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- --------------------------------------------------------------------------------
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- ---------------------------------- Axe & Fang ----------------------------------
-
- ------------------------------ Version 1.18 Public -----------------------------
-
- ------------------------------ Copyright 1994/1995 -----------------------------
-
- --------------------------------------- by -------------------------------------
-
- -------------------------------- Charles Marchant ------------------------------
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- --------------------------------------------------------------------------------
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- LEGAL NOTE:
- ------------
-
- Axe & Fang is copyright 1994/1995 by Charles Marchant, all rights are
- reserved. Axe is not public domain or freeware. With out a registration
- key, you are granted a 60 day trial period to evaluate the game. At the
- end of the 60 days you must either register or remove the game from your
- system. Axe is supplied as is, no warranty is implied, hinted at, or
- given. In no way is the author responsible for any damage that occurs
- to your system while Axe & Fang or any of it's utilities are on it.
- Reading this passage is your acknowledgement of that fact. The source
- code for Axe & Fang will never be made public.
-
-
- TABLE OF CONTENTS:
- ------------------------------------------------------------------------------
-
- SECTION TOPIC PAGE
-
- 1................... Introduction ..............................1
- 2................... Installation ..............................2
- 3................... Files and the Directory Tree...............5
- 4................... Maintenance ...............................7
- 5................... System Requirements .......................8
- 6................... Note on Multi Nodes .......................9
- 7................... Support ..................................10
- 8................... Registration .............................11
- 9................... Being GOD in AXE .........................12
- 10................... Buildobj .................................13
- 11................... Buildmob .................................16
- 12................... Buildroom ................................21
- 13................... Mload ....................................25
- 14................... Oload ....................................26
- 15................... The zone file ............................27
- 16................... Quest ....................................28
- 17................... Damaged Item Files .......................29
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- 1 - INTRODUCTION
- ----------------------------------------------------------------------------
-
- So cold steel and hot blood fills your every thought. The grand quest for
- fame and fortune fuels your every movement. Does the gleam of gold, ill-gotten
- or not, cloud your mind and feed your desires? If so, then enter a world where
- your iron grip will allow you to forge your own destiny and one day become an
- IMMORTAL!
-
- Axe & Fang has been designed to be as true an RPG as you can get on a computer.
- Many long hours of beta testing and re-coding have gone into AXE, in an
- attempt to bring you the best fantasy RPG door game that you can ever lay
- your paws on. Axe is by far the most flexible and interactive game on the
- market. Featuring over 65 interactive multi-node commands. Built in monster,
- object and room editors. The ability to load monsters and items on the spot.
- It's simple and straight forward zone file allows for complete freedom in
- building or editing worlds for AXE. On the spot quest generation for players
- on multi-nodes can be made.
-
- I hope you find AXE to be as fun to play as it was for me and the beta team to
- build! Thanks for taking time to give AXE a test drive.
-
- Author,
- Charles Marchant
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- 2 - INSTALLATION
- ----------------------------------------------------------------------------
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- Step 1: Unpack all of AXE???.ZIP into the desired directory you wish it
- to run it in.
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- Step 2: Run INSTALL.BAT. The install batch file will create the directory
- tree and place all files into their desired places. It will then
- delete all files not required in the root directory.
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- Step 3: Create the config files for each node. This is as follows:
-
- Sample config file for node 1
- -----------------------------
- file name NODE1.CFG <- Must be different for each node!
-
- c:\BBS\door.sys
- 2
- Charles's Place
- Mr.Quick
- 0
- 1
- 38400
- 2
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- Details of each line in config file
- -----------------------------------
-
- line 1 Path to drop file including name
- line 2 type of drop file 1 = DORINFOx.DEF 2 = DOOR.SYS 3 = CHAIN.TXT
- line 3 BBS name
- line 4 SysOp Name
- line 5 Port IRQ ( 1 - 15 used only for internal com support )
- line 6 Port base address ( fossil/digi port 0 - 63 )
- line 7 Locked BPS Rate 0 = no lock
- line 8 Com support 1 = internal 2 = fossil 3 = digi-board
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- Explanations of certain lines
- -----------------------------
-
- line 5: Line 5 is the irq line and can be numbered from 1 to 15.
- Irq is only used under internal com support. It can be
- any number under fossil or digi board support since it is
- ignored. It is suggested you make it 0 just to keep the
- config file easy to read.
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- line 6: Line 6 is special and you must understand this line in order
- to get the game to function properly. Most if not all errors
- in running AXE are right here!
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- Under Fossil or Digi-board support this is a number from 0
- to 63, this is the port you wish to run this node under.
- Fossil drivers begin numbering ports at 0 and not 1 so if
- you want to run on pc com1 then you must supply a 0 here.
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- quick ref:
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- com1 = 0
- com2 = 1
- ...
- ...
- com8 = 7
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- Under internal com support this is a hexadecimal number equal
- to the base address of the comport you wish to run the node
- under.
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- quick ref:
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- com1 = 3f8
- com2 = 2f8
- com3 = 3e8
- com4 = 2e8
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- Step 4: Create a batch file to run the door.
- (Step 4 is subject to change at a later date)
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- If your BBS has the ability to pass the node number on a
- command line then one batch file should work for all nodes.
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- example:
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- AXE.BAT
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- cd doors\axe
- AXE node%1.cfg %1
- cd..
- cd..
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- Then just call AXE.BAT with one argument which is the
- node number to run.
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- If your system doesn't pass the node on the command line
- then a batch file for each node may be in order.
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- example:
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- AXE1.BAT
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- cd doors\axe
- AXE NODE1.CFG 1
- cd..
- cd..
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- AXE.EXE takes two command line arguments, the first is the
- path and name of the config file to use for that node and
- the second is the node number to run under.
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- Step 5: Set up the door in your BBS.
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- 3
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- Step 6: THIS IS A MUST!!! Be the first person to play.
- Understand this! THE FIRST PERSON IN THE GAME IS GOD!!!
- They are promoted to 25th level and give 99% in all skills!
- They have full access to the god commands and can really
- damage your game if they don't know what they are doing.
- AFTER INSTALL, ENTER THE GAME IN LOCAL MODE!!! I will not
- feel bad for any SysOp that doesn't do this! If you damage
- the world/mob/obj files it is your duty to replace them.
- I suggest keeping a backup of these files handy.
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- Step 7: If you wish to play as a normal person in the game, then
- create another player. Only the first player into the
- game becomes god, and all others start at 1st level where
- the adventure begins! Then they can work their way up to become
- a god also.
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- That's all there is to the installation of AXE. Simple and direct. If
- you have any problems, feel free to call me. My number is listed in
- the SysOp docs.
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- 3 - FILES AND THE DIRECTORY TREE:
- -----------------------------------------------------------------------------
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- The Tree:
- ---------
- AXE (root) -- -- Player ------------------ -- A
- | |-- B
- |-- Docs |-- C
- | |-- D
- |-- Text -- -- Rooms |-- E
- | |-- Mobs |-- F
- |-- Data |-- Objs /
- | .
- |-- Mobs .
- | /
- |-- Objs |-- X
- | |-- Y
- |-- World |-- Z
- |
- |-- Zones
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- Files by directory:
- ------------------
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- AXE\
-
- AXE.EXE Main executable
- HELP Small Help screen, shown when a player types - help
- MOTD Message of the Day. Displayed when a user logs in
- *.CFG Config files for each active node
- *.BAT Batch files to run each node
- AXE.DOC This document
- INSTALL.BAT Batch file used to create directories and move files
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- AXE\PLAYER
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- PC.MUD Player data file created upon first player login
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- AXE\PLAYER\A .. Z
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- *.* Player item files stored under the first letter of
- their name. Done this way to protect data and an
- easy way for the SysOp to purge a players items they
- believe were gotten in a rather sneaky manner.
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- AXE\DOCS
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- HELP_TAB This is the hyper text help table for the online
- help command.
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- AXE\DATA
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- MULTI.DAT This is the node share file. If you ever see this file while
- no nodes are running, then check your node setups for a
- duplicate. If this file is present, then you have an error
- somewhere and will surely get a share violation.
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- AXE\TEXT\ROOMS
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- ROOMS.MUD This is the description file for all the rooms
- in the world (Not editable!)
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- AXE\TEXT\OBJS
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- OBJS.MUD This is the description file for all the objs
- in the world (Not editable!)(not in yet)
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- AXE\TEXT\MOBS
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- MOBS.MUD This is the description file for all the mobs
- in the world (Not editable!)
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- AXE\MOBS
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- MOB.MUD This is the data file on all monsters (mobs) in
- the world.
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- AXE\OBJS
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- OBJ.MUD This is the data file on all objects (objs) in the
- world.
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- AXE\WORLD
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- WORLD.MUD This is the data file for all rooms in the world.
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- AXE\ZONES
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- ZONE.MUD This is the heart of the world. This file controls
- what mobs and objs are loaded into the world. It
- controls what objs, mobs have for sell, to use or
- wear etc. If you damage this file the game will not run!
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- * Any extra directories or files should be left alone and be considered there
- for future expansion.
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- 4 - MAINTENANCE
- -------------------------------------------------------------------------------
-
- Axe & Fang requires no maintenance of any kind. All work is handled online in
- real time as players adventure the world. Axe doesn't restrict players to any
- time limit, other than that which is passed in the drop file. It doesn't care
- if you log in 30 times a day at 30 mins a play, and it never will. People
- wanting to limit plays must figure out another means of doing it. The reason is
- rather simple, to maintain this data would add 4 bytes to every mob in the world
- and is considered a waste of space when overall growth of the world needs all
- the room it can get. Axe allows players to create as many characters as they
- wish, for the like reason. To monitor user BBS names would require an addition
- of 41 bytes per record. This is a total waste of memory where the overall
- world is concerned.
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- 5 - SYSTEM REQUIREMENTS
- ------------------------------------------------------------------------------
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- To run Axe & Fang you need......
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- Computer: PC XT/AT IBM 100% compatible
- Memory : 460 to 640k free
- Axe uses no XMS/EMS at all
- BBS S.W.: Capable of producing DOOR.SYS, CHAIN.TXT or DORINFOx.DEF
- drop files.
- OS : Dos 3.2 or higher or a OS that can run DOS shells and
- use a FOSSIL driver
- Free Space : Axe needs about 4 megs free HD space. This grows on
- systems with more nodes.
- Share.exe : If you are running under DOS you must have share
- loaded.
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- Multi Taskers: Axe detects OS/2, WINDOWS, WINDOWS/NT and DESQVIEW.
- Axe doesn't give up time slices for one reason,
- there is never a delay in the program. The only
- two delays in the program are at the login
- screens. Axe is in real time and sets in no loops
- waiting for character input and doing nothing.
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- 6 - NOTE ON MULTI-NODES
- ------------------------------------------------------------------------------
-
- Axe uses a signal file found in the .\DATA directory while games
- are in play. This file is called MULTI.DAT. This file is opened by the first
- node to begin play and is closed and deleted by the last node to exit play.
- This file can grow rather large on a big multi node system and it is
- highly recommended that at least once a day no play be allowed in the
- game on any nodes at the same time. If you run a nightly maintenance
- and wish to make sure the file is deleted by adding a line to your batch
- file, then be very sure there is no one in the door or you will get a
- share violation and lock your window.
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- Further more, don't ever boot up two of the same nodes into axe at
- one time. Anything from a share violation to MULTI.DAT being left
- un-deleted can occur.
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- Axe requires that full file sharing be in affect. LANS that lock
- resources from other running nodes, can not at this time run AXE in
- multi-node interaction. You can still run AXE on more than one node but will
- have to have more than one copy online for it to work properly.
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- In DOS, share must be loaded.
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- 7 - SUPPORT FOR AXE & FANG
- ------------------------------------------------------------------------------
-
- Support for Axe & Fang can be found at the following places...
-
- Author's BBS
-
- BBS : Charles's Place
- SysOp : Charles Marchant
- LOCATION : San Marcos, Texas
- FIDO : 1:382/704
- GrimNET : 800:1/100
- PHONE : 1(512)392-0528
- SPEED : 14.4k
- VOICE : 1(512)392-2094
- INTERNET : NA
- FREQ : AXE for latest version
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- Support/Beta/Distrabution Sites
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- BBS : Random Access
- SysOp : Bruce Parker
- LOCATION : Burton, South Carolina
- FIDO : 1:3650/1
- GrimNET : 800:2/100
- PHONE : 1(803)521-0828
- SPEED : 19.2K
- VOICE : NA
- INTERNET : NA
- FREQ : AXE for latest version
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- BBS : The UnKnown Gateway
- SysOp : Dan Smith
- LOCATION : New Mexico , Clovis
- FIDO : 1:318/7
- GrimNET : 800:3/101
- PHONE : 1-505-784-3275
- SPEED : 28.8k
- VOICE : NA
- INTERNET : NA
- FREQ : AXE for latest version
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- 8 - REGISTRATION
- ------------------------------------------------------------------------------
-
- To register Axe & Fang, print out the following form. Fill it out
- and send to the below address. All keys will be processed in a quick and
- timely manner. You can expect to receive your key within 2 weeks max, from
- the time your registration form arrives.
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- AXE & FANG VERSION 1.18
- REGISTRATION FORM
- -----------------
- (Please Print)
-
- Register to:_________________________________________
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- BBS Name :___________________________________________
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- FIDO _:____/____ (if applicable)
-
- First Name :____________________ Last Name:_______________________________
- (SysOp Name)
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- Address:__________________________________________________________________
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- Suburb or City:____________________________ State:____ Postal Code:_______
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- Country:__________________________ Home Phone: ( )_____________________
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- Cost of registration is 25$ in US funds. Check/Money Order/Cash
-
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- CHECKS & MONEY ORDERS
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- All checks and money orders should be made out to Charles
- Marchant and in American dollars only.
-
- ___: Send my key via Fidonet to above node number.
-
- ___: Send my key via postal service to above address.
-
-
-
- - end print -
- ----------------------------------------------------------------------------
- SEND TO: Charles Marchant
- 130 Jackson Lane AP 5B
- San Marcos Texas
- 78666
- ----------------------------------------------------------------------------
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- 9 - BEING A GOD IN AXE & FANG
- ------------------------------------------------------------------------------
-
- So you want to be a god do you? Well here's the door for you! There is less
- than 15% of AXE that is not SysOp editable or player editable. Since this is so,
- it is very important to understand what being a god is all about. Let's start
- by saying a god holds all the power in Axe. There is nothing he or she can not
- change to improve the world for their users, or to better the enjoyment of the
- game. Likewise, a god can so unbalance the game from sloppy editing as to make
- it too easy or hard. If the game is too easy, then you end up with all gods, and
- no peasants to punish. Too hard and no one will play the game after a while. To
- keep the world even and challenging, then you must read and understand the
- following sections before you begin to tailor AXE to your liking. One big word
- of advice, backup the AXE directory before each editing session, that way if you
- make a blunder, a recovery is near by.
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- 10 - BUILDOBJ COMMAND
- -----------------------------------------------------------------------------
-
- To build or edit an object (obj), you must be level 25. Type buildobj
- and you will be prompted with the below:
-
- ----------------------------------------------------------------------------
- | |
- | Hello Grim, while you are building a obj, the world here will pause. |
- | Highest obj in world = 155 |
- | Edit Obj (0 - 154) New Obj ( 155 ) : |
- | |
- ----------------------------------------------------------------------------
-
- To edit an old obj, enter it's number or else enter the number to the right of
- new mob (155 in this case) to begin editing a new monster. Once done, you will
- be prompted with a status window similar to the one below.
-
- ------------------------------------------------------------------------------
- | |
- | Obj Num : 155 |
- | Obj Name : NEW OBJ |
- | Obj Type : UNDEFINED |
- | Apply Type : NONE Amount : 0 |
- | Value : 0 |
- | Weight : 0 |
- | Cost to Rent : 0 |
- | Spec Flags : |
- | Affects : |
- | Wear Flag : |
- | Values 0 : 0 - Bad item type |
- | Values 1 : 0 - Bad item type |
- | Values 2 : 0 - Bad item type |
- | Values 3 : 0 - Bad item type |
- | |
- | (A-Name (B-Type (C-Apply (D-Value (E-Weight (F-Cost to rent (G-Spec Flag |
- | (H-Affect Flags (I-Extra Values (W-Wear Flags (J-Save (K-Abort |
- | |
- ----------------------------------------------------------------------------
-
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- EXPLANATION OF COMMANDS
- -----------------------
-
- A - Name This command will first prompt you for the new name
- of the object, then prompt you for a keyword. The key
- word should be lower case and have meaning to the object,
- or be part of the objects name.
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- ex:
- name A blue steel key
- keyword key
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- B - Type This command allows you to select from a list of
- available type types. See list below. This will
- affect how the extra values are assigned.
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- C - Apply This is a flag that is used to set a magical
- affect applied to the player when worn, held or
- wielded. After selecting an apply type, you will be
- prompted for a value, then whether it is negative
- or not.
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- D - Value This is the value of the item in gold. A 0 value
- item can not be rented and is junked when a person
- tries to buy or sell it.
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- E - Weight This is the weigh in pounds of the object. A players
- strength determines the amount of weight that they can
- handle for weapons etc.
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- F - Cost to Rent This is the amount in gold it cost a player to save an
- object when they log out of the game using the rent
- command at an inn.
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- G - Spec Flag Sets a visual flag like glowing, humming and others
- that the item will have.
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- H - Affect Flags This is a set of flags that tells what type of affect
- the item will have on a player when worn, held or
- wielded.
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- I - Extra Values This is a set of 4 fields which are assigned values
- depending on the type of item being built. Follow
- the prompts and you should have no problem with
- this section.
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- W - Wear Flag This is a set of flags that determine whether
- a player can take an item and if so where it may be
- worn, held or wielded.
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- J - Save Save the object to disk for later use by Axe.
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- K - Abort This command simply aborts the editor.
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- CHARTS OF ITEM FLAGS
- ----------------------------------------------------------------------------
-
- TYPE LIST
- ---------
-
- 0 UNDEFINED <-- no special item
- 1 LIGHT <-- item is a light source such as a torch etc
- 2 SCROLL <-- scroll with magic spells
- 3 WAND <-- wand with magic spells
- 4 STAFF <-- staff with magic spells
- 5 WEAPON <-- weapon of some sort
- 6 FIRE WEAPON <-- unused at this point
- 7 MISSILE <-- unused at this point
- 8 TREASURE <-- item just has a gold value, like a jewel, gem
- 9 ARMOR <-- armor of some type
- 10 POTION <-- potion with magic spells
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- 11 WORN <-- flag used to set armor to a worn out state
- 12 OTHER <-- copy of undefined
- 13 TRASH <-- flag set to junk or 0 value items
- 14 TRAP <-- unused at this point
- 15 CONTAINER <-- item like a bag etc, can hold other objects
- 16 NOTE <-- item has writing on it and can be read
- 17 LIQUID CONTAINER <-- item like a jug or glass that can hold a liquid
- 18 KEY <-- item can unlock a door or object
- 19 FOOD <-- item can be eaten like steak, bread, mushroom
- 20 MONEY <-- item is gold
- 21 PEN <-- unused at this point
- 22 BOAT <-- item is used to travel upon water
-
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- SPECIAL FLAGS
- -------------
-
- 1 GLOW <-- item glows
- 2 HUM <-- item hums
- 3 DARK <-- item dark
- 4 EVIL <-- item is evil (will force attacks on good mobs)
- 5 GOOD <-- item is good (will force attacks on evil mobs)
- 6 INVISIBLE <-- item is invisible
- 7 MAGIC <-- item is magic
- 8 NODROP <-- item can not be dropped or given away
- 9 BLESS <-- item is blessed and adds to hit and ac
- 10 ANTI-EVIL <-- item can not be used by evil mobs
- 11 ANTI-GOOD <-- item can not be used by good mobs
- 12 ANTI-NEUTRAL <-- item can not be used by neutral mobs
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- Affect Flags
- ------------
-
- 0 BLIND <-- item will blind the mob when used
- 1 INVISIBLE <-- item turns mob invisible when used
- 2 DETECT-EVIL <-- item allows player to detect evil when used
- 3 DETECT-INVISIBLE <-- item allows player to detect invisibility when used
- 4 DETECT-MAGIC <-- item allows player to detect magic when used
- 5 SENSE-LIFE <-- item allows player to sense other players
- 6 HOLD <-- item cast hold spell on player when used
- 7 SANCTUARY <-- item protects player from damage when used
- 8 CURSE <-- item curses a player when used (-hit -ac)
- 9 POISON <-- item poisons player when used -2 hp a game hour
- 10 PROTECT-EVIL <-- item reduces damage in combat against evil mobs
- 11 PARALYSIS <-- item induces paralysis when used
- 12 SLEEP <-- item cast sleep spell on player when used
- 13 SNEAK <-- not used at this point
- 14 HIDE <-- not used at this point
- 15 FEAR <-- not used at this point
- 16 CHARM <-- not used at this point
-
-
-
-
-
-
-
-
- 14
-
-
-
-
-
- Wear Flags
- -----------
- 0 TAKE <-- must be set for a player to pick it up
- 1 FINGER <-- can wear on finger
- 2 NECK <-- can wear around neck
- 3 BODY <-- can wear on body (chest)
- 4 HEAD <-- can wear on head
- 5 LEGS <-- can wear on legs
- 6 FEET <-- can wear on feet
- 7 HANDS <-- can wear on hands
- 8 ARMS <-- can wear on arms
- 9 SHIELD <-- can be used as a shield
- 10 ABOUT <-- can wear about the whole body
- 11 WAIST <-- can wear around waist
- 12 WRIST <-- can wear on wrist
- 13 WIELD <-- can be wielded as a weapon
- 14 HOLD <-- can be held in hand
- 15 THROW <-- not used
-
- Apply Flags
- -----------
- 0 NONE <-- item applies nothing to the player
- 1 STR <-- applies to a players strength
- 2 DEX <-- applies to a players dexterity
- 3 INT <-- applies to a players intelligence
- 4 WIS <-- applies to a players wisdom
- 5 CON <-- applies to a players constitution
- 6 SEX <-- changes a players sex
- 7 CLASS <-- changes a players class
- 8 LEVEL <-- raises or reduces a players level
- 9 AGE <-- raises or reduces a players age
- 10 MANA <-- applies to a players mana
- 11 HIT <-- applies to a players hit points
- 12 MOVE <-- applies to a players movement points
- 13 GOLD <-- applies to a players gold
- 14 EXP <-- applies to a players exp points
- 15 ARMOR <-- applies to a players armor class
- 16 HITROLL <-- applies to a players chance to hit
- 17 DAMROLL <-- applies to a players damage bonus
- 18 SAVING_PARA <-- applies to saves vs hold/sleep type affects
- 19 SAVING_ROD <-- applies to saves vs rods/staffs/wands
- 20 SAVING_PETRI <-- applies to saves vs fear/curse type affects
- 21 SAVING_BREATH <-- applies to saves vs breath weapons
- 22 SAVING_SPELL <-- applies to saves vs spells
-
-
- Weapon types used to set extra values when building weapons
- ------------------------------------------------------------------------------
-
- 0 - HIT
- 1 - BLUDGEON
- 2 - PIERCE
- 3 - SLASH
- 4 - WHIP
- 5 - CLAW
- 6 - BITE
- 7 - STING
- 8 - CRUSH
-
- 15
-
-
-
-
-
- 11 - BUILDMOB COMMAND
- -----------------------------------------------------------------------------
-
- To build or edit a monster (mob), you must be level 25. Type buildmob
- and you will be prompted with the below.
-
- ----------------------------------------------------------------------------
- | |
- | Hello Grim, while you are building a mob, the world here will pause. |
- | Highest mob in world = 315 |
- | Edit Mob (0 - 315) New Mob ( 316 ) : |
- | |
- ----------------------------------------------------------------------------
-
- To edit an old mob enter it's number, else enter the number to the right of
- new mob to begin editing a new monster. Once done you will be prompted with
- a status window similar to the below.
-
- ----------------------------------------------------------------------------
- | |
- | Mob Number 0 |
- | Name : BoneCrusher's Honor Guard |
- | Abilities STR 13 INT 13 WIS 13 CON 13 DEX 13 |
- | Sex : Male |
- | Alignment : 1000 |
- | ACT Flags : SENTINEL NPC |
- | AFFECT flags : |
- | Position : STANDING |
- | Hit Pts 800 Move 50 Mana 50 |
- | AC : 0 Hitroll 3 Damroll 0 |
- | Damage dice Size 6 Num 6 +Dam 0 |
- | Attack type : CRUSH |
- | Spec Class : Shop Inn Level 19 Exp 200000 |
- | Gold : 103 |
- | |
- | (A)Name (B)Abilities (C)Sex (D)Alignment (E)ACT Flag (F)AFFECT Flag (G)Pos |
- | (H)Hit Pts (I)Move (J)Mana (K)AC (L)Hitroll (M)Damroll (N)Damage dice |
- | (O)Attack Type (P)Spec Class (Q)Level (R)Exp (S)Gold (T)Save (U)Abort |
- | (V)Description : |
- | |
- ----------------------------------------------------------------------------
-
- EXPLANATION OF COMMANDS
- -----------------------
-
- A - Name This is the name of the mob shown to players.
- It is also the keyword when used in a players command.
- It is wise not to start the name with 'A', 'The', etc,
- since then a person must type kill the, kill a to and
- so on.
-
- B - Abilities A New NPC is set with a base ability score of 13's, if you
- wish to change them, this command will step you through
- each one and prompt for a new number. Abilities can go
- between 4 and 25.
- C - Sex This will prompt you for a sex of the mob, either neuter,
- male or female.
-
-
- 17
-
-
-
-
-
- D - Alignment This will prompt you for the new alignment of the mob.
- Alignment can range from -1000 ( max evil) to 1000
- ( max good )
-
- E - ACT Flag This is a special flag that tells the game how the mob
- will act in the world. A description of actions follows
- this section.
-
- F - Affect Flag This is a special flag which can be used to set starting
- affects on a mob. A list of affects follows this section.
-
- G - Position This command allows you to alter the starting position
- of the mob. By default they are standing. Any other
- position will not allow the mob to act according to
- the act flag.
-
- H - Hit Points This command will prompt you for the new hit points of the
- mob. The norm is 12 to 20 points per level of the mob. The
- higher the number, the harder it is to kill. If you make
- areas for ogre and troll barbarians to adventure in, then set
- the hit points high since these class/race combos do high
- damage rolls.
-
- I - Move Will prompt for the mobs new amount of move points.
- The more move points a mob has, the more it can roam
- the world or flee from combat.
-
- J - Mana This command prompts for the new amount of mana the
- mob will have. This affects the amount of times they can
- employ special spell functions in combat.
-
- K - AC This is the mobs starting ac, and can range from -100
- to 100. Negative 100 is the best one can hope for and
- 100 is the worst.
-
- L - Hitroll This is a mobs base chance to hit a player with ac 0.
- The lower this number becomes the easier a mob hits.
- The range can be from -20 to 20.
-
- M - Damroll This is a mobs bonus to damage. Once all damage is
- determined in combat this is added to it.
-
- N - Damage Dice This will prompt you for 3 numbers. The first is
- the size of the dice to roll for damage, second is
- the number of dice to roll and third is the bonus
- to damage. For low level monsters keep damage small,
- say from 1 to 6 max, the higher mobs get, the more you
- can added to this. Setting this too high, will really
- unbalance the game for players. Too low and players
- will walk all over your world.
-
- O - Attack Type This sets the prompt that will be seen when the mob
- attacks with bear hands. When used correctly, you can get
- the affect of a mob using a weapon without having to
- load one for them.
-
-
-
-
- 18
-
-
-
-
-
- P - Spec Class This is a bit that sets the mobs special flag. What
- the special class is used for is quite simple. There
- are two main groups of special classes, shop and
- guild. For a player to be able to buy or sell, a shop
- flag must be set. For a player to practice, a guild
- flag must be set. There are a number of each type used
- to limit the types of items bought and sold and the
- class that can practice with a certain mob.
-
- Q - Level This set the mobs level, it can range from 1 to
- 25.
-
- R - Exp This is the base value a mob is worth in exp when killed.
- The amount shown is a seed amount used to figure earned
- exp for the kill. Other factors play into the final
- amount. Like the number of levels difference between
- killer and killed. The alignments of each and a few other
- small factors. See table below for suggested ranges
- per level of mob.
-
- S - Gold Gold is a special item for mobs. If you wish a shop keeper
- to be able to purchase a large amount of items, they must
- have gold. It's not suggested that you overload low level
- mobs with gold since this is a major factor in the game.
- Very high level and powerful weapons are all throughout
- the game and are meant for high level players only.
- The amount they cost to rent is high, if a low level
- player can kill a worm for 10k gold, then they will be
- able to keep a powerful weapon and walk all over your
- world making it unbalanced. When a player like that
- makes god, he or she will have no respect for how hard it
- was to get there, and lend nothing to your world of a
- positive nature.
-
- T - Save This saves the edited mob.
-
- U - Abort This aborts the edited mob.
-
- V - Description This takes you to a small editor where you may add in
- a description for the mob or leave it to it's default.
-
-
- CHARTS AND TABLES FOR MOBS
- --------------------------
-
- Mob hit types
- -------------
- 0 - HIT
- 1 - BLUDGEON
- 2 - PIERCE
- 3 - SLASH
- 4 - WHIP
- 5 - CLAW
- 6 - BITE
- 7 - STING
- 8 - CRUSH
-
-
-
- 19
-
-
-
-
-
- Mob Actions
- -----------
-
- 0 SPEC <- not yet in use
- 1 SENTINEL <- forces a mob to remain where they are
- 2 SCAVENGER <- mobs will pick up items that are in rooms
- 3 ISNPC <- tell AXE that a mob is computer run, MUST SET
- 4 NICE-THIEF <- will keep mob from attacking a player that tries to steal
- 5 AGGRESSIVE <- mob will attack players that they can see in the room
- 6 WIMPY <- mob will flee from combat when hurt bad
- 7 STAY_ZONE <- keeps a mob from wondering out of a zone
-
-
- *If you set wimpy and aggressive the mob will attack players that are
- sitting, resting and or sleeping
-
-
- Mob affect flags
- ----------------
-
- 0 BLIND <- the mob is blind, could be useful for beggars etc
- 1 INVISIBLE <- the mob is invisible until combat
- 2 DETECT-EVIL <- mob can detect evil ( for future expansion )
- 3 DETECT-INVISIBLE <- mob can see invisible players/items
- 4 DETECT-MAGIC <- mob can detect magic ( for future expansion )
- 5 SENSE-LIFE <- mob can sense life, example hidden players
- 6 HOLD <- mob can't move until attacked, statues etc
- 7 SANCTUARY <- mob is protected by a greater being
- 8 CURSE <- mob is cursed, -hit -damage -saves
- 9 POISON <- mob has been poisoned
- 10 PROTECT-EVIL <- mob is protected from evil players
- 11 PARALYSIS <- mob can't move
- 12 SLEEP <- mob has been put to sleep magically
- 13 SNEAK <- mob can move without being seen
- 14 HIDE <- mob is hidden in a room
- 15 FEAR <- mob is scared -hit -damage
- 16 CHARM <- mob has been charmed by someone
-
-
- Suggested Exp Range per level for NPC's
- ----------------------------------------
-
- Level Range Level Range
- 1 100 14 20000
- 2 200 15 25000
- 3 350 16 30000
- 4 600 17 35000
- 5 1000 18 40000
- 6 2000 19 48000
- 7 3000 20 56000
- 8 4000 21 66000
- 9 6000 22 80000
- 10 8000 23 100000
- 11 10000 24 130000
- 12 13000 25 150000
- 13 16000
-
-
-
- 20
-
-
-
-
-
- 12 - BUILDROOM COMMAND
- ------------------------------------------------------------------------------
-
- To build or edit a room while in AXE, be in your god form (lvl 25 player) and
- type buildroom. The following prompt (except name) will appear.
-
- ----------------------------------------------------------------------------
- | |
- | Hello Grim, while you are building a room, the world here will pause. |
- | Highest room in world = 315 |
- | Edit room (0 - 315) New room ( 316 ) : |
- | |
- ----------------------------------------------------------------------------
-
- To edit an old room, enter the number of the room. To begin a new room, enter
- the last number displayed. ( 316 in this example )
- From here a display of room info will appear similar to below.
-
- ----------------------------------------------------------------------------
- | |
- | Name : NEW ROOM |
- | Num : 316 |
- | Zone : 0 |
- | Light : No |
- | Sector : INSIDE |
- | Room Flags : |
- | |
- ----------------------------------------------------------------------------
-
- (1-Name (2-Sector (3-Flags (4-Light (5-Zone (6-Exits (7-Save (8-Abort
- (9-Room Description :
-
- A new room starts with these defaults.
-
- COMMAND SUMMARY
- ---------------
-
- 1 - Name : Using this command, you can change the name of the room.
-
- 2 - Sector : Use this command to set the type of terrain the room is
- in.
-
- 3 - Flags : This command brings up a sub-list of possible flags to
- turn on or off for the room. Flags may be joined to
- build elaborate rooms.
-
- 4 - Light : If set to light, the room has lighting on as default.
- Leave it set to no, if its outside and you wish the
- day and night lighting to work here.
-
- 5 - Zone : This is a special number that controls mobs ability
- to roam a area. Say you want to make a trail that a
- guard will follow and go no where else. Give every
- room in the trail the same zone number and the guard
- will stay on this path only.
-
-
-
-
- 21
-
-
-
-
-
- 6 - Exits : This is a special command that sets all the possible
- exits from a room. When you select this option a
- sub-menu comes up listing the directions you may
- develop from. Choose a direction like north and
- you will then go through a number of extra prompts.
- See example after this section.
-
- 7 - Save : This command saves the room to disk.
-
- 8 - Abort : This command aborts your room editing with no save.
-
- 9 - Description : This command brings you into a small text editor.
- The old description will be displayed, then you will
- have a cursor below it, with which you can enter a new
- description with. Hitting @, at anytime will exit the
- editor and prompt you if you wish to replace the old
- description with the new one.
-
- Example Exit Command:
- --------------------
-
- After hitting 6 you will be prompted for a direction like so...
-
- ----------------------------------------------------------------------------
- | |
- | 0 - North |
- | 1 - East |
- | 2 - South |
- | 3 - West |
- | 4 - Up |
- | 5 - Down |
- | Edit which exit : |
- | |
- ----------------------------------------------------------------------------
-
- Select a direction and you will then be prompted with a number of options
- as follows.
-
- ----------------------------------------------------------------------------
- | |
- | To room = 0 ((null)) |
- | New Room (N/y) : |
- | |
- ----------------------------------------------------------------------------
-
- If a 'To room' has already been selected the name of the room would follow
- the room number. To room 0 closes an exit off.
-
- If you answer Y, you will be prompted for the new room number for the exit
- to go to. If you wish a player to be able to come back from the room which
- the exit leads to, the then other rooms opposite exit must have the editing
- rooms number there. ex: Editing room 10 going north, the 'to room' is 11, then
- room number 11's south exit must equal 10 to be a two way passage.
-
- You can make one way passages by leaving the 'to rooms' opposite direction
- blank or leading to another room all together.
-
-
-
- 22
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-
-
-
-
- After selecting the new room you will see this prompt.
-
- ----------------------------------------------------------------------------
- | |
- | Key : 0 |
- | New key (N/y) : |
- | |
- ----------------------------------------------------------------------------
-
- If you wish to lock the room with a key of some kind, you would answer yes
- to this prompt, then supply the key number for the exit. NOTE: The key number
- is the extra value0 of a key items and not a key items real number.
-
- Following the key prompt you will be given a keyword prompt like so.
-
- ----------------------------------------------------------------------------
- | |
- | Keyword : |
- | New keyword (N/y) : |
- | |
- ----------------------------------------------------------------------------
-
- Select yes, if you want a special door or exit and you will be given this list
- of possible exits to choose from.
-
- ----------------------------------------------------------------------------
- | |
- | 1 iron door 2 stone door 3 wood door |
- | 4 rock ledge 5 metal gate 6 wood gate |
- | 7 cupboard 8 curtain 9 tapestry |
- | 10 partition 11 screen 12 thornbush |
- | 13 grate 14 trapdoor 15 ledge |
- | 16 stump 17 slab 18 tree trunk |
- | 19 crevice 20 crack 21 skylight |
- | 22 bolder 23 rock 24 alter |
- | 25 lid 26 portcullis 27 shutters |
- | 28 drawbridge 29 bars 30 crate |
- | 31 log 32 webs 33 portal |
- | 34 mirror 35 drain 36 entryway |
- | 37 step 38 edge 39 closet |
- | 40 block 41 picture 42 statue |
- | 43 junk |
- | |
- | New keyword number : |
- | |
- ----------------------------------------------------------------------------
-
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- 23
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- After selecting a option you will move onto the exit type flags as follows.
-
- ----------------------------------------------------------------------------
- | |
- | 0 OPEN |
- | 1 CLOSED |
- | 2 LOCKED |
- | 3 UNLOCKED |
- | 4 MAGIC |
- | 5 PICKPROOF |
- | 6 ISDOOR |
- | |
- | Select: |
- ----------------------------------------------------------------------------
-
- If you selected keyword besides 0 (door) you will need to set ISDOOR flag.
- You can only set one flag at a time, so you will have to run back through the
- exit setup and select additional flags as desired.
-
- Explanations of exit flags:
-
- OPEN <- the exit starts out at boot up as open
- CLOSED <- the exits is closed at boot up
- LOCKED <- exit is locked at boot up
- UNLOCKED <- exit is not locked at boot up
- MAGIC <- takes a spell/rod/staff/wand/potion to pass this door
- PICKPROOF <- door can never be picked by a thief, etc.
- ISDOOR <- means the exit is open and closable, must be set
- for exits with other than 0 for a keyword
-
- NOTE: To make an exit usable for players while working on a area just
- set the to_room to 0, you don't have to remove any other options
- from the exit.
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- 24
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-
-
- 13 - MLOAD COMMAND
- ------------------------------------------------------------------------------
-
- This command is a very powerful god command, and can be used in the making
- of quest. It loads a mob into the world at the same location as the god.
- Since a lot of the mobs are aggressive it is wise to be in a god room,
- rooms 0 to 9, when this is done. Then use the trans command to move the
- mob to the desired location. Special mobs can be made and loaded into the
- world without ever taking down the game. You can use the buildmob command
- to make a special mob for a quest then load it right away using mload.
- Mload takes one command argument and that is the record number of the
- mob to load into the world.
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- 25
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-
-
- 14 - OLOAD COMMAND
- ------------------------------------------------------------------------------
-
- Oload is a powerful god command used to load objects into the world. The
- loaded object is dropped on the ground at the gods feet. This command along
- with mload, buildmob, buildobj, can all be used in the making of quest.
- Oload takes one command argument and that is the record number of the object
- to load.
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- 26
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-
-
- 15 - THE ZONE FILE
- ------------------------------------------------------------------------------
-
- The zone file is in truth, the heart of Axe. It's what links all the mob, obj
- and room files together. The zone file controls what mobs are loading into
- what room, what objs are loaded into rooms, given to mobs or even
- equipped by the mobs. The zone file is a simple ASCII text file and follows
- this simple layout.
-
- # is used to comment a complete line
- M is used to load a mob
- O is used to load a obj
- G is used to give the last loaded obj to the last loaded mob
- E is used to give the last loaded obj to the last loaded mob
- and have them equip it.
- $ is placed at the end of the zone file, once $ is found the
- zone file is closed and zone loading is done. The $ must be
- in the file at some point, normally the end.
-
- Zone file command syntax
- ------------------------
-
- M <mob number> <room number>
- O <obj number> <room number>
- G
- E <location to equip>
- $
-
- Sample zone file
- ----------------
-
- #--------------------------------
- # Area 1
- #--------------------------------
-
- M 1 100 <--- Load mob 1 to room 100
- O 1 100 <--- load obj 1 to room 100
- G <--- Give to mob
- O 2 100 <--- load obj 2 to room 100
- E 16 <--- give to mob and wield as weapon
-
- #--------------------------------
- # End area 1
- #--------------------------------
- $ <--- End of zone file
-
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- 27
-
-
-
-
-
- 16 - QUEST
- ------------------------------------------------------------------------------
-
- Through the use of the editor commands, oload and mload, a god can make
- on the fly quest. This is really only good for multi-node systems but can
- be a real blast if done right.
-
- example:
-
- Say you have 10 lines and 5 players are in the game, all 6th to 15th level.
- You could enter the game as god, edit a quick wicked item for a prize,
- then load up a few aggressive monsters into Tooth to invade it. Have
- the players defend Tooth and those that survive get one of the nice
- items you built for a prize.
-
- Or another idea is to hide a item somewhere in the world and let the
- players search for it. You could also request a item known to be in
- the world, and the first player that brings it to you wins the quest.
-
- Likewise you can load a nasty mob somewhere in the world and let the
- players attempt to find it and kill it.
-
- Basically quest are wide open, you can be as colorful as you want, or not
- have any at all, it's up to you.
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- 17 - DAMAGED ITEM FILES
- ------------------------------------------------------------------------------
-
- Damaged Item files are for the most part very easy to recover from. If a
- player for some reason ends up with a corrupted file follow these few steps.
-
- 1) Delete his/her item file. This can be found in the \player\A to Z
- directories. Look in the directory were the letter is the same as the
- first letter of the players name. The item file will be named
- part of ( all if the names shorter than 8 letter) the players
- name. The extension is a number which is equal to the record number
- of the player.
-
- 2) If on a multi node system, then you enter on one node as god and have the
- user enter the game on another node. Then just use oload to give the
- player back any items he lost due to the corruption. Then just have him
- or her rent.
-
- 3) If on a single node system then deleting is about the best you can do.
-
- NOTE: In truth you can just preform step two and have the player drop all
- before you begin to give him back the items lost.
-
-
-
- ------------------------------- end docs -----------------------------------
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