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- DNDBBS Edit Documentation Page 1
-
-
- Table Of Contents Page
-
- 1.0 Introduction . . . . . . . . . . . . . . . . . . . . . . . 2
- 1.1 The Editor . . . . . . . . . . . . . . . . . . . . . . 2
- 1.2 Entering *Edit . . . . . . . . . . . . . . . . . . . . 2
- 1.3 How and When to Edit . . . . . . . . . . . . . . . . . 3
-
- 2.0 The Edit Menus . . . . . . . . . . . . . . . . . . . . . . 4
- 2.1 [A]ction Menu . . . . . . . . . . . . . . . . . . . . 4
- 2.1.1 [E]ncounter Monster . . . . . . . . . . . . . . 5
- 2.1.2 [S]pells . . . . . . . . . . . . . . . . . . . . 5
- 2.1.3 [M]onster Talk . . . . . . . . . . . . . . . . . 5
- 2.1.4 [L]evel entry . . . . . . . . . . . . . . . . . 5
- [H]ighest level
- [L]owest level
- [E]nter room restrictions
- 2.1.5 [H]ealth . . . . . . . . . . . . . . . . . . . . 5
- [F]atigue
- [V]itality
- 2.1.6 [R]ate . . . . . . . . . . . . . . . . . . . . . 5
- [E]ncounter
- [H]ealth
- 2.1.7 [I]nventory . . . . . . . . . . . . . . . . . . 5
- [W]eapon
- [S]hields
- [A]rmor
- [M]agic items
- 2.1.8 [F]umble . . . . . . . . . . . . . . . . . . . . 5
- 2.1.9 [T]eleport . . . . . . . . . . . . . . . . . . . 5
- 2.1.10 [C]lear Room . . . . . . . . . . . . . . . . . 5
- 2.1.11 [W]eapon Rusting . . . . . . . . . . . . . . . 5
- 2.1.12 [O]bject Stealing . . . . . . . . . . . . . . . 5
- 2.1.13 [N]ew room number . . . . . . . . . . . . . . . 5
- 2.1.14 [D]isplay room actions . . . . . . . . . . . . 5
- 2.2 [E]mail Menu . . . . . . . . . . . . . . . . . . . . . x
- 2.3 [M]onster Menu . . . . . . . . . . . . . . . . . . . . x
- 2.4 [O]bject Menu . . . . . . . . . . . . . . . . . . . . x
- 2.5 [R]oom Menu . . . . . . . . . . . . . . . . . . . . . x
- 2.6 [S]pell Menu . . . . . . . . . . . . . . . . . . . . . x
- 2.7 [T]reasure Menu . . . . . . . . . . . . . . . . . . . x
- 2.8 [U]ser Menu . . . . . . . . . . . . . . . . . . . . . x
-
- DNDBBS Edit Documentation Page 2
-
-
- 1.0 Introduction
- =================
- The *Edit program was developed for the DMs and Sysop so creative
- expansion could take place in the DNDBBS campaign. The options and
- features for editing are extensive enough to allow changing of most
- any part of any data file needing to be edited. This documentation is
- intended to be complete to the point where any single editing prompt
- or entry can be looked up in this text for explanation.
-
- 1.1 The Editor
- ---------------
- The editor is menu driven, and oriented around maintaining the DNDBBS
- database (files with extension .DAT). The DNDBBS files are organized
- around a random record scheme, each record containing many individual
- fields (or a value for a particular editable entry). Editing includes
- the ability to add single records to files, change individual records,
- search for certain records given certain conditions, and list file
- records from a file in page mode.
-
- 1.2 Entering *Edit
- -------------------
- The editor (also known as *Edit) is contained in the program EDIT.EXE.
- This program loads from the DOS command prompt by typing EDIT. There
- are several ways to enter *Edit from the DNDBBS program. The editor
- can be entered under three conditions. One, from the opening screen
- which is displayed while waiting for a caller. Two, while the sysop is
- online and the modem is offhook. Three, while another user is online
- using the game and the modem. During the first condition only the
- sysop can enter *Edit from the console (the keyboard operating the
- DNDBBS) by pressing the F4 (function key number four). In the second
- condition only the sysop can enter *Edit from the console. During this
- time the sysop can enter the editor only if his character which is on-
- line the adventure is a dungeon master. Then the sysop can type *Edit,
- press return, or press the F1 (function key number one). In the third
- condition the sysop can enter the editor and edit interactively while
- the user is online by pressing the F1 key (function key number one).
- The user will not be shown the actual editing being done. Online users
- can also edit from remote (through the modem) if their character is a
- dungeon master. Then the remote user types *Edit. The EDIT.EXE program
- is considered an external program. This means the DNDBBS program calls
- the editor, which then loads as the currently operating program. When
- the editor is exited, DNDBBS is loaded as the current program.
-
- DNDBBS Edit Documentation Page 3
-
-
- 1.0 Introduction (cont.)
- =================
-
- 1.3 How and When to Edit
- -------------------------
- The editor's menu system is driven by hot keys. That means single key-
- strokes will guide you through the menus. When the editor is at the
- main menu then selection of sub menus are done by single keys without
- the need for pressing the return key. Submenus are displayed after the
- main menu selection and further submenus are selectable. Exiting back
- to the main menu is done by hitting Q (for quit) repeatedly. The main
- menu quits back to DOS (or the DNDBBS) with one final Q keystroke. The
- reason for editing is to alter and shape the game campaign. The editor
- allows the DM and Sysop to create new rooms and objects in the game.
- The reason for restricting editing to certain players or users such as
- dungeon masters and the sysop are because of two matters. One, the
- game is expandable. This means what new rooms or objects, etc. are
- created go into the files stored on disk. They are not temporary or
- exist in memory only. This also means that once a room or object is
- created then the file structure is expanded physically on the disk and
- that record (subdivision part of a file) cannot be deleted without
- reverting back to the original files as they come distributed. Two,
- the game itself is a careful balance of objects, treasure, monsters,
- and rooms. This means that editing must be done carefully in order to
- preserve the atmosphere of a medieval type game play. The campaign is
- custom built with the adherence to DnD game play. Your dungeon masters
- and assistant dungeon masters should be hired with some experience in
- owning a campaign or having spent time developing an adventure. Once
- users are hired as dungeon masters then they should be given full
- access to the edit functions and complete control of the campaign.
- This is because when the DM is hired then he is placed in a position
- which enables him to contribute to the game. What the DM does affects
- the play of the campaign. The DM works together with the Sysop even if
- the Sysop is too busy maintaining the main BBS (if DNDBBS is run as a
- door). The DM should be given rights by the Sysop to create the game
- as he chooses. This is the definition of being a dungeon master. One
- who operates the campaign and game play. The DM also works together
- with the user in creating and maintaining the adventure. For example,
- when the user requests spell chants in mail then the DM responds with
- some or all of the chants. Another example, when the DM creates a new
- area for adventuring then he instructs the users how to get to the
- new rooms in mail. Higher level characters can even contribute to the
- campaign by suggesting new room areas to make. Some adventures are
- also created by consulting on the phone in a voice chat between the
- users, dungeon masters, and the Sysop. This is especially useful for
- games that have extremely large room files (above 2,000 rooms) or ones
- that have a large amount of users (over 50 users).
-
- DNDBBS Edit Documentation Page 4
-
-
- 2.0 The Edit Menus
- ===================
- The first editing menu you will see when *Edit starts is shown here:
-
- Edit V2.9B
- [A]ction
- [E]mail
- [M]onster
- [O]bject
- [R]oom
- [S]pell
- [T]reasure
- [U]ser
- Edit Command(q to quit)?
-
- The available main menu selections are displayed for action, email,
- monster, object, room, spell, treasure, user, and quit. The prompt
- "Edit Command?" waits for one of the current menu selections to be
- entered. One keyboard character is required to be typed. The char-
- acter to input is one of the selection's first letters; the ones
- surrounded in brackets []. For example, since [A]ction is one of
- the selections displayed, you would press the A key to enter the
- action edit menu.
-
- 2.1 [A]ction Menu
- ------------------
- The action menu is shown here:
- (selected by pressing A from the main menu)
-
- Edit Command? A
- Room #1.
- Triggers:
- [E]ncounter Monster
- [S]pells
- [M]onster Talk
- [L]evel entry
- Results:
- [H]ealth
- [R]ate
- [I]nventory
- [F]umble
- [T]eleport
- Other:
- [C]lear Room
- [W]eapon Rusting
- [O]bject Stealing
- [N]ew room number
- [D]isplay room actions
- Action Edit Command(q to quit)?
-
- Actions by definition have two parts: the trigger and the result. The
- action has then taken place when both conditions are filled. The four
- triggers are: 1)by defaults, if no triggers are set in the action
- edit menu, by entering a room; 2)encountering of a specific monster
- number; 3)cast a certain spell; and 4)talking to some monster when
- the monster trigger in (2) is set. The level entry option in triggers
- above does not have a result. This trigger is only set off with the
- result to restrict users from entering a room direction based on their
- character level. The four results are: 1)damage to health, the result
- could be hits for fatigue or vitality; 2)damage to inventory, the
- user's weapons, shields, armor, or magic items can break or discharge;
- 3)fumbling weapons; and 4)teleporting the user to another room. The
- rate result listed above does not have a trigger, instead the health
- update rate and monster encounter rate of a room can be set. Other
- selections include clearing the room of all actions, selecting a new
- room to edit actions, and to display the current room number actions.
- The last remaining two only set the rate for weapon rusting and object
- stealing, in number of rounds (user input prompts), by monster in a
- room. For rusting and stealing to work you must also edit the treasure
- rustable, rust percent, and stealable, steal percent for each specific
- treasure item.
-
- DNDBBS Edit Documentation Page 5
-
-
- 2.0 The Edit Menus (cont.)
- ===================
-
- 2.1.1 [E]ncounter Monster
- -------------------------
- Enter monster name, or number?
- Monster trigger added to room.
-
- 2.1.2 [S]pells
- --------------
- Enter spell name, or number?
- Spell trigger added to room.
-
- 2.1.3 [M]onster Talk
- --------------------
- Enter monster name, or number?
- Monster talk trigger added to room.
-
- 2.1.4 [L]evel entry
- -------------------
- [H]ighest level (at least) for entry to room
- [L]owest level (at most) for entry to room
- [E]nter room restrictions
- Enter option(q to quit)?
-
- Room restrictions:
- [N], [E], [S], [W], [O], [U], [D], [NE], [SE], [SW], [NW], [G].
- Enter option(q to quit)?
-
- 2.1.5 [H]ealth
- --------------
- [F]atigue
- [V]itality
- Enter option(q to quit)?
-
- Number of hits of fatigue(1-32767)?
- Room now hits for fatigue.
-
- Number of hits of vitality(1-32767)?
- Room now hits for vitality.
-
- 2.1.6 [R]ate
- ------------
- [E]ncounter
- [H]ealth
- Enter option(q to quit)?
-
- Encounter rate(1-32767)?
- New encounter rate now in effect.
-
- Health rate(1-32767)?
- New health rate now in effect.
-
- 2.1.7 [I]nventory
- -----------------
- [W]eapons
- [S]hields
- [A]rmor
- [M]agic items
- Enter option(q to quit)?
-
- Room now breaks weapons.
- Room now smashes shields.
- Room now wrecks armor.
- Room now drains magic items.
-
- 2.1.8 [F]umble
- --------------
- Room now fumbles.
-
- 2.1.9 [T]eleport
- ----------------
- Enter room number(1-x)?
- Room now teleports.
-
- 2.1.10 [C]lear room
- -------------------
- Room cleared of actions.
-
- 2.1.11 [W]eapon rusting
- -----------------------
- Rate for weapons to rust(# of action prompts)?
- Room now has rusting rate.
-
- 2.1.12 [O]bject stealing
- ------------------------
- Rate for monsters to steal treasure(# of action prompts)?
- Room now has monster stealing rate.
-
- 2.1.13 [N]ew room number
- ------------------------
- Enter room number(1-x)?
-
- 2.1.14 [D]isplay room actions
- -----------------------------
- Room has no triggers or results.
-
- Monster trigger in effect for monster: <monstername>.
- Spell trigger in effect for spell: <spellname>.
- Monster talk trigger in effect for monster: <monstername>.
- Highest level user must be (at least) to enter room: <level>.
- Lowest level user must be (at most) to enter room: <level>.
- Restricted room directoins: <directionlist>.
- Room hits for <hitnumber> for <fatigue/vitality>.
- Encounter rate: <rate>.
- Health rate: <rate>.
- Room <breaks/smashes/wrecks/drains> <weapons/shields/armor/magic items>.
- Room fumbles.
- Room teleports to room <roomnumber>.
- Room has weapon rusting rate of <rate> action prompts.
- Room has monster stealing rate of <rate> action prompts.
-