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