (CMND44#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND45 {} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR45 {} (CMND45#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR45 {} (CMND45#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND46 {} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR46 {} (CMND46#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR46 {} (CMND46#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND47 {} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR47 {} (CMND47#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR47 {} (CMND47#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND48 {} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR48 {} (CMND48#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR48 {} (CMND48#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND49 {} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR49 {} (CMND49#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR49 {} (CMND49#,) T Casino what others see from players action The word you enter here will be treated as a valid action command in the Casino. This word must not contain any spaces or other non-printable characters. You can eliminate this action completely by clearing it with function key F2. CMND50 {} S 12 CASINO action command The text in this message is what the player issuing the above action command will see. PLRR50 {} (CMND50#,) T Casino response to player who issued action The text in this message is what others will see when a player issues the above action command. The players User-ID is automatically inserted for the first occurance of %s. If a second %s is embedded in the message then the word "his", or "her", will be inserted at that point. OTHR50 {} (CMND50#,) T Casino what others see from players action HLPAVL {...Help is available on the following topics: HELP WORD TOPIC --------- -------------------------------------------- GENERAL - General Information about The Casino. COMMANDS - Valid Casino commands. BLACKJACK - Brief overview of Blackjack. DRAW - Brief overview of Draw poker. JACKS - Brief overview of Jacks or Better. STUD - Brief overview of Stud poker. TABLES - How to move from table to table. BETTING - Calling the current bet amount. CARDS - Looking at yours, and other players cards. BUY - Used to buy chips with credits. DISCARD - Making a better hand. FOLDING - Getting out of a bad hand. GAMES - The different games that you can play. PASSING - Passing the opening bet, or the deal. QUITTING - Leaving The Casino. RANKS - Legal poker hands and ranks. TALKING - Conversing with others. To get detailed information about one of the above topics type HELP, or ?, followed by the help word. For example: HELP GENERAL } T Help menu HLPANS {...You can toggle the color ANSI card displays ON or OFF using the following commands: ANSI [ON] - Turns ON color ANSI card displays with symbols. ANSI [COLOR] - Turns ON color ANSI card displays without symbols. ANSI [OFF] - Turns OFF color ANSI card displays. If you have ANSI card displays turned on and you are using a monochrome monitor, you may not see the red card values. If this is the case, you'll need to turn off ANSI. NOTE: If you have ANSI turned on and you see a pattern of strange characters which looks something like pluses and zeros (+0+0+0+0+0), it means your communications software is attempting an ENQ response. Either use the ANSI COLOR command, or find the setting in your communications software which turns off the ENQ response and this problem will go away. } T Help for ANSI command. HLPCOM {...The following is a list of valid Casino command words. Some of the commands may only be used at certain times during the play of a game. To use a command, just type the command word as it appears below when you see the Casino prompt. All commands may also be abreviated by first typing a slash (/), followed by any number of matching letters of the command word. For example, /H is the same as typing HELP. HELP or ? - Displays a list of help topics. ANSI - Used to toggle color ANSI card displays ON or OFF. ANTE - Used by dealers to set the ante. BUY - Used to buy chips with credits. CALL - Matches the current bet amount. CARDS - Shows the cards you are holding, or another players cards. CHIPS - Shows how many chips you are holding. CREDITS - Shows the number of credits you have in your account. EXIT or X - Exits either the table you are at, or the Casino. FOLD - Used to drop of out game. GAME - Used by the dealer to change poker games. PASS - Used to pass the opening bet, or the deal. PLAYERS - Shows who's where in the Casino. POT - Shows how many chips are currently in the pot. SHUFFLE - Used by dealers to shuffle the cards before starting a game. SIT - Used to sit down at a table if you are currently a spectator. TABLE - Used to switch tables. TIME - Displays the current time and date. } T Help message -- commands HLPGEN {...The Casino is a collection of interactive poker games where you can compete against other players like yourself, or against computerized players. During the flow of a game, you will always be informed of what is happening. When it is your turn to do something, you will be prompted with a message and a question mark. You can hit ENTER at any time to find out what the current state of a game is. } T Help message -- general HLPQUI {...To leave the casino, type X, EXIT, or QUIT. Any chips you had previously purchased will automatically be cashed in for you. If you are in the middle of a game you will be requested to confirm your intent to leave the table by typing X NOW. } T Help message -- quitting HLPBLJ {...Blackjack is played by trying to get as close to twenty one points as possible without going over. Cards numbered from 1 thru 10 are worth their face value in points. jacks, queens, and kings (face cards) are all worth ten points. An ace can be used as either eleven points or one point. All players bet against the house dealer, and try to get a higher number of points than the dealer to win. If the total of your cards goes over 21, you lose. If you are dealt an ace and another card worth 10 points, you win with what is called a "natural Blackjack". } T Brief overview of Blackjack HLPDRA {...In this game, each player is dealt five cards. A round of betting follows in which players make bets based on the rank of their hand. After all bets are in, each player may exchange up to three cards (four if you have an ace) from his hand for new ones from the deck. If you feel your hand is good enough already, then you don't have to draw any cards. Once all players have drawn, there is a final round of betting. At the end of this round, the player with the highest ranking hand wins all the chips in the pot. } T Brief overview of Draw poker HLPJAC {...This game is identicle to 5-card draw except at least one player must have a pair of jacks or better to open the betting and begin the game. If no one can open the betting, the cards are re-shuffled and all players must re-ante the initial bet to stay in the game. } T Brief overview of Jacks or Better HLPSTU {...There are two versions of stud poker: 5-card and 7-card. For 5-card stud, players are dealt the first card face down, the next three cards are dealt face up on the table for all players to see, and the final card is dealt face down. A round of betting follows each round of cards dealt by the dealer. In 7-card stud, players are dealt two cards face down to begin, the next four cards face up, and the final card face down. Again, a round of betting follows each round of cards dealt by the dealer. } T Brief overview of Stud poker HLPRAN {...The following are valid poker hands, ranking from highest to lowest: Royal flush - an ace-high straight flush. Straight flush - 5 cards of the same suit, ranking consecutively. Four of a kind - 4 cards of the same rank. Full house - 3 cards of one rank and 2 of another. Flush - 5 cards of the same suit. Straight - 5 cards ranking consecutively. Three of a kind - 3 cards of the same rank. Two pairs - 2 cards of one rank and 2 cards of another rank. One pair - 2 cards of the same rank. } T Valid poker ranks HLPSHU {...If you are the dealer and there are no other players at your table, typing shuffle may cause a computer generated character to sit down at the table with you. If you want to play with another live player and do not want a computer generated character to sit at the table, wait for the other player to sit at the table before using the SHUFFLE command. } T Help message - SHUFFLE HLPTAB {...You can move around from table to table in the Casino with the TABLE command, followed by any valid table number. For example: >TABLE 1 takes you over to table number one. If you are the only player at that table you will be appointed the dealer for that table. As the dealer you will have the option of choosing the game which will be played, when the game will begin, and how much the ante will be. You can pass the deal in between games by using the PASS command. An exeption to the above example are the blackjack tables. A house dealer will always be appointed at a blackjack table. } T Help message -- tables HLPDIS {...When playing Five Card Draw or Jacks or Better, you will be given the option to exchange up to three of the cards (four if you have an ace) you were originally dealt at the start of the game. Enter the numbers of the cards you want to discard and press ENTER. The cards are numbered 1 thru 5 (left to right). You can type the card numbers in any order, with or without spaces, or seperated by commas. Some examples are: ?245 - Will draw new cards for card numbers 2, 4, and 5. ?1 3 - Will draw new cards for card numbers 1 and 3. ?4,5 - Will draw new cards for card numbers 4 and 5. } T Help message -- DISCARD command HLPGAM {...Dealers have the option of choosing what game will be played at a table. This is done with the GAME command. There are four card games that dealers may choose from: TYPE NAME ---- -------------- FCD - Five card draw FCS - Five card stud SCS - Seven card stud JOB - Jacks or better To change games, type the command GAME followed by the type of game you want to play. For example: >GAME SCS will change the game to seven card stud. } T Help message -- GAME command HLPPAS {...When you are given the option to open the betting you can elect to pass by using the PASS command. This passes the opening bet to the next player at the table. Dealers can also use the PASS command to pass the deal to another player at the table. } T Help message -- PASS command HLPFOL {...You can fold your cards when it is your turn by issuing the command FOLD. Once folded, you are no longer in the game, and any bets you had made so far are lost. } T Help message -- FOLD command HLPCAR {...You can look at the cards you are holding at any time by using the CARDS command. The same command followed by the name of any player at your table will show the cards that are "face up" (if any) for that player. Typing CARDS ALL will display the cards for all players sitting at your table, including yourself. } T Help message -- CARDS command HLPBET {...To begin a poker game, the dealer must set the ante by using the ANTE command followed by any number chips. For example: >ANTE 5 puts five chips into the pot to start the game. All players must match the ante in order to stay in the game. When it is your turn to make a bet, you will be prompted by a question mark, and a message stating how much you are required to bet. Type in the amount you want to bet, or use the CALL command to automatically toss in the required number of chips into the pot. To raise the bet (if allowed at the time) just enter a number greater than the required amount. } T Help message -- ANTE command HLPBUY {...The BUY command is used to purchase chips with credits. You must specify the number of chips you want to buy when using this command. For example: >BUY 100 You must have enough credits to buy the number of chips you specify. If so, then that amount of credits is immediately deducted from your account to pay for the chips. Chips are automatically "cashed in" for you when you leave the Casino. Once you have bought chips, any chips you win during the course of play will also be considered "bought". This means that if you leave the Casino with more chips than originally bought, your account will be credited with free bonus credits! However, if you should lose any chips, then the credits you bought them with will be lost also. } T Help message -- BUY command HLPTAL {...You can converse with other players in the Casino lounge, or at a table, by typing whatever you want to say at the Casino prompt and pressing ENTER. All others will see your message. There are also special command words you can use to express certain actions such as laughing, applauding, etc. There are too many to list here, so you'll have to experiment with those to see which words will or will not work. Here are just a few examples: LAUGH CRY SMOKE SNICKER GRIN GIGGLE SIGH CLAP } T Help message -- talking with others LEVEL99 {} INGAME {} T placeholder RDFILE {} T placeholder