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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
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