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GSTAT COMMAND:
The gstat command produces various statistical information about all
the characters in mordor. In addition, gstat can list all the
mordor characters that exceed a given amount of gold, play time,
or level.
Syntax:
gstat [-glts #] [-d] [-P <players ...>]
The flags can appear in any order except for the '-P' which must be
the last flag in the command arguement list. Also each flag must
appear separately. i.e. -gl 10 needs to be -g 10 -l 10
Also, due to the amount of data output, the static breakdown will not be
listed if the -d, -g, -l or -t flags are used.
-d The '-d' flag will list all the players that are either
a DM, a caretaker or None.
-g # The '-g' flag will list all players with '#' or more
gold.
-l # The '-l' flag will list all players that are '#'+
level.
breakdown on players '#'+ level. This is intended to allow
for a more accurate statical breakdown. Often times
players create a 'one time' character which can skew
the true static brekadown of the game..
-t # The '-t flag will list all players that have a play
time greater than '#' seconds..
-P <players...> The '-P' tells gstat to run gstat only on the
player's names specified after the '-P'. If the '-P
is not present, gstat will use all the characters in
the players directory. Note: the player's names following
'-P' still must be in the player/ directory. The '-P'
was intended as a means to limit gstat static domain.
Examples:
gstat -l 10
-- list all the players that are 10+ level.
gstat -d -P P1 P2 P3
-- list all the DMs in the player list P1, P2, P3
gstat -s 2
-- only preform the statical breakdown on players that
are 2nd or higher level.el.
Other notes:
Class / Level Breakdown:
The number following the Class number tells the total
number of players of that class. The two lines of numbers
represents the number of players of the given class at
at each level. The first line of numbers corresponds to
1st to 13th level , the second line of numbers corresponds to
14th to 26th level, where 26 slot is for all players that are
26+ level..
Due to the amount of output from gstat, and the length of time to
search all the players, it might be easier to redirect gstat
output to a file: gstat > gstat_file.
Use italk instead of telnet because telnet is an ugly
way to connect to anything,
italk localhost 4040
or on tesla
italk m
If you insist on TELNET, then use telnet localhost 4040
cmd_ital
list <m|o|r> [options]
[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
PLIST COMMAND:
The plist commands provides a simply way to list a given player's
class, level, password, and inventory without having to use the editor
or actually log the player in.
syntax:
plist [[-inp] [-l #]] <players>
-n The '-n' tells plist to only list the name of the player.
The '-n' flag is intented to be used with the '-l #'
flag to allow the output list of players to be piped
or redirected into another command.
-i The '-i' flag requires plist to list all the objects in the
player inventory, including items in containers. The
output format is a bit rough, so some line wrap around
may occur. NOTE: It is not wise to type "plist -i *" in
the player directory due to the massive amount of data
that would be produced.
-p The '-p' requires plist to display the player password.
-l # The '-l #' requires plist to list all players equal to the
given level #.
Examples:
plist -p Foo Bar
-- this will list the class, level, race and password for
Foo and Bar.
plist -l 1 Player1 ... Player10
-- this will list all the players that are level 1 in the list
of players Player1 to Player10.
plist -i Fubar
--this will list the class, race, level and inventory
for the player Fubar.
PSEARCH COMMAND:
The psearch command searchs all the characters in the mordor/player
directory for a specified item. Psearch will search a characters entire
inventory including the contents of containers. Psearch will list a player's
name, the total number of specified object in the player's possession,
and the number of the specified objects that are in containers.
Psearch also has the option to list any weapon that does more than
a specified amount of damage, or armor that exceeds a given armor
rating.
syntax:
psearch <[object #] [-adnsv #] [-N <name>]> [-P <players>]
If the first argument for psearch is a number, then psearch
will search for the object corresponding to that number. The item
number does not have to be given if any of the other flags are set.
The flags may appear in any order.
-a # The '-a' will list all objects on players that have
an armor rating equal or greater to '#'.
-d # The '-d' will list all objects on players that do
a maxium damage equal or greater than '#'. This is
based on ndice*sdice + pdice.
-n # The '-n' flag specifies the object number to search for.
This flag is redundant if the object number has already
been specified as the first argument of psearch.
-s # The '-s' will list all players that know the spell
which corresponds to '#'. The first spell starts at 0.
-v # The '-v' will list all objects on players with value
exceeding '#'.
-N <name> Requires psearch to use the name following the -N as
the name of the object to search for. The given name
has to perfectly match the object name in ordor for the object
to be listed. In cases where the object name is more than
one word or contains single quotes, the entire name needs
to be double quoted. i.e. psearch -N "dragon's blade"
-P <players> Normally psearch will search all the players in
the mordor/player/ directory. The '-P' flag requires psearch
to only search the following list of players. Note: the
list of players still must exist in mordor/player/. The '-P'
allows a way to limit psearch's search domain.
Examples:
psearch 212
--this will list all the players that have object 212
(assassin daggers)
psearch -d 20
--this will search and list all the players and objects that
can do 20+ damage.
psearch -N "small knife" -P P1 P2 P3
-- this will search all the given players (P1, P2, P3) that
have objects with the name of small knife.
Errors:
If a player cannot be loaded, the user will be notifed of a
player load error.or.
startup is a shell auto startup / running program for mordor. This
should only be executed as mordor user.
TDEL COMMAND:
The tdel command will list or delete all files that have not been
modified in a specified number of days. The number of days is
specified by the first command arguemnt of tdel. Note: the number
of days can be a floating number (i.e. 2.2, 60.5, etc).
syntax:
tdel <# of days> [-d] [-F <files ..>]
-d The '-d' flag requires tdel to delete all files that are
X or more days old, where X is the specified number of days.
-F <files...> The '-F' requires tdel to list/delete the specified
files after the '-F' flag. If '-F' is not set, tdel will
list / delete the files in the specifed directory (the
path is hard coded and currently set to mordor/player/).
Note: '-F' must appear as the last command flag, since
all arguements following '-F' are assumed to be file names.
The files are also assumed to in the current work directory,
or a relative path to the current working directory
The files are also assumed to in the current work directory,
or a relative path to the current working directory.
Examples:
tdel 10
-- tdel will LIST all files in the player/ that have not been
modified in the last 10 days.
tdel 10 -d
-- tdel will DELETE all files in the player/ that have not been
modified in the last 10 days.
tdel 25 -d -F F1 F2 F3
-- tdel will delete any of files following the -F flag (F1,F2,F3)
that has not been modified in the last 25 days.
GUIDELINES FOR MAKING MORDOR MONSTERS
LEVEL STATS HP's AC TO XP's DAM
1 55 10 90 19 10 5
2 58 20 80 18 15 6
3 61 30 70 17 35 7
4 65 45 60 16 65 8
5 68 60 50 15 100 10
6 71 75 40 14 140 12
7 75 90 30 13 200 14
8 78 105 20 12 250 16
9 81 120 10 11 325 18
10 85 135 0 10 400 20
11 88 150 -5 9 500 22
12 91 165 -10 8 600 24
13 95 180 -15 7 700 26
14 98 195 -20 6 850 28
15 101 210 -25 5 1000 30
16 105 225 -30 4 1150 33
17 108 240 -35 3 1300 36
18 111 255 -40 2 1450 40
19 115 270 -45 1 1600 45
20 118 285 -50 0 1800 50
21 121 300 -60 -2 2200 52
22 122 350 -70 -4 2600 54
23 123 400 -80 -6 3200 56
24 124 450 -90 -8 4000 58
25 125 500 -100 -10 5000 60
>Creature Flags<
The following is a list and brief description of all creature flags.
syntax: name flag # stat name defined name
The value for flag # includes the offset of +1
==================================================================
Permanent Monster 1 Perm MPERMT
The monster will be a permanent monster, and will be saved as
part of the room.
Hidden 2 <none> MHIDDN
The monster appears hidden, and can not be seen, unless
searched for.
Invisible 3 Invis MINVIS
The monster appears invisible. Players interacting
with the monster must have detect-invisible.
Plural name 4 <none> MTOMEN
The moster's name is changed from "man" to "men" when
more than one of the monster's appears.
No Plural 5 <none> MDROPS
No "s" will be added to monster's plural name.
No Prefix 6 <none> MNOPRE
No prefix words will be used when the monster's name is displayed.
Aggressive 7 Aggr MAGGRE
The monster will attack all visible players on sight.
Guard Treasure 8 Guard MGUARD
The monster will guard all items on the floor of the room, and
prevent any player from picking up the object(s)
Follow attacker 10 Follow MFOLLO
If a player is currently attacking the monster, and the player
Flee 11 Flee MFLEER
The monster will flee when it loses 90% or more of it's total HP.
Scavenger 12 Scav MSCAVE
The monster will pick up an object from the floor.
Gender 13 Male MMALES
The monster gender is male, otherwise the monster will
be considered to be female if this flag is not set.
Poisoner 14 Poison MPOISS
The monster has the special ability to poison attacking
players.
Undead 15 Undead MUNDED
The monster is the type undead, which allows clerics,
paladins, and caretakers+ to turn the monster. With a sucessful
turn, the monster can lose 1/2 their current total hp or be
totally destroyed.
No Steal 16 No-steal NUNSTL
The monster can not be stolen from, regardless of a
player's class, level or abilties.
Poisoned 17 Poisoned MPOISN
The monster is currently suffering from the affects of
poison. As of now, this flag is not in use in mordor.
Casts spells 18 Magic MMAGIC
The monster has the ability to cast spells during combat.
The type of spells casted depends on on which known
spell flags are set for the monster.
Has Scavenged 19 <none> MHASSC
The monster has already picked up some object off of the ground
and will not pick up anything else. This flag is used interally.
Breath Weapon Attack 20 <see below> MBRETH
The monster has a chance of using a breath-weapon as a form
of attack. The actual type of breath weapon is defined by the parameters
MBRWP1 and MBRWP2. The *stat name given for MBRETH also depends on
the setting of MBRWP1 and MBRWP2.
Type of breath 29/30 <see below> MBRWP1/MBRWP2
The two flags MBRWP1 and MBRWP2 determine the type of breath
attack if the MBRETH flag is set. The follow are the type of breath
attack for (MBRWP1,MBRWP2): (0,0) = BR-fire, (01) = BR-ice,
(1,0) = BR-gas, (1,1) = BR-acid
Magic Harm Only 21 Magic-only MMGONL
The monster may only be harmed with magic spells. No weapon
will have an affect on the monster.
Detect Invisibility 22 Detect-invis MDINVIS
The monster will be able to detect invisible players.
Magic / Enchant 23 Enchant-only MENONL
The monster can only be harmed with enchanted weapons or magic spells.
Interactive Talk 24 Talks MTALKS
The monster has the ability to have interactive talk with a
player. i.e. The player may ask questions of the monster.
No Harm 25 Unkillable MUNKIL
The monster can not be harmed by any form of player attack.
The player will not be able to attack the monster.
Fix amount of gold 26 NonrandGold MNRGLD
The monster will drop the exact amount of gold defined
by the gold field. Normally the monster would drop a random
amount equal to or less that the set amount.
Aggressive talk 27 Talk-aggr MTLKAG
The monster will attack any player who talks to it.
Resist-magic 28 Resist-magic MRMAGI
The monster will be able to resist magical attacks. The
percent of magic resistance is based on: (monster_intelligence +
monster_piety)*2. Any monster with resist-magic will only
be affected by befuddle for 3 seconds, regardless of percentage.
Experience Drain 31 Energy Drain MENEDR
The monster has the special attack of draining a player's
experience. The amount of experience drained is based on:
5-sided dice rolled monster_level times plus monster_level*5.
Kingdom allegiance 32 <see below> MKNGDM
This flag specifies which kingdom a monster belongs to when
either the MPLDGK or the MRSCND flag is set. If MKNGDM is set
the monster belongs to kingdom 1 otherwise the monster is
a member of kingdom 0.
Pledge 33 Pledge 0/1 MPLDGK
Players can pledge to this monster and it's kingdom.
The monster and player must both be in a room with the
RPLDGK and the correct RKNGDN flag set. The RKNGDM
flag determins which kingdom the monster belongs to.
Rescind 34 Rescind 0/1 MRSCND
A pledged player can rescind his pledge to a monster that has this
flag set. The monster and player must both be in in a room with the
RRSCND and the correct RKNGDN flag set. The RKNGDM flag determines
which kingdom the monster belongs to.
Disease 35 Disease MDISEA
The monster has a chance of inflicting disease on a player,
when the monster attacks.
Disolve items 36 Dissolve MDISIT
The monster has a chance on a sucessful attack of dissolving
an item which a player may have equiped, wielded, or held.
Items in the player's inventory will not be affected.
Vendor 37 Purchase MPURIT
The monster will be able to sell any of it's "carried items".
Players can obtain a list of what the monster has for sale with
the "select" command, and can buy with the "purchase" command..
Gives Items for quest 38 Trade MTRADE
If the monster is presented with a certain item (players use
the trade command), the monster will give an item to the player.
This is useful in making interactive monster / player quests.
As of now, the 10 possible carried items represents the traded item/
reward. The first 5 of the monster carried items represent a needed
item by the monster. In return for one of these items the monster
will give the player the object located in the carried item slot
(needed item + 5). For example, a player gives a monster an item
described in carried item slot 1, the monster will return
the item described in slot 6 as a reward.
Passive guard 39 P-Guard MPGUAR
The monster is a passive guard. The monster will not allow
any players to go through any exits in the current room with the
XPGUAR flag set.
Good Aggressive 40 Good-Aggro MGAGGR
The monster will attack any good alignment players on site,
and ignore evil or neutral players. Note: the MAGGRO flag will
over ride MGAGGR.
Evil Aggressive 41 Evil-Aggro MEAGGR
The monster will attack any evil alignment players on site,
and ignore good or neutral players. Note: the MAGGRO flag will
over ride MEAGGR.
Death Scene 42 Ddesc MDEATH
Once the monster is killed, the text in the monster's death
description will be displayed to everyone in the room where
the monster's death occured. The location of the death scene file
is in ddesc/ (currently mordor/objmon/ddesc/). The name of the
file is the monster's name "_" monster level. All blank spaces
in the name need to be replaced with '_' (i.e. Barney_the_dinosaur_20).
The monster with the death scene must also be a permanent monster.
This is how you make a monster, including all kinds
of neato advice and recomendations.
mk_monster
Interactive talk
Interactive talk allows a monster and a player to interactively
talk. When a player asks a monster about a "key" question, the monster
will respond with a specified response. In addition, a monster can perform
various actions (attack, social command, or cast a spell) whenever asked
about a key word. The interactive talk file is located in:
/usr/games/mordor/objmon/talk.
Generally the name of the file is the name of the monster-level.
The format to use the interactive talk file is:
<key word line> [action phrase]
<response line>
The maximum size of the key word line is 80 characters while the response
line can be up to 1024 characters (including carriage return and null
character). Note: a hard return will denote the end of a line, so
return should only be entered at the end of "key word line" and
the "response line".
The <key word> is defined by a single word (no spaces). The
parameters for the action phrase are based on the type of the
command. A monster can perform the following actions:
<key word> ATTACK
The monster will attack the player who asks the monster about the
given key word. The word ATTACK must appear in all capitals.
<key word> ACTION type PLAYER
The monster will perform the social action defined by type when the
key word is spoken. The type parameter can be any of the normal social
commands. If the social command is followed by the word PLAYER, the
social action will be performed on the player who spoke the key word.
Otherwise the social command will be interpreted as general (wave vs
wave happy). Note the words ACTION and PLAYER must appear in all capitals.
<key word> CAST <spell>
The monster will cast the given spell on the player who
spoke the key word. The monster must have sufficient mp, and belong
to the correct class (and know the spell) in order to cast it.
A monster casting heal must be a cleric/paladin and have 25 mp
to successfully cast the spell.
<key word> GIVE <item #>
The monster will give a specified object to the player who asked the
key word. Object may be a quest item, in which case the player will only
be able to receive one of the item. Also, if a player is weighted down,
and unable to hold the object, the monster will not give the object.
Be careful with the value of the objects being given away since it might
provide a loop hole for making money.
examples:
die ATTACK
response.
If a player asks a monster about "die", the monster will give
the response and then attack the player.
bye ACTION wave
response
If a player asks a monster about "bye" the monster will give
the response and wave to everyone in the room.
bye ACTION wave PLAYER
If a player asks a monster about "bye" the monster will give
the response and wave to the player who asked about "bye".
bless CAST bless
If a player asks the monster about "bless", the monster will
cast a bless spell on the player, provided the monster knows the
spell and has sufficient mp to do so.
ll
=====>DM COMMANDS<======
*ac [player]
DM ac sets the DM's hp and mp to max and displays the DM's
current hp, mp, THAC0 and ac. If *ac is followed by a player's
name, then the player's current hp, mp, THAC0 and ac are
displayed.
*add r <room number>
DM add room allows a DM to create a new (empty) room for
the given room number. The DM will be notified if the room already
exists.
*append [-sn] <text...>
DM append will append the given text to the end of a room's
description. The defualt will append the line at a separate line
at the end of the long room description.
-s append text at the end of the short room description.
-n append the text line to the end of the last line of the
description. Normally append would create a new line for
appended text.
-sn or -ns will append the text line to the end of the last line
in the short description.
There is no line or screen length checking or line formatting.
Also the newly appended line is not saved until the room is saved.
*broad [-n] <message ....>
DM broadecho displays the given message to all the player currently
logged in (and nobroad cleared). The message will be preceded by '### '
if the -n flag is not set. Otherwise, if the -n flag is given, the
message will appear without the leading '###'
*create <object number>
DM create adds the given object to the DM's inventory list.
*echo <message ...>
DM echo echoes the given message to all players in the room. The
message is free of format, and will appear as typed.
*finger <player> [name]
DM will finger the given player site, and return a list of all
currently logged on users. If a name parameter is given, then
only the given individual at the player's site will be fingered.
*flushcrtobj
DM creature / object flush allows a DM to flush the memory
of all objects and monsters, thus allowing new updates to
be loaded.
*force <player> <action>
DM player force allows a DM for force a given player to perform
a given action. A DM cannot force a player to commit suicide.
*gcast [-r] <spell name>
The global cast command allows a dm to cast a spell on all the
currently logged in players (excluding players under dm invis.)
Gcastallows a dm to cast: protect, bless, resist-magic, resist-fire,
detect-magic, detect-invisibbilty, fly, levitatate,know alignment,
vigor, mend wound, heal, and restore. If the "-r" flag is set, then
gcast will only be casted on players in the current room. DMs can
cast all the "global spells" for room cast, and in addition, the
DM can cast word of recall on all the players in the room. The
duration of spells will last approximately one hour real time.
*group <player name>
The dm_group command will list the names of all the characters
in the given player's group as well as the person the given player
is following..
*info
DM info displays the current memory usage by the game, as well as
the total number of players logged in and waiting in the queue.
*invis
Toggles DM invisibility. DM invisibility will allow a DM to
move around unseen by players. Note: If a DM attacks a monster
while invisible, the DM's name will appear in the monsters current
enemy list.
*list <o/m/r>
DM list will list all the objects (o), creatures (c), or
rooms (r). Type *list for a complete list of flags for the
*list command.
*lock
DM lockout allows the DM to reload the list of lockout sites.
*log [r]
DM log displays the mordor game log.
f *log is followed by an 'r', then the current game
log is removed.
*monster <creature number> [n #]
DM monster creates and adds the given n monster to the DM's
current room. If the monster number if followed by an 'n' and
a number then that number of monsters will appear.
*name <name ...>
DM name allows a DM to rename the current room. *name does not
automatically save the room's new name. (Use *save to do so.
*reload will restore the room's original name, provided the
room hasn't been saved)
*parameter [dsr]
DM set parameter allows a DM to change an update time
parameter..
d Flag displays the time for random monster update,
time to next shutdown, ship sailing interval, and
time to next set sail.
r # Sets the random monster update time interval
to the given value. Default is 10.
s # The s flag, by itself causes the ship to set
sail. If the s flag is followed by a number,
(greater than 1), then the sailing interval will be
set to the given number..
*perm <object>
DM perm allows a DM to make the given object (on the floor)
into a permanent object.
*prepend [-sn] <text...>
DM prepend command prepends the given text to the beginning of
a description. In all other aspects prepend is identical to
*append.
*purge
DM purge will clear a room of all monsters and objects.
*reload
DM reload allows a DM to reload a room back from disk.
*replace [-D] <key word> <replacement phrase>
DM replace will search the DM's current room's description for the
the given key word and replace the keyword with the given
replacement phrase. The key word must be a single word, without
spaces or tabs. The replacement phrase can contain multiple words,
spaces, or any other printable character. If the '-D' switch is
given, followed by a '<deletement phrase>' DM replace will search
the room's description for the given <deletement phrase> and deleted
it from the room's description. DM replace does not reformat a rooms
description and is not automatically saved (The new description will
be saved by *save, or when the room is removed from memory. A
*reload, before the room is saved, will restore the old description).
*rm
DM room number, displays the room number.
*save
DM room save saves the current state (perm objects, perm monsters, etc)
of a room.
*send <message>
DM send will display the given message to all DMs and
Caretakers (with nobroad cleared).
*shutdown [minutes]
DM shutdown allows the DM to shutdown the game with a 1 minute
warning. If *shutdown is followed by number, the shutdown will
occur in the given number of minutes.
*silence <player> [cm]
Dm silence will silence (set broadcast number to 0) the given
player.
c display remaining and maximum number of broadcasts for
for the given player.
m followed by a number will set the players remaining
number of broadcasts to the given number.
*spy <player>
DM spy allows the DM to spy on the selected play. The DM
will see all the players actions, and messages. Typing
*spy again, will turn the spy function off.
Note: if a player logs off you need to manually turn off
the *spy command.
*set <o/c/r/x>
DM set allows the DM to modify a creature, player, object, room
or exit. The parameters vary depending on what is being set.
*set o <object> [#] [creature] <attribute> [value]
Set attributes on the #th object. Type *set o for
more information on the attributes.
*set c/p/m <name> [#] <attribute> [value]
Sets the attributes for the given player or creature.
If a creature name is followed by a number, then the
#th creature will be affected. Type *set c for more
information on the attributes.
*set r <attribute> [value]
Sets the attributes for the current room. Type *set r for
information on the attributes.
*set xf <exit> <number>
Sets or unsets the given exit's flag for the given number.
*set x <name> <room number> [<name2>]
Creates 'name' exit to room number. If value '0' is used from
room number, the exit will be deleted. If the given exit name
is a abbrivation (n,nw,e, etc) of a standard exit then the
abbrivation name will be expanded to he standard exit (north,
northwest, east, etc). If name2 is given and the room exists
for the given room number, the rooms will be linked in both
directions, (name2 will be the name of the exit back to the
current room).
*set x bl <number>
Will set the lower level boundary to the value of <number>.
*set x bh <number>
Will set the upper level boundary to the value of <number>.
*set x x <number>
Sets the trap type <number> in the current room.
*status [obj/player/crt] [player/creature]
DM status displays the status of a room, object, monster or player.
*status show the status of the room.
*status o/c/p show status of the given object/creature/player.
*status o ply show the status of object o on player ply.
*teleport [player1/room number] [player2]
room.
*t teleport the DM to the Tree of Life.
*t # teleport the DM to room #.
*t player teleport the DM to player.
*t ply1 ply2 teleport ply1 to ply2.
*t ply1 . teleport player1 to the DM.
*users
DM users displays the name, location, connection site, and idle
time for all players currently on mordor.
> DM's Guide and Manual <
Welcome to the DM online manual. This program was created to
help current and future DMs maintain and run mordor. This program
is menu driven, so just select the letter of the menu option of
interest. Entering a 'Q' on a menu screen will exit the program.
Entering 'B' will exit a submenu back to the previous menu (provided
you are in a submenu).
While viewing a file: hitting the space bar will scroll the document
up one line, hitting return will scroll the document up one screen,
and entering 'q' will quit back to a menu.
>Object Flags<
The following is a list and a brief description of all object
flags.
syntax: name flag # stat name defined name
The value for flag # includes the offset of +1
=======================================================================
Permanent 1 Pperm OPERMT
Object will remain in a room until a player picks
the object up.
Hidden 2 Hidden OPERMT
Object appears hidden, players need to sucessful search to find
the object. (if a monster is carring an item with the hidden flag
set, players will not see the object on the monster after the
monster is killed).
Invisible 3 Invis OINVIS
Players without detect-invisible are unable to pick the
object up or use the object.
Prefix Some 4 <none> OSOMEA
The object will be preceded with the word 'some'
instead of the word 'a'.
Plurals 5 <none> ODROPS
If more than one of the object appears do not add an 's'
to make the object name plural.
No Prefix 6 <none> ONOPRE
The object name will be displayed without any form of a
prefix.
Container 7 Cont OCONTN
Object may serve as a container, where players may put
other items into the container. Players can not put
a container into a container.
Weightless Container 8 Wtless OCONTN
The weight of all the items inside the container are not
included as part of a players total weight.
Temp Permanent 9 Tperm OTEMPP
Inventory Permanent 10 IPerm OPERM2
Mage restricted 11 Nomage ONOMAG
Object may not be wored by mages. This flag has become
obsolete with the class selective flags (OCLSEL).
Light Source 12 Light OLIGHT
Object provides a light source if equiped.
Good Only 13 Good OGOODO
Only players that have a "good" alignement may use the object.
If used by an "evil" player, the player will be shocked by the item.
Evil Only 14 Evil OEVILO
Only players that have a "evil" alignement may use the object.
If used by an "good" player, the player will be shocked by the item.
Enchanted 15 Ench OENCHA
Object is enchanted, and can not be enchanted with the
enchant spell unless the object loses it enchant. It is
imported to set this flag on ALL magic weapons and armor
(items with a '+' associated with them).
Non repairable 16 NoFix ONOFIX
Once the object has broke, the smitty will be unable to repair
the object. This flag is unnecessary for wands and potions since
those objects are automatically unrepairable.
Climbing Gear 17 Climbing OCLIMB
When the object is equiped, it will aid the player in
exits that require climbing gear to ascend or repel.
Cannot be taken 18 Notake ONOTAK
Players will be unable to 'get' the object. This is useful
for signs and other unremovable devices.
OSCENE 19 Scenery OSCENE
Object is part of a room's scenery, and is unremovable
by the players.
Sized armor 20/21 Sized OSIZE1/OSIZE2
Object can only be worn by selected size (race). If 00 =
wearable by all, 01 = wearable by small race, 10 = wearable by
medium race, 11 = wearable by large race.
Random Enchant 22 RandEnch ORENCH
The object will be given a random enchant value (nornal, +1,
+2, or +3) when ever the object is created (when a monster appears
and drops it).
Cursed 23 Cursed OCURSE
Object is cursed, once the object is wielded, held or worn
by a player, the player will be unable to remove the item.
Worn 24 Worn OWEARS
Object is currently being worn by a player, this is an
interal flag, and should not be set on an object.
Floor usable 25 Use-floor OUSEFl
Object can be used by players even though the object is
on the floor.
Devouring container 26 Devours OCNDES
Any placed into the container will be destroyed.
Female only 27 Nomale ONOMAL
Object will only be usable by players of the female gender.
Male only 27 Nofemale ONOFEM
Object will only be usable by players of the male gender.
Damage based object 29 NdS dam ODDICE
Various spells if invoked by an object, will base their
damage on the number*sides +plus. This flag should not be set
unless you are sure the spell is design for NdS damage.
Currently drain energy is the only spell designed for NdS.
Pledge Only 30/31 Kingdom 0/1 OPLDGK/OKNGDM
Object may only be use / worn by players who have pledged.
The OPLDGK needs to be set, the OKNGDM determines which kigdom
theobject belongs to. If OKNGDM is unset then object belongs to
kingom 0 otherwise the object belongs to kingdom 1.
Class selective 32 Cls-Sel: OCLSSEl
Object can only be used by selected classes. The following
eight flags detemine which classes can use the object.
Assassin usable 33 A OASSNO
If this flag is set in conjunction with OCLSSEL, then
assassin classes can use the object.
Barbarian usable 34 B OBARBO
If this flag is set in conjunction with OCLSSEL, then
barbarian classes can use the object.
Cleric usable 35 C OCLERO
If this flag is set in conjunction with OCLSSEL, then
cleric classes can use the object.
Fighter usable 36 F OFIGHO
If this flag is set in conjunction with OCLSSEL, then
fighter classes can use the object.
Mage usable 37 M OMAGEO
If this flag is set in conjunction with OCLSSEL, then
mage classes can use the object.
Paladin usable 38 P OPALAO
If this flag is set in conjunction with OCLSSEL, then
paladin classes can use the object.
Ranger usable 39 R ORNGRO
If this flag is set in conjunction with OCLSSEL, then
ranger classes can use the object.
Thief usable 40 T OTHIEO
If this flag is set in conjunction with OCLSSEL, then
thief classes can use the object.
this is how to make an item
lalala
mk_item
How to Create a Combination Lock
Combination locks appear in the game as buttons that must be pushed in a
particular sequence. Usually they are color-coded, but you can give them
any description you please. The editor is used to make them as objects.
First, make as many buttons as you desire with each one being a separate
object. For example, you might make four buttons, black, red, white and blue.
Each button is TYPE 13, and SPECIAL 2.
Now, assume we want the black button to be number zero, (reset) and the
red button to be number one, the white number 2, and the blue one number
three.
A combination of 132 would require the sequence red, blue, white be pushed.
Of course, you can require that a button be pushed more than once if you
want a longer combination..
In the output string for each object, put the combination, preceded by a
zero. Example: 0132322
The first zero is the reset, and each number is a colored button.
Makes the shots equal to 0/0.
In order to identify the Reset button as different from the others,
make it:
1d0 Plus 2.
Each of the other buttons are:
0d1 Plus 2
0d2 Plus 2
0d3 plus 2
Where the numbers following the 'd' indicate the combination number for
that object.
Set the following flags: 1 and 18.
Flag 1 is to make the button permanent.
Flag 18 is the no-take property.
When you create the room this lock goes in, be sure to put the buttons as
permanent objects. Also, be sure to set the exits flags 3, 4, 5, 6 and 7.
>Room Flags<
The following is a list and a brief description of all room flags
syntax: name flag # stat name defined name
The value for flag # includes the offset of +1
========================================================================
Shop 1 Shoppe RSHOPP
The room serves as a shop where players can buy goods.
Recycle 2 Dump RDUMPR
All items dropped in the room will be recycled (disappear)
and the player will get 5 gp for each item dropped.
Pawnshop 3 Pawnshop RPAWNS
Room can serve as a shop for player to sell their goods.
Training ground 4-5-6-7 Train RTRAIN
Room can serve as a training ground for characters.ZZ Flag '4'
denotes the room is a training site, while flags 5,6,7 denote
the class of the training group. (000 = assassin,... 111 = thief)
Repair Shop 8 Repair RREPAI
Players can have weapons and armor repaired in the room.
Continual Darkness 9 DarkAlways RDARKR
The room is constantly in darkness, players need to be able
to see int he dark or have a light source to be able to see.
Dark At Night 10 DarkNight RDARKN
Players need to have a light source or intrared vison
to see the room at nigth (game time).
Post Office 11 PostOffice RPOSTO
A player can send or read their mail in the room.
Safe Room 12 NoPlyKill RNOKIL
The room is a safe room, no player killing or player stealing
allow in the room.
No Teleport 13 NoTeleport RNOTEL
Players are unable to teleport, be summoned to or track to
the room.
Fast heal 14 HealFast RHEALR
Players heal time is reduced in this room to promote faster healing.
One Player 15 OnePlayer RONEPL
A maxium of one player is allowed in the room.
Two Player 16 TwoPlayer RTWOPL
A maxium of two players are allowed in the room at the same time.
Three Player 17 Threeplyr RTHREE
A maxium of three players are allowed in the room at the same time.
No Magic 18 NoMagic RNOMAG
Players are unable to cast any form of magic in this room.
Permanent Tracks 19 PermTrack RPTRAK
The room has "permanent" tracks on the ground which rangers
can detect withthe track command.
Earth Realm 20 Earth REATH
All Earth realm spells gain a damage bonus while Wind
spell suffer a damage penality when casted in the room.
Wind Realm 21 Wind RWINDR
All Wind realm spells gain a damage bonus while Earth
spell suffer a damage penality when casted in the room.
Fire Realm 22 Fire RFIRER
All Fire realm spells gain a damage bonus while Water
spell suffer a damage penality when casted in the room.
Water Realm 23 Water RWATER
All Water realm spells gain a damage bonus while Fire
spell suffer a damage penality when casted in the room.
Group Wander 24 Group RPLWAN
The monster of random monsters taht appear will be based
on the size of the group in the room. I.E. if 4 players are in the
room between 1 to 3 monster will appear at one time.
Player Harm 25 PHarm RPHARM
Players that spend a certian lenght of time in thisd room
will start to lose hp. If an elemental flag is set for
the room (Fire, Water, Wind, Earth), the player will lose damage
with respects to that realm (fire realm: player gets burnt, etc.)
If a player has the proper resist-element for given element
(earthshiled for earth pharm rooms, the player won't suffer
any damage.
Poison 26 P-Poison RPPOIS
If the RPPOIS flag is set in conjunction with the RPHARM flag,
a player will become posioned if they spend enough time inthe room.
The player will not suffer any damage unless an elemental flag is set.
Magic Drain 27 MPDrain RPMPRD
If the RPMPDR flag is set in conjunction with the RPHARM flag,
a player will lose magic points in the room. A player will
not die if their mp reaches 0. The player will not suffer any
damage unless an elemental flag is set.
Befuddling 28 Confusion RPBEFU
If the RPBEFU flag is set in conjunction with the RPHARM flag,
a player will become confused for a short peroid of time if they
spend enough time in the room. The player will not suffer any
damage unless an elemental flag is set.
No Summon 29 No SUmmon RNOLEA
Players in the room can not be summoned out of, regardless
if the no summon is set or cleared.
Pledge 30 Pledge RPLDGK
The room can serve as a place for players to pledge
their alligance to a kingdom. Note: a monster with the
MPLDGK flag set must also be in the room.
Rescind 31 Rescind RRSCND
The room can serve as a place for players to rescind
their alligance to a kingdom. Note: a monster with the
MRSCND flag set must also be in the room.
No Potion 32 No Potion RNOPOT
Players will be unable to drink potions in the room. Any
attemp to do so wil result in the evaporation of th epotion.
Extended Magic 33 Pmagic RPMEXT
Players casting defesnive spells will have an increased duration while
mend wounds and vigor would have inceased healing power.
this is how to make a room
lalala
mk_room
How to Create a Shop
A shop must always have a storage room associated with it. The storage
room must be the next sequential room number. The storage room is where
items are stored that will appear on the list in the shop. Be sure to set
the room flag 13 in the storage room so that players cannot teleport there.
After the shop and storage room have been created, go to the storage room
and create one each of the items you want to appear in the shop's list.
Then, set both flags 9 and 10 for the item(s) and drop them on the floor.
And last, you must use the DM command *perm to make the items permanent.
NOTE: If the game is being heavily used you may have to type *perm many
times. You will get either a "failed" or "done" message each time. Keep
trying until the "done" message appears.
EXAMPLE
You decide to make a room that sells only rings.
1. Create a new room with your description.
Set the shop flag. flag 1.
2. Create a storage room, exactly one room number higher.
Set the no teleport flag. flag 13.
3. Log in to the game and go to the storage room.
4. Use the DM command *c <ring number> to put a ring in your inventory.
Set the two permanent flags. flag 9 and flag 10.
Use the DM command *set o ring f #
5. At this point, you can change the value of the ring to be different
than that set in the editor. What ever you change it to will be the
price set by the shop.
Use the DM command *set o ring v <$$$>
6. Drop the ring in the storage room.
Use the DM command *perm. (Continue until you get the "done" message.)
7. Congratulations! Now type list in the shop to check your handiwork.
>Exit Flags<
The following is a list and a brief description of all room exit
flags.
syntax: name flag # stat name defined name
The value for flag # includes the offset of +1
=======================================================================
Hidden 1 Secret XSECRT
Hidden exits are hidden from view and can be found by search.
Invisible 2 Invisible XINVIS
Invisible exits will only be detected and usable by players
currently under detect-invisiblity.
Locked 3 Locked XLOCKED
The exit is currently lock A player needs to unlock the
exit before opeing it.
Closed 4 Closed XCLOSD
The exit is currently closed.
Lockable 5 Lockable XLOCKS
A player can lock the exit if they have the correct key.
Clossable 6 Closable XCLOSS
A player can close the exit.
Unpickable 7 Un-pick XUNPCK
If an exit is locked, the exit is unpickable.
Weightless 8 Naked XNAKED
Players can't bring any equipment or weapons through the exit.
Climbing Up 9 ClimbUp XCLIMB
Player needs climbing gear to use the exit. Climbing gear is not
required, but a player might fall if they tried to use that exit.
Climb Down 10 ClimbRepel XREPEL
Player needs climbing gear to use the exit. Climbing gear is not
required, but a player might fall if they tried to use that exit.
Difficult Climb 11 HardClimb XDCLIM
The player must have climbing gear or currently have levatation
spell or be using a levitation item to use exit.
Fly 12 Fly XFLYSP
The player must currently be under a fly spell to use the exit.
Female only 13 Female XFEMAL
Only females characters may use the exit.
Male only 14 Male XMALES
Only male characters may use the exit.
Kingdom / Pledge 14/15 Kingdom 0/1 XPLDGK / XKNGDM
Only players that have pledged to a given kingdom may use the exit.
The XPLDGK flag restricts the exit to pledged players while the
XKNGDM denotes to which kingom the exit belongs. If XKNGDM is not
set, then the exit belongs to kingdom 0, otherwise the exit belongs
to kingdom 1.
Night time 17 Night XNGHTO
The exit is only usable during the day (game time).
Day time 18 Day XDATON
The exit is only usable during the day (game time).
Gaurded 19 P-Guard XPGUAR
The exit is guarded by a passive guard monster. The monster
MPGUARD flag must also be set on the monster doing the guarding.
A player will not be able to use the exit as long as the
monster is present.
unseen exit 20 NoSee XNOSEE
The exit is unusable and invisible to players. This flag is not
normally used, except in cases of multiple timed exits. (exits that
periodically change room connections, based on a given time).