Table of Contents

LADY scripts

LADY is LORD's scripting language for events. LORD FP runs LORD 4.06's scripts and LORD 4.07/4.08's.

Forest events

If LORD.LDY is in the game directory, the forest's random events come from it, as in LORD 4.06: the game runs its quest LORD. LORD 4.06's own LORD.LDY picks one of the events in EVENTS.LDY: the old man, a sack of gold, a Hammer Stone, a gem, the horse seller. File names are matched in any case.

Edit them, or add scripts such as Belgarion's LORD LADY scripts, as LORD 4.06's LADY.DOC describes. The fairies, Olivia, the flower garden, the dungeon and the other big events stay built in. Without LORD.LDY the game uses its own versions of those events.

LORD 4.07 and 4.08 scripts

The extra commands in 4.07's LADY.DOC work:

And the other hooks:

File Quest When
INN.LDY LEAVEINN A player leaves the Inn.
BANK.LDY LEAVEBANK A player leaves the bank, in place of the built-in amulet offer.
any .LDY MAINT The daily maintenance.

&rnd<n> gives 1 to n, as 4.07's LADY.DOC says (4.06's said 0 to n; its own scripts work either way).

Installing 4.07 events

4.07-style events (with an @#INSTALL quest) are installed with lordcfg's E (LADY events) screen, as with 4.07's LORDCFG. Give it the event's .LDY file and it:

Uninstall runs the event's @#UNINSTALL and shows what it would delete first. Events can also be turned off and on. The list is kept in ladyevnt.dat (LADYEVNT.DAT on DOS).

The first time, the events in the current LORD.LDY, INN.LDY and BANK.LDY are taken over (the originals are kept as LORD.ORG, INN.ORG and BANK.ORG), so a hand-made LORD.LDY keeps working. 4.06-style scripts (no @#INSTALL) are still added by hand, but once lordcfg manages LORD.LDY, add them through it or they will be overwritten.

Testing scripts

lord -debug (LORD.EXE <node> /DEBUG on DOS) writes every script line it runs to lady.log in the game directory. In the forest: