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- 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.
-
- 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].
-
- 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.
-
- 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]
-
- 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]
-
- 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
-
-