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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.
OBJECTS
*set o <name> [<crt>] <ad|ar|dn|ds|dp|f|m|sm|s|v|wg|wr> [<val>]
The variables you can set 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
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
roo <val> room number
MONSTERS: *set c <name> <ar|dn|ds|dp|thac> <val>
The variables you can set are:
ar set armor
dn set number of dice
ds set sides per dice
thac set thac0
inv <val> inventory slot #<val>
EXITS: *set r [trfbx] [<value>]
The variables you can set are:
t <val> traffic in percent(%) (*set r t 100)
f <val> toggle room flag <val> (*set r f 10)
r1 <val> places monster <val> (*set r r10 324)
in random slot r1
bh <va> set high lvl boundary (*set r bh 10)
bl <val> set low lvl boundary (*set r bl 3)
x <val> set trap to <val> (*set r x 3)
ROOMS: *set r [trfbx] [<value>]
The variables you can set are:
t <val> traffic in percent(%) (*set r t 100)
f <val> toggle room flag <val> (*set r f 10)
r1 <val> places monster <val> (*set r r10 324)
in random slot r1
bh <va> set high lvl boundary (*set r bh 10)
bl <val> set low lvl boundary (*set r bl 3)
x <val> set trap to <val> (*set r x 3)
-------------------
To set up EXIT:
*set [rm #] [x/xf] [exit name] [link to rm #]
The variables you can set are:
<name> <#> creates exit <name> to room <#>
<#> <name> <#2> creates exit <name> from room <#> to room <#2>
<name> 0 deletes exit <name> in current room
<name> <#> . creates exits <name> in both rooms
xf <name> <val> toggles exit flag <va> on exit <name>
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].
To set up ROOMS:
*set r [trfbx] [<value>]
The variables you can set are:
t <val> traffic in percent(%) (*set r t 100)
f <val> toggle room flag <val> (*set r f 10)
r1 <val> places monster <val> (*set r r10 324)
in random slot r1
bh <va> set high lvl boundary (*set r bh 10)
bl <val> set low lvl boundary (*set r bl 3)
x <val> set trap to <val> (*set r x 3)
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
roo <val> room number
pas <text> password
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
inv <val> inventory slot #<val>
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
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