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- ================================================================================
- Help on: *USERS [f]
-
- This function lists all the users online with various info about them.
-
- example:
- *users
-
- Lev Clas Player Room #: Name Address Last command Idle
- -------------------------------------------------------------------------------
- [12] Dung Magus 13: Post Office babylon5 readmail 00:00
- [ 3] Thie Bongo 121: Tower of Sl ano.ther.addres enter guild 01:40
- [ 2] Figh Potio 2283: The Healing ano.ther.addres attack gnoll 00:22
- ================================================================================
- Help on: *FLUSHROOMS
-
- This function saves *all* rooms, items and monsters to disk. It is only
- accessible by the first DM in the DMList.
-
- example:
- *flushrooms
-
- All rooms and contents flushed to disk.
- ================================================================================
- Help on: *FORCE [player] [command]
-
- This function will force another player to perform the command.
- NOTE: This command should only be used in extreme circumstances.
-
- example:
- *force gonzo west
-
- Gonzo leaves to the west.
- ================================================================================
- Help on: *STATUS [obj/crt/rm]
-
- This function will give the vital stats for the specified object, room, monster,
- or player. If nothing is specified, then stats are given for the parent room.
-
- example:
- *status ruby
-
- Name: ruby key
- Desc: A fantastic key made of shimmering red rubies.
- Use:
-
- Hit: 11d0 + 0
- Shots: 1/1
- Type: 11
- AC: 00 Value: 00150 Weight: 01
- Flags set: None.
- ================================================================================
- Help on: DM function *SET
-
- This function allows the DM to set any variable on an exit, room, player,
- monster, or object. The syntax is different for each class of thing. This file
- will discuss each class beginning with exits.
-
- 1. Making & Deleting EXITS:
-
- *set [rm #] x [exit name] [link to rm #]
-
- If you omit the [rm #] section, it will assume that you mean the parent room
- (the one you are in).
-
- To create an exit you specify the exit name and the room number to link it to.
-
- example:
- *set x north 3750
- [creates an exit named 'north' leading to room 3750]
- *set 3649 x door 3750
- [creates an exit named 'door' from room 3649 to 3750]
-
- To DELETE an exit, use 0 as the [link to rm #].
- To RENAME an exit it is necessary to delete it and remake it.
-
- If you use "." as the [link to rm #], then it will link both rooms with the
- same [exit name] in each room.
-
- To set FLAGS on exits, the syntax is:
-
- *set xf [exit name] [flag number]
-
- This will toggle the flag named in [flag number] on the exit [exit name].
-
- 2. Setting up ROOMS:
-
- *set r [trfbx] [<value>]
-
- To set the traffic on a room use the 't' case and the value following it will
- be taken as the new traffic value.
-
- example:
- *set r t 100
- Traffic is now 100%.
-
- To set a flag on the room use the 'f' case and the flag number specified in
- [<value>] will toggle.
-
- example:
- *set r f 10
- Room flag #10 on.
-
- To put a new random monster into a room use the 'r' case and the value following
- is the random slot (1-10). A third variable must be set and that will provide
- the monster number to put into the random slot.
-
- example:
- *set r r3 120
- Random #3 is now 120.
- *set r r4 105
- Random #4 is now 105.
-
- To set level boundaries for a room you must specify whether you want to set high
- or low boundaries. This is done by either 'l' or 'h' next to the case 'b'. The
- level boundary is set by the value following the case and type of boundary to set.
-
- example:
- *set r bl 10
- Low level boundary 10.
- *set r bh 4
- High level boundary 4.
-
- To put a trap in a room use the 'x' case and the value that follows will be the
- trap type placed into the room.
-
- example:
- *set r x 3
- Room has trap #3 set.
-
- 3. To set up PLAYERS:
-
- *set c <name> <a|con|c|dex|e|f|g|hm|h|int|l|mm|m|pie|p#|r#|str> [<val>]
-
- The variables you can set are:
- a alignment
- con constitution
- c class
- dex dexterity
- e experience
- f flag toggle
- g gold
- h current hp
- hm max hp
- i intellegence
- l level
- m current mp
- mm max mp
- p# <val> gives <val> hits to proficiency #
- pie piety
- r race
- r# <val> gives <val> hits to realm #
- s strength
-
- example:
- *set c joe h 20
- [joe now has 20 hp]
- *set c jim f 1
- [jim is now hidden]
-
- 4. To set MONSTER variables:
-
- *set c <name> <ar|dn|ds|dp|thac> <val>
-
- ar set armor
- dn set number of dice
- ds set sides per dice
- thac set thac0
-
-
- example:
- *set m grendel dn 4
- [Grendel now hits with 4 dice damage]
- *set m arthur thac 14
- [Arthur has a thac0 of 14]
-
- 5. To set OBJECT variables:
-
- *set o <name> [<crt>] <ad|ar|dn|ds|dp|f|m|sm|s|v|wg|wr> [<val>]
-
- variables are:
- ad adjustment
- ar armor
- dn number of dice
- ds sides of dice
- dp bonus/plus
- f <val> toggles flag #<val>
- m magic power
- s shots current
- sm shots max
- v value
- wg weight
- wr wear location flag
- ================================================================================
- Help on: *SPY [player]
-
- This allows you to spy on a specified player. A given player may only be spied
- on by one caretaker/DM at a time. If the player is not specified, then the spy
- mode is shut off.
-
- example:
- *spy
-
- Spy on. Type *spy to turn it off.
- ================================================================================
- Help on: *LIST <m|o|r> [options]
-
- This funtion calls a program that lists any and all rooms, objects, or
- monsters. WARNING: The output may be extrememly long if the flags are not set
- properly. At present this can only be run on the server machine OUTSIDE of the
- game. The DM owning the game can provide stats to any who want.
-
- Options:
-
- -r#:# index range
- -s# descriptor for output
- -l#:# level range
- -t# object type
- -w# object wearflag
- -f# flag set
- -F# flag NOT set
- -q quest objects only
- -o# monsters/rooms carrying object
- -m# rooms with monster
-
- example:
- *list r -r200:205
-
- # Name Random Monsters Traf
- ------------------------------------------------------------------------------
- 200. Foyer of the old man 021/016/016/000/018/018/017/017/000/017 015%
- 201. Living room 016/017/017/021/021/018/018/019/020/018 012%
- 202. The Mansion Dining H 016/017/016/017/018/019/019/019/021/021 011%
- 203. North end of the Din 019/020/018/017/016/016/017/021/021/000 012%
- 204. Kitchen 018/018/000/019/019/019/019/000/018/021 010%
- 205. Dark Hallway 023/020/019/018/024/023/020/019/018/016 014%
- ================================================================================
- Help on: *PARAMETER [r|d|s]
-
- This function allows the DM to set various game parameters. These parameters can
- be listed by using the 'd' flag.
-
- example:
- *parameter d
- Random Update: 1
- Time to next shutdown: 5086
- Ship sailing interval 4200
- Time to Sail: 4184
- ================================================================================
- Help on: *NOTEPAD [d|a]
-
- This allows you to read, append, and delete the DM notepad. If used without a
- flag, it will print out the notepad. The d flag will clear the notepad. The a
- flag will invoke an editor for appending to the notepad. To exit the editor,
- put a period (.) on a line by itself.
-
- example:
- *notepad
- === DM Notepad ===
-
- Green Slime rm903
-
- *notepad a
- DM notepad:
- ->fixed exit north in rm402
- ->.
- Message appended.
-
- *notepad d
- Clearing DM notepad
-
- ================================================================================
- END OF DOCUMENT
- ================================================================================
-
-