File: dmhelp

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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  Tesseract     42: Leviathan Wa localhost       *u              00:00
[ 3] Thie  Gonzo         50: Limbo        mendel.bio.uci. go blue         01:40
[ 2] Figh  Potio       2283: The Healing  mendel.bio.uci. l               00:22


Help on:

	*FLUSHROOMS

	This function saves _all_ rooms, items and monsters to disk.  It 
is only accessible by one DM.

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. 

	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
	
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:

	*FINGER [player]

	This function fingers any player in the game.

example:
:*finger gonzo
Forking to mendel.bio.uci.edu.
Output will arrive shortly.
Login       Name              TTY Idle    When    Where
bpaul    Brooke Paul           p1    2 Fri 07:47  128.200.21.101



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.

	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