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DNDOOR45.ZIP
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EDIT.DOC
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Text File
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1996-08-09
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2,522 lines
1.0 Introduction . . . . . . . . . . . . . . . . . . . . . . . 1
1.1 The editor . . . . . . . . . . . . . . . . . . . . . . 1
1.2 Entering !edit . . . . . . . . . . . . . . . . . . . . 1
1.3 How and when to !edit . . . . . . . . . . . . . . . . 1
2.0 The Edit Menus . . . . . . . . . . . . . . . . . . . . . . 2
2.1 [A]ction Menu . . . . . . . . . . . . . . . . . . . . 2
2.1.1 [A]Encounter Monster . . . . . . . . . . . . . . . 2
2.1.2 [B]Spells . . . . . . . . . . . . . . . . . . . . . 2
2.1.3 [C]Monster Talk . . . . . . . . . . . . . . . . . . 3
2.1.4 [D]Level entry . . . . . . . . . . . . . . . . . . 3
2.1.4.1 [H]ighest level . . . . . . . . . . . . . . . . . 3
2.1.4.2 [L]owest level . . . . . . . . . . . . . . . . . 3
2.1.4.3 Direction options . . . . . . . . . . . . . . . . 3
2.1.5 [E]Health . . . . . . . . . . . . . . . . . . . . . 3
2.1.5.1 [F]atigue . . . . . . . . . . . . . . . . . . . . 3
2.1.5.2 [V]itality . . . . . . . . . . . . . . . . . . . 3
2.1.6 [F]Rate . . . . . . . . . . . . . . . . . . . . . . 3
2.1.6.1 [E]ncounter . . . . . . . . . . . . . . . . . . . 4
2.1.6.2 [H]ealth . . . . . . . . . . . . . . . . . . . . 4
2.1.7 [G]Inventory . . . . . . . . . . . . . . . . . . . 4
2.1.7.1 [W]eapon . . . . . . . . . . . . . . . . . . . . 4
2.1.7.2 [S]hields . . . . . . . . . . . . . . . . . . . . 4
2.1.7.3 [A]rmor . . . . . . . . . . . . . . . . . . . . . 4
2.1.7.4 [M]agic items . . . . . . . . . . . . . . . . . . 4
2.1.8 [H]Fumble . . . . . . . . . . . . . . . . . . . . . 4
2.1.9 [I]Teleport . . . . . . . . . . . . . . . . . . . . 4
2.1.10 [J]Weapon Rusting . . . . . . . . . . . . . . . . . 5
2.1.11 [K]Object Stealing . . . . . . . . . . . . . . . . 5
2.1.12 [L]Attributes . . . . . . . . . . . . . . . . . . . 5
2.1.12.1 [D]ark\lit . . . . . . . . . . . . . . . . . . . 5
2.1.12.2 [G]round\air . . . . . . . . . . . . . . . . . . 5
2.1.12.3 [L]and\underwater . . . . . . . . . . . . . . . . 5
2.1.12.4 [N]one . . . . . . . . . . . . . . . . . . . . . 5
2.1.13 [X]Clear . . . . . . . . . . . . . . . . . . . . . 5
2.2 [E]mail Menu . . . . . . . . . . . . . . . . . . . . 5
2.2.1 [C]hange . . . . . . . . . . . . . . . . . . . . . 6
2.2.2 [D]elete . . . . . . . . . . . . . . . . . . . . . 6
2.2.3 [L]ist . . . . . . . . . . . . . . . . . . . . . . 6
2.2.4 [U]ndelete . . . . . . . . . . . . . . . . . . . . 6
2.3 [L]inks . . . . . . . . . . . . . . . . . . . . . . . 6
2.3.1 [A]dd . . . . . . . . . . . . . . . . . . . . . . . 6
2.3.2 [D]elete . . . . . . . . . . . . . . . . . . . . . 7
2.3.3 [L]ist . . . . . . . . . . . . . . . . . . . . . . 7
2.4 [M]onster Menu . . . . . . . . . . . . . . . . . . . 7
2.4.1 [A]dd . . . . . . . . . . . . . . . . . . . . . . . 7
2.4.2 [C]hange . . . . . . . . . . . . . . . . . . . . . 7
2.4.2.1 [A]Monster name . . . . . . . . . . . . . . . . . 7
2.4.2.2 [B]Plural of monster name . . . . . . . . . . . . 7
2.4.2.3 [C]Level of monster . . . . . . . . . . . . . . . 8
2.4.2.4 [D]Magical monster . . . . . . . . . . . . . . . 8
2.4.2.5 [E]Hit points . . . . . . . . . . . . . . . . . . 8
2.4.2.6 [F]Experience points . . . . . . . . . . . . . . 8
2.4.2.7 [G]Gold points . . . . . . . . . . . . . . . . . 8
2.4.2.8 [H]Number appearing . . . . . . . . . . . . . . . 8
2.4.2.9 [I]Poisonous monster . . . . . . . . . . . . . . 8
The Dnd Door Documentation Page i
2.4 [M]onster Menu (cont.)
2.4.2 [C]hange (cont.)
2.4.2.10 [J]Level draining monster . . . . . . . . . . . . 8
2.4.2.11 [K]Monster blocks exits . . . . . . . . . . . . . 9
2.4.2.12 [L]Monster prevents treasure take . . . . . . . . 9
2.4.2.13 [M]Monster follows player . . . . . . . . . . . . 9
2.4.2.14 [N]Monster casts spells . . . . . . . . . . . . . 9
2.4.2.15 [O]Monster jails attacker . . . . . . . . . . . . 9
2.4.2.16 [P]Encounter rate . . . . . . . . . . . . . . . . 9
2.4.2.17 [R]Permanent . . . . . . . . . . . . . . . . . . 9
2.4.2.18 [S]Monster uses psionics . . . . . . . . . . . . 9
2.4.2.19 [T]Carries treasure . . . . . . . . . . . . . . . 10
2.4.3 [L]ist . . . . . . . . . . . . . . . . . . . . . . 10
2.4.4 [M]onster Class . . . . . . . . . . . . . . . . . . 10
2.4.4.1 [A]dd class . . . . . . . . . . . . . . . . . . . 10
2.4.4.2 [C]hange class . . . . . . . . . . . . . . . . . 10
2.4.4.3 [L]ist class . . . . . . . . . . . . . . . . . . 10
2.4.5 [T]alk Responses . . . . . . . . . . . . . . . . . 10
2.4.5.1 [A]dd response . . . . . . . . . . . . . . . . . 10
2.4.5.2 [C]hange response . . . . . . . . . . . . . . . . 10
2.4.5.3 [L]ist responses . . . . . . . . . . . . . . . . 10
2.4.5.4 [M]onster response . . . . . . . . . . . . . . . 10
2.5 [N]onplayer Menu . . . . . . . . . . . . . . . . . . 11
2.5.1 [A]dd . . . . . . . . . . . . . . . . . . . . . . . 11
2.5.2 [C]hange . . . . . . . . . . . . . . . . . . . . . 11
2.5.2.1 [A]Nonplayer name . . . . . . . . . . . . . . . . 11
2.5.2.2 [B]Nonplayer rooms . . . . . . . . . . . . . . . 11
2.5.2.3 [C]Nonplayer level . . . . . . . . . . . . . . . 11
2.5.2.4 [D]Hit points . . . . . . . . . . . . . . . . . . 11
2.5.2.5 [E]Experience points . . . . . . . . . . . . . . 11
2.5.2.6 [F]Gold points . . . . . . . . . . . . . . . . . 11
2.5.2.7 [G]Poisonous nonplayer . . . . . . . . . . . . . 12
2.5.2.8 [H]Level draining nonplayer . . . . . . . . . . . 12
2.5.2.9 [I]Nonplayer blocks exits . . . . . . . . . . . . 12
2.5.2.10 [J]Nonplayer prevents treasure take . . . . . . . 12
2.5.2.11 [K]Nonplayer follows player . . . . . . . . . . . 12
2.5.2.12 [L]Nonplayer casts spells . . . . . . . . . . . . 12
2.5.2.13 [M]Nonplayer jails attacker . . . . . . . . . . . 12
2.5.2.14 [N]Encounter rate . . . . . . . . . . . . . . . . 12
2.5.2.15 [O]Nonplayer uses psionics . . . . . . . . . . . 12
2.5.2.16 [P]Carries treasure . . . . . . . . . . . . . . . 12
2.5.3 [L]ist . . . . . . . . . . . . . . . . . . . . . . 13
2.6 [O]bject Menu . . . . . . . . . . . . . . . . . . . . 13
2.6.1 [A]dd . . . . . . . . . . . . . . . . . . . . . . . 13
2.6.2 [C]hange . . . . . . . . . . . . . . . . . . . . . 13
2.6.2.1 [A]Object name . . . . . . . . . . . . . . . . . 13
2.6.2.2 [B]Object identifier . . . . . . . . . . . . . . 13
2.6.2.3 [C]Room link number . . . . . . . . . . . . . . . 13
2.6.2.4 [D]Trapped portal . . . . . . . . . . . . . . . . 13
2.6.2.4.1 [P]oison needles . . . . . . . . . . . . . . . 14
2.6.2.4.2 [T]eleport to room number . . . . . . . . . . . 14
2.6.2.4.3 [H]its for fatigue or vitality . . . . . . . . 14
2.6.2.4.3.1 [F]atigue . . . . . . . . . . . . . . . . . . 14
2.6.2.4.3.2 [V]itality . . . . . . . . . . . . . . . . . 14
2.6.2.4.3.3 [N]one . . . . . . . . . . . . . . . . . . . 14
The Dnd Door Documentation Page ii
2.6 [O]bject Menu (cont.)
2.6.2 [C]hange (cont.)
2.6.2.5 [E]Long description . . . . . . . . . . . . . . . 14
2.6.2.6 [F]Entry description . . . . . . . . . . . . . . 14
2.6.2.7 [G]Hidden object . . . . . . . . . . . . . . . . 14
2.6.2.8 [H]Invisible object . . . . . . . . . . . . . . . 15
2.6.2.9 [I]Jail attack trap . . . . . . . . . . . . . . . 15
2.6.2.10 [J]Locked portal . . . . . . . . . . . . . . . . 15
2.6.2.11 [K]Relocking portal . . . . . . . . . . . . . . . 15
2.6.2.12 [L]Key number . . . . . . . . . . . . . . . . . . 15
2.6.2.13 [M]Permanent object . . . . . . . . . . . . . . . 15
2.6.2.14 [N]Object is a light . . . . . . . . . . . . . . 15
2.6.3 [L]ist . . . . . . . . . . . . . . . . . . . . . . 16
2.7 [R]oom Menu . . . . . . . . . . . . . . . . . . . . . 16
2.7.1 [A]dd . . . . . . . . . . . . . . . . . . . . . . . 16
2.7.2 [C]hange . . . . . . . . . . . . . . . . . . . . . 16
2.7.2.1 [A]ction . . . . . . . . . . . . . . . . . . . . 16
2.7.2.2 [D]escription . . . . . . . . . . . . . . . . . . 16
2.7.2.2.1 [L]ong description . . . . . . . . . . . . . . 16
2.7.2.2.2 [S]hort description . . . . . . . . . . . . . . 17
2.7.2.3 [M]onster class . . . . . . . . . . . . . . . . . 17
2.7.2.4 [O]bjects . . . . . . . . . . . . . . . . . . . . 17
2.7.2.4.1 [A]dd . . . . . . . . . . . . . . . . . . . . . 17
2.7.2.4.2 [D]elete . . . . . . . . . . . . . . . . . . . 17
2.7.2.5 [T]reasure . . . . . . . . . . . . . . . . . . . 17
2.7.2.5.1 [A]dd . . . . . . . . . . . . . . . . . . . . . 17
2.7.2.5.2 [D]elete . . . . . . . . . . . . . . . . . . . 17
2.7.3 [L]ist . . . . . . . . . . . . . . . . . . . . . . 17
2.8 [S]pell Menu . . . . . . . . . . . . . . . . . . . . 18
2.8.1 [A]dd . . . . . . . . . . . . . . . . . . . . . . . 18
2.8.2 [C]hange . . . . . . . . . . . . . . . . . . . . . 18
2.8.2.1 [A]Spell name . . . . . . . . . . . . . . . . . . 18
2.8.2.2 [B]Spell chant . . . . . . . . . . . . . . . . . 18
2.8.2.3 [C]Spell cast description . . . . . . . . . . . . 18
2.8.2.4 [D]Spell level . . . . . . . . . . . . . . . . . 18
2.8.2.5 [E]Spell type . . . . . . . . . . . . . . . . . . 18
2.8.2.5.1 [A]Enchant . . . . . . . . . . . . . . . . . . 19
2.8.2.5.2 [B]Offense . . . . . . . . . . . . . . . . . . 19
2.8.2.5.3 [C]Bless . . . . . . . . . . . . . . . . . . . 19
2.8.2.5.4 [D]Wish . . . . . . . . . . . . . . . . . . . . 19
2.8.2.5.5 [E]Poison . . . . . . . . . . . . . . . . . . . 19
2.8.2.5.6 [F]Vigor . . . . . . . . . . . . . . . . . . . 19
2.8.2.5.7 [G]Heal . . . . . . . . . . . . . . . . . . . . 19
2.8.2.5.8 [H]Curepoison . . . . . . . . . . . . . . . . . 19
2.8.2.5.9 [I]Level Drain . . . . . . . . . . . . . . . . 19
2.8.2.5.10 [J]Teleport . . . . . . . . . . . . . . . . . . 20
2.8.2.5.11 [K]Befuddle . . . . . . . . . . . . . . . . . . 20
2.8.2.5.12 [L]Turn Undead . . . . . . . . . . . . . . . . 20
2.8.2.5.13 [M]Pass Door . . . . . . . . . . . . . . . . . 20
2.8.2.5.14 [N]Conjure . . . . . . . . . . . . . . . . . . 20
2.8.2.5.15 [O]Psionic . . . . . . . . . . . . . . . . . . 20
2.8.2.5.16 [P]Detect Lock . . . . . . . . . . . . . . . . 20
2.8.2.5.17 [R]Detect Evil . . . . . . . . . . . . . . . . 20
2.8.2.5.18 [S]Detect Trap . . . . . . . . . . . . . . . . 20
2.8.2.5.19 [T]Intoxicate . . . . . . . . . . . . . . . . . 20
2.8.2.5.20 [U]Set Trap . . . . . . . . . . . . . . . . . . 21
The Dnd Door Documentation Page iii
2.8 [S]pell Menu (cont.)
2.8.2 [C]hange (cont.)
2.8.2.5 [E]Spell type (cont.)
2.8.2.5.21 [V]Hide . . . . . . . . . . . . . . . . . . . . 21
2.8.2.5.22 [W]Search . . . . . . . . . . . . . . . . . . . 21
2.8.2.5.23 [X]Invisibility . . . . . . . . . . . . . . . . 21
2.8.2.5.24 [Y]Identify . . . . . . . . . . . . . . . . . . 21
2.8.2.5.25 [Z]Enlighten . . . . . . . . . . . . . . . . . 21
2.8.2.5.26 [1]Illuminate . . . . . . . . . . . . . . . . . 21
2.8.2.5.27 [2]Psyche . . . . . . . . . . . . . . . . . . . 21
2.8.2.5.28 [3]Telepathy . . . . . . . . . . . . . . . . . 21
2.8.2.6 [F]Spell is psionic . . . . . . . . . . . . . . . 21
2.8.2.6.1 [A]ttack mode . . . . . . . . . . . . . . . . . 22
2.8.2.6.2 [D]efense mode . . . . . . . . . . . . . . . . 22
2.8.2.7 [G]Characters which can cast spell . . . . . . . 22
2.8.2.7.1 [A]Fighter . . . . . . . . . . . . . . . . . . 22
2.8.2.7.2 [B]Magic user . . . . . . . . . . . . . . . . . 22
2.8.2.7.3 [C]Thief . . . . . . . . . . . . . . . . . . . 22
2.8.2.7.4 [D]Cleric . . . . . . . . . . . . . . . . . . . 22
2.8.2.7.5 [E]Paladin . . . . . . . . . . . . . . . . . . 22
2.8.2.7.6 [F]Ranger . . . . . . . . . . . . . . . . . . . 22
2.8.2.7.7 [G]Druid . . . . . . . . . . . . . . . . . . . 22
2.8.2.7.8 [H]Lady . . . . . . . . . . . . . . . . . . . . 22
2.8.2.7.9 [N]one . . . . . . . . . . . . . . . . . . . . 22
2.8.2.7.10 [X]All . . . . . . . . . . . . . . . . . . . . 22
2.8.2.8 [H]Spell ingredients . . . . . . . . . . . . . . 23
2.8.2.9 [I]Spellcasting type which requires ingredients . 23
2.8.2.9.1 [A]Use command . . . . . . . . . . . . . . . . 23
2.8.2.9.2 [B]Read scroll . . . . . . . . . . . . . . . . 23
2.8.2.9.3 [C]Cast spell . . . . . . . . . . . . . . . . . 23
2.8.2.9.4 [N]one . . . . . . . . . . . . . . . . . . . . 23
2.8.2.9.5 [X]All . . . . . . . . . . . . . . . . . . . . 23
2.8.3 [L]ist . . . . . . . . . . . . . . . . . . . . . . 23
2.9 [T]reasure Menu . . . . . . . . . . . . . . . . . . . 23
2.9.1 [A]dd . . . . . . . . . . . . . . . . . . . . . . . 24
2.9.2 [C]hange . . . . . . . . . . . . . . . . . . . . . 24
2.9.2.1 [A]Treasure name . . . . . . . . . . . . . . . . 24
2.9.2.2 [B]Treasure identifier . . . . . . . . . . . . . 24
2.9.2.3 [C]Weight . . . . . . . . . . . . . . . . . . . . 24
2.9.2.4 [D]Gold coin value . . . . . . . . . . . . . . . 24
2.9.2.5 [E]Treasure type . . . . . . . . . . . . . . . . 24
2.9.2.5.1 [W]eapon . . . . . . . . . . . . . . . . . . . 24
2.9.2.5.2 [S]hield . . . . . . . . . . . . . . . . . . . 25
2.9.2.5.3 [A]rmor . . . . . . . . . . . . . . . . . . . . 25
2.9.2.5.4 [T]reaure . . . . . . . . . . . . . . . . . . . 25
2.9.2.6 [F]Hit plus . . . . . . . . . . . . . . . . . . . 25
2.9.2.7 [G]Charges . . . . . . . . . . . . . . . . . . . 25
2.9.2.8 [H]Weapon class . . . . . . . . . . . . . . . . . 25
2.9.2.8.1 [B]lunt . . . . . . . . . . . . . . . . . . . . 25
2.9.2.8.2 [P]ole . . . . . . . . . . . . . . . . . . . . 25
2.9.2.8.3 [S]harp . . . . . . . . . . . . . . . . . . . . 25
2.9.2.8.4 [T]rusting . . . . . . . . . . . . . . . . . . 26
2.9.2.9 [I]Treasure is permanent . . . . . . . . . . . . 26
2.9.2.10 [J]Treasure is edible . . . . . . . . . . . . . . 26
2.9.2.11 [K]Treasure is magical . . . . . . . . . . . . . 26
The Dnd Door Documentation Page iv
2.9 [T]reasure Menu (cont.)
2.9.2 [C]hange (cont.)
2.9.2.12 [L]Treasure is a ring . . . . . . . . . . . . . . 26
2.9.2.12.1 [P]oison . . . . . . . . . . . . . . . . . . . 26
2.9.2.12.2 [L]evel drain . . . . . . . . . . . . . . . . . 26
2.9.2.12.3 [S]pell . . . . . . . . . . . . . . . . . . . . 27
2.9.2.12.4 [G]eneric spell . . . . . . . . . . . . . . . . 27
2.9.2.13 [M]Treasure is a light . . . . . . . . . . . . . 27
2.9.2.14 [N]Treasure is a vehicle . . . . . . . . . . . . 27
2.9.2.14.1 [A]ir . . . . . . . . . . . . . . . . . . . . . 27
2.9.2.14.2 [L]and . . . . . . . . . . . . . . . . . . . . 27
2.9.2.14.3 [U]nderwater . . . . . . . . . . . . . . . . . 27
2.9.2.14.4 [X]All terrain . . . . . . . . . . . . . . . . 27
2.9.2.15 [O]Treasure loads from devices . . . . . . . . . 28
2.9.2.16 [P]Treasure is loadable . . . . . . . . . . . . . 28
2.9.2.17 [R]Treasure launchs from devices . . . . . . . . 28
2.9.2.18 [S]Treasure is launchable . . . . . . . . . . . 28
2.9.2.19 [T]Launchable device can be moved . . . . . . . . 28
2.9.2.20 [U]Treasure is coins . . . . . . . . . . . . . . 28
2.9.2.21 [V]Treasure is a potion . . . . . . . . . . . . . 28
2.9.2.22 [W]Treasure is a scroll . . . . . . . . . . . . . 29
2.9.2.23 [X]Treasure is invisible . . . . . . . . . . . . 29
2.9.2.24 [Y]Treasure is a container . . . . . . . . . . . 29
2.9.2.25 [Z]Container is locked . . . . . . . . . . . . . 29
2.9.2.26 [1]Treasure key number . . . . . . . . . . . . . 29
2.9.2.27 [2]Treasure is fuel . . . . . . . . . . . . . . . 29
2.9.2.28 [3]Weapon rusts . . . . . . . . . . . . . . . . . 29
2.9.2.29 [4]Weapon is stealable . . . . . . . . . . . . . 29
2.9.3 [L]ist . . . . . . . . . . . . . . . . . . . . . . 30
2.10 [U]ser Menu . . . . . . . . . . . . . . . . . . . . . 30
2.10.1 [A]dd . . . . . . . . . . . . . . . . . . . . . . . 30
2.10.2 [C]hange . . . . . . . . . . . . . . . . . . . . . 30
2.10.2.1 [A]Codename . . . . . . . . . . . . . . . . . . . 30
2.10.2.2 [B]Password . . . . . . . . . . . . . . . . . . . 30
2.10.2.3 [C]Level . . . . . . . . . . . . . . . . . . . . 30
2.10.2.4 [D]Class . . . . . . . . . . . . . . . . . . . . 30
2.10.2.4.1 [1]Fighter . . . . . . . . . . . . . . . . . . 31
2.10.2.4.2 [2]Magic user . . . . . . . . . . . . . . . . . 31
2.10.2.4.3 [3]Thief . . . . . . . . . . . . . . . . . . . 31
2.10.2.4.4 [4]Cleric . . . . . . . . . . . . . . . . . . . 31
2.10.2.4.5 [5]Paladin . . . . . . . . . . . . . . . . . . 31
2.10.2.4.6 [6]Ranger . . . . . . . . . . . . . . . . . . . 31
2.10.2.4.7 [7]Druid . . . . . . . . . . . . . . . . . . . 31
2.10.2.4.8 [8]Lady . . . . . . . . . . . . . . . . . . . . 31
2.10.2.4.9 [9]Assistant DM . . . . . . . . . . . . . . . . 31
2.10.2.4.10 [10]Dungeon Master . . . . . . . . . . . . . . 31
2.10.2.5 [E]Weapon proficiency . . . . . . . . . . . . . 32
2.10.2.5.1 [1]Blunt . . . . . . . . . . . . . . . . . . . 32
2.10.2.5.2 [2]Pole . . . . . . . . . . . . . . . . . . . . 32
2.10.2.5.3 [3]Sharp . . . . . . . . . . . . . . . . . . . 32
2.10.2.5.4 [4]Thrusting . . . . . . . . . . . . . . . . . 32
2.10.2.6 [F]Blunt . . . . . . . . . . . . . . . . . . . . 32
2.10.2.7 [G]Pole . . . . . . . . . . . . . . . . . . . . . 32
2.10.2.8 [H]Sharp . . . . . . . . . . . . . . . . . . . . 32
2.10.2.9 [I]Thrusting . . . . . . . . . . . . . . . . . . 32
The Dnd Door Documentation Page v
2.10 [U]ser Menu (cont.)
2.10.2 [C]hange (cont.)
2.10.2.10 [J]Classname . . . . . . . . . . . . . . . . . . 33
2.10.2.11 [K]Strength . . . . . . . . . . . . . . . . . . . 33
2.10.2.12 [L]Intelligence . . . . . . . . . . . . . . . . . 33
2.10.2.13 [M]Wisdom . . . . . . . . . . . . . . . . . . . 33
2.10.2.14 [N]Dexterity . . . . . . . . . . . . . . . . . . 33
2.10.2.15 [O]Constitution . . . . . . . . . . . . . . . . . 33
2.10.2.16 [P]Piety . . . . . . . . . . . . . . . . . . . . 33
2.10.2.17 [R]Charisma . . . . . . . . . . . . . . . . . . . 33
2.10.2.18 [S]Experience . . . . . . . . . . . . . . . . . . 34
2.10.2.19 [T]Gold . . . . . . . . . . . . . . . . . . . . . 34
2.10.2.20 [U]Room number . . . . . . . . . . . . . . . . . 34
2.10.2.21 [V]Call restrictions . . . . . . . . . . . . . . 34
2.10.2.22 [W]Inventory . . . . . . . . . . . . . . . . . . 34
2.10.2.22.1 [O]bjects . . . . . . . . . . . . . . . . . . . 34
2.10.2.22.1.1 [A]dd . . . . . . . . . . . . . . . . . . . . 34
2.10.2.22.1.2 [D]elete . . . . . . . . . . . . . . . . . . 35
2.10.2.22.2 [T]reasure . . . . . . . . . . . . . . . . . . 35
2.10.2.22.2.1 [A]dd . . . . . . . . . . . . . . . . . . . . 35
2.10.2.22.2.2 [D]elete . . . . . . . . . . . . . . . . . . 35
2.10.2.23 [X]Special characters . . . . . . . . . . . . . . 35
2.10.2.23.1 [A]Town Mayor . . . . . . . . . . . . . . . . . 35
2.10.2.23.2 [B]Governor . . . . . . . . . . . . . . . . . . 35
2.10.2.23.3 [C]Guild Master . . . . . . . . . . . . . . . . 35
2.10.2.23.4 [D]Sysop . . . . . . . . . . . . . . . . . . . 35
2.10.2.23.5 [E]None . . . . . . . . . . . . . . . . . . . . 35
2.10.2.24 [!]Delete user . . . . . . . . . . . . . . . . . 36
2.10.3 [L]ist . . . . . . . . . . . . . . . . . . . . . . 36
2.10.3.1 [L]ist . . . . . . . . . . . . . . . . . . . . . 36
2.10.3.2 [T]op ten . . . . . . . . . . . . . . . . . . . . 36
2.10.3.3 [U]sers . . . . . . . . . . . . . . . . . . . . . 36
2.10.4 [U]pdate . . . . . . . . . . . . . . . . . . . . . 36
The Dnd Door Documentation Page vi
1.0 Introduction
-----------------
The !edit program was developed for the DMs and Sysop so creative
expansion could take place in the Dnd Door campaign. The options and
features for editing are extensive enough to allow changing of most
any part of any data file needing to be edited. This documentation is
intended to be complete to the point where any single editing prompt
or entry can be looked up in this text for explanation.
1.1 The editor
---------------
The editor is menu driven and oriented around maintaining the Dnd Door
database. The Dnd Door files are organized in a random record scheme
where each record contains many individual editable fields. Editing
includes the ability to add single records, change individual records,
and list file records.
1.2 Entering !edit
-------------------
The editor is contained within the Dnd Door program. There are several
ways to enter !edit; while the Sysop is online, while a user is online
using the modem, or by a remote user. The editor can be entered by a
player only if he is a Dungeon Master. The Sysop can enter the editor
while a user is online and edit interactively by pressing the F1 key.
The user will not be shown the actual editing being done.
1.3 How and when to !edit
--------------------------
Since the reason for editing is to alter and shape the game campaign,
and the editor allows the Dungeon Master to create new rooms in the
game, editing should be restricted to certain users who have some
knowledge in Dnd campaigns. Also, since the game itself is a careful
balance of rooms and objects, then editing must be done carefully in
order to preserve the atmosphere of the medieval type game play. Your
Dungeon Masters should be hired with some experience having spent time
developing an adventure or owning a campaign. Once a user is hired as
Dungeon Master then he should be given full access to the editor and
gaven complete control of the campaign.
The Dnd Door Documentation Page 1
2.0 The Edit Menus
-------------------
The first editing menu you will see when !edit starts is shown here:
Edit utility v4.0
[A]ction
[E]mail
[M]onster
[N]onplayer
[O]bject
[R]oom
[S]pell
[T]reasure
[U]ser
Edit option(q to quit)?
The available main menu selections are displayed for action, email,
monster, nonplayer, object, room, spell, treasure, and user editing.
The edit prompt waits for one of the current menu selections to be
entered. Enter a single letter of an option, or enter Q to quit.
2.1 [A]ction Menu
------------------
Actions are defined as having two parts: the trigger and the result.
The action has taken place when both conditions are met. If no trigger
is set then the default trigger is by entering the room.
The triggers are:
[1]entering a room (default)
[2]encountering a monster
[3]casting a spell
[4]talking to a monster
The results are:
[1]hits to fatigue or vitality
[2]damage to weapons, shields, armor, or magic items
[3]fumbling weapons
[4]teleporting the player to another room
2.1.1 [A]Encounter Monster
---------------------------
This option sets the room monster trigger. The monster name should be
entered as the last part of the name, for example, 'aboleth' instead
'an aboleth'. You could also enter the monster number.
2.1.2 [B]Spells
----------------
This option sets the room spell trigger. The spell name should be
entered in part, or as a number, for example: 'fireball'.
The Dnd Door Documentation Page 2
2.1.3 [C]Monster Talk
----------------------
This option sets the room monster trigger. The monster name should be
entered as the last part of the name, for example, 'aboleth' instead
'an aboleth'. You could also enter the monster number.
2.1.4 [D]Level entry
---------------------
The level entry option is not an action, instead it is used to
restrict the level a player must be to enter a room.
2.1.4.1 [H]ighest level (at least) for entry to room
-----------------------------------------------------
Use this setting to restrict the level a player must be to enter a
room. When this is selected then the player must be the level to
enter. For example, you could restrict players to level 10, then if
they are lower than 10th level they cannot enter.
2.1.4.2 [L]owest level (at most) for entry to room
---------------------------------------------------
Use this setting to restrict the level a player must be to enter a
room. When this is selected then the player must be the level to
enter. For example, you could restrict players to level 10, then if
they are higher than 10th level they cannot enter.
2.1.4.3 Direction options
--------------------------
Use this option with 2.1.4.1 or 2.1.4.2 to restrict the direction for
player levels. For example, if you set the north direction with the
highest level selection, then players are restricted by level to the
direction. You can only set one level restrictions.
2.1.5 [E]Health
----------------
The health option is a result. When a trigger is determined then this
selection is used. Only one of the health options can be set.
2.1.5.1 [F]atigue
------------------
This selection allows the health result to hit the player for points
of fatigue when the trigger is set.
2.1.5.2 [V]itality
-------------------
This selection allows the health result to hit the player for points
of vitality when the trigger is set.
2.1.6 [F]Rate
--------------
The rate option is not an action, instead it is used to change the
rate at which certain counters and activities occur for a specific
room number.
The Dnd Door Documentation Page 3
2.1.6.1 [E]ncounter
--------------------
This option change the rate for monster encounters for the room. The
monster class of a room is checked at a certain number of rounds, or
prompts, while the player is online. Changing this option changes the
rounds when the class is checked.
2.1.6.2 [H]ealth
-----------------
This option changes the rate at which the player's statistics are
incremented. The player's fatigue, vitality, magic points, and psionic
points are increased each time the counter for number of rounds, or
prompts, are checked.
2.1.7 [G]Inventory
-------------------
This option sets the inventory result. When the trigger is set then
the inventory of the player is drained. For example, the monster
trigger for an aboleth could be set to wreck the player's armor if the
player encounters the aboleth.
2.1.7.1 [W]eapons
------------------
This option sets the result to break all the player's weapons.
2.1.7.2 [S]hields
------------------
This option sets the result to smash all shields.
2.1.7.3 [A]rmor
----------------
This option sets the result to wreck all armor.
2.1.7.4 [M]agic items
----------------------
This option sets the result to drain all magic items charges.
2.1.8 [H]Fumble
----------------
This option is a result which causes the player to fumble his weapon
and shield. For example, the monster trigger could be set for an
aboleth to cause the player to fumble when the aboleth is encontered.
2.1.9 [I]Teleport
------------------
This option is a result which teleports the player to another room.
For example, encountering an aboleth could cause the player to be
teleported. Note that the destination room could also contain a result
to teleport. For example, if no triggers are set, then the default
trigger is room entry, and teleport is the room result, the player
would be teleported upon entering a room, to another room with the
teleport result also set.
The Dnd Door Documentation Page 4
2.1.10 [J]Weapon rusting
-------------------------
This option is not an action. The weapon rusting setting allows the
room to change the rate at which weapon rusting happens. The rate is
the number of rounds, or prompts, before weapons are check for
rusting. Edit the treasure item for rusting.
2.1.11 [K]Object stealing
--------------------------
This option is not an action. The stealing rate setting allows the
room to change the rate at which monster stealing happens. The rate is
the number of rounds, or prompts, before the monsters are checked for
stealing the player inventory. Edit the treasure item for stealing.
2.1.12 [L]Attributes
---------------------
This option allows the room attributes for dark or lit rooms, and land
or underwater or above ground(air) rooms.
2.1.12.1 [D]ark\lit
--------------------
Selecting this option causes the toggle of the room light attribute.
If the room is set for dark then the player must either have a lamp
and fuel, or there must be a light in the room.
2.1.12.2 [G]round\air
----------------------
Selecting this option sets the room entry attribute. The player must
use the fly command to enter the room. For a vehicle to enter the room
it must have its land attribute set.
2.1.12.3 [L]and\underwater
---------------------------
Selecting this option sets the room entry attribute. The player must
use the swim command to enter the room. A vehicle must have its under-
water attribute set.
2.1.12.4 [N]one
----------------
This option clears the room attribute action settings.
2.1.13 [X]Clear room
---------------------
This option clears the room actions.
2.2 [E]mail Menu
-----------------
Editing the mail files allow the DM to change, list, and delete or
undelete the messages players have posted.
The Dnd Door Documentation Page 5
2.2.1 [C]hange
---------------
When this option is selected the DM must enter the number of the
message to edit. Then the message header can be edited for the from/to
areas, and the subject area. After editing the header the DM can also
edit the message text by replacing any text line.
2.2.2 [D]elete
---------------
When this option is selected the DM can delete any message number. The
message text is not erased, instead, only the message header
containing the delete flag is set. Then the message can always be
undeleted.
2.2.3 [L]ist
-------------
This option lets the DM list a range of messages even if they have
been deleted, or if they are private.
2.2.4 [U]ndelete
-----------------
This option lets the DM undelete a previously deleted message. When
the message is undeleted the header flag is restored.
2.3 [L]inks
------------
This edit option allows room links to be edited. A room link is a room
number in which the current room connects to letting the player to
move from room to room. For example, room 10 could have the north
direction connected to room link 100. Then when the player enters the
north direction he moves to room 100 which becomes the current room.
2.3.1 [A]dd
------------
This option edits the room links. When a room link is added to a room
direction, the player can then move to that new room. Room links
should link back to the original room, for example, going north, then
returning south should bring the player back to the same room. Example
of editing prompts for adding room links:
Enter room number(0-1000)? 10
Enter link room number(1-1000)? 100
Enter direction(N/E/S/W/O/U/D/NE/SE/SW/NW)? N
Room 10 link added to room 100.
Link room 100 back to room 10(y/n)? y
Room 100 link added back to room 10.
The Dnd Door Documentation Page 6
2.3.2 [D]elete
---------------
This option deletes a room number from a room direction so that the
room is no longer linked to another room. Example editing:
Enter room number(1-1000)? 100
Enter direction(N/E/S/W/O/U/D/NE/SE/SW/NW)? N
Room 100, north link removed.
2.3.3 [L]ist
-------------
This option lists room links in a range of room numbers.
2.4 [M]onster Menu
-------------------
Editing monsters allows for flexible game play. There are the usual
options for adding, changing, and listing the monsters along with
editing the monster classes, and editing the monster's talk responses.
A monster class is a list of ten monster numbers, and the class number
is added to a room, then the room will encounter random monsters from
the class. Up to five verbose talk responses can be added to each
monster so they respond with a random sentence when talked to.
2.4.1 [A]dd
------------
This adds a new monster record. All the monster's values are set to
zero.
2.4.2 [C]hange
---------------
This option allows any of the monster values to be edited. To edit a
monster, enter the monster name or number at the prompt.
2.4.2.1 [A]Monster name
------------------------
Option for monster name. The name must be the single word or several
words of the last part of the monster name. For example: 'aboleth' or
'firebat'. Do not include 'the', 'an' or 'a' because the game will add
them when the monster is encountered.
2.4.2.2 [B]Plural of monster name
----------------------------------
Option for the plural of the monster name. For example: 'firebats'.
The Dnd Door Documentation Page 7
2.4.2.3 [C]Level of monster
----------------------------
This option stores the level of the monster. When a player encounters
a monster, the calculation for the strength of the monster against the
player is doubled, and the double value is what the player should be
to kill the monster. For example, a level 2 monster would be displayed
as 'level 3 to 4' which the player should be. The monster level is
used in attack hits formula, and weapon proficiency calculations.
2.4.2.4 [D]Magical monster
---------------------------
This option sets the magical monster type. A magical monster cannot be
attacked by weapons, only by spells.
2.4.2.5 [E]Hit points
----------------------
The value in this option determines the strength of the monster and is
used in the attack formula. While fighting, as the monster's hit
points reach zero, the monster hits in return for less damage. When
this value is zero the monster dies.
2.4.2.6 [F]Experience points
-----------------------------
The value in this option is the amount of experience points the player
gets when the monster is killed. For monsters that run away, their
experience is half.
2.4.2.7 [G]Gold points
-----------------------
The value in this option is the amount of gold the player receives
when the monster dies.
2.4.2.8 [H]Number appearing
----------------------------
This option sets the number of monsters of this type which can be
encountered at once. Notice that there is a maximum of 20 monsters per
room.
2.4.2.9 [I]Poisonous monster
-----------------------------
This option sets the value of percentage the monster can cast poison
on the player. Note that an antipoison ring can absorb the spell.
2.4.2.10 [J]Level draining monster
-----------------------------------
This option sets the value of percentage the monster can drain a level
from the player. Note that an antileveldrain ring can absorb the
spell.
The Dnd Door Documentation Page 8
2.4.2.11 [K]Monster blocks exits
---------------------------------
This option sets the percentage the monster can stop a player from
leaving the room. Note that ladies and DMs cannot be blocked.
2.4.2.12 [L]Monster prevents treasure take
-------------------------------------------
This option sets the percentage the monster will prevent the player
from picking up treasure in the room. Note that ladies and DMs cannot
be prevented from taking treasure.
2.4.2.13 [M]Monster follows player
-----------------------------------
This option sets the percentage a monster will follow a player, and
sets the percentage a monster will teleport with a player to another
room. Note that ladies and DMs are not followed.
2.4.2.14 [N]Monster casts spells
---------------------------------
This option selects the spell number or name a monster can cast on a
player. The spell for the monster must be an offense spell. Then the
monster casts the attack hits according to the spell level.
2.4.2.15 [O]Monster jails attacker
-----------------------------------
This option causes the player to be teleported to the jail room when
the monster is attacked.
2.4.2.16 [P]Encounter rate
---------------------------
This option sets the percentage the monster will be encountered in its
monster class, and the rate or number of action prompts before the
percentage is checked. If this option is zero then the default room
rate and default random percentage is used.
2.4.2.17 [R]Permanent
----------------------
This option sets the permanent monster in a class to a room. The
permanent monster always appears when the room is entered, and is
removed from the room class when it is killed. Permanent monsters also
store their level and remaining hitpoints if they survive after the
player leaves the room.
2.4.2.18 [S]Monster uses psionics
----------------------------------
This option allows the monster to cast psionic spells. The psionic
spell selected for the monster must be an offense psionic spell.
The Dnd Door Documentation Page 9
2.4.2.19 [T]Carries treasure
-----------------------------
This option allows the treasure the monster is carrying to be edited.
Up to five treasure numbers or names can be added to any monster. The
monster will be carrying a random number of the treasure when
encountered from the list of treasure.
2.4.3 [L]ist
-------------
This displays a range of monsters and their values.
2.4.4 [M]onster Class
----------------------
This option allows monster classes to be edited. A monster class is a
list of ten monster numbers which are encountered at random in a room.
2.4.4.1 [A]dd class
--------------------
This adds a empty monster class to the monster class file.
2.4.4.2 [C]hange class
-----------------------
This changes the ten monster numbers in a monster class. To edit a
monster class, first enter the monster class number, then enter the
ten monster numbers to the class.
2.4.4.3 [L]ist class
---------------------
This lists a range of classes in groups of ten monsters per class.
2.4.5 [T]alk Responses
------------------------
Allows the editing of the responses monsters say when they talk.
2.4.5.1 [A]dd response
-----------------------
Adds a verbose sentence to the talk file. 80 character limit.
2.4.5.2 [C]hange response
--------------------------
Allows a response number to be changed.
2.4.5.3 [L]ist responses
-------------------------
Lists a range of the talk responses with the talk response number.
2.4.5.4 [M]onster response
---------------------------
This option changes the verbose sentences a monster will respond with
when talked to. The monster name or number to change will be prompted
for, then the five responses the monster will respond with can be
entered.
The Dnd Door Documentation Page 10
2.5 [N]onplayer Menu
---------------------
This menu selection allows the nonplayers to be edited. Nonplayers are
permanent to a range of rooms, and cannot be killed or removed from
the room. These nonplayer monsters are usually shopkeepers.
2.5.1 [A]dd
------------
Allows a new nonplayer to be added to the files. All nonplayer values
are set to zero.
2.5.2 [C]hange
---------------
This option allows the nonplayers to be edited. Note that only one of
each nonplayer is encountered when a player enters the specified room.
2.5.2.1 [A]Nonplayer name
--------------------------
The nonplayer name should be the normal word of the monster, not
plural, and should not include 'the', 'an' or 'a'. The game will add
'the' to the nonplayer name. For example, the name could be
'blacksmith'.
2.5.2.2 [B]Nonplayer rooms
---------------------------
This selection changes the list of rooms the nonplayer appears in.
Room numbers must be separated by commas, for example, 1,2,3.
2.5.2.3 [C]Nonplayer level
---------------------------
This specifies the nonplayer's level. The nonplayer level is not
actually used because nonplayer don't fight.
2.5.2.4 [D]Hit points
----------------------
This specifies the nonplayer's hit points which is not used because
nonplayers don't fight.
2.5.2.5 [E]Experience points
-----------------------------
This option contains the experience points for killing the nonplayer.
Although nonplayers don't fight, a DM !Kill command could be used to
kill a nonplayer, then the experience is added to the player. In this
case the nonplayer still appears in the room list.
2.5.2.6 [F]Gold points
-----------------------
This option contains the gold value the nonplayer carries. If the
nonplayer is killed by a DM command, this gold will be added to the
player.
The Dnd Door Documentation Page 11
2.5.2.7 [G]Poisonous nonplayer
-------------------------------
Specifies the percentage the nonplayer poisons. Not used.
2.5.2.8 [H]Level draining nonplayer
------------------------------------
Specifies the percentage the nonplayer drains levels. Not used.
2.5.2.9 [I]Nonplayer blocks exits
----------------------------------
Specifies the percentage the nonplayer blocks exits. Not used.
2.5.2.10 [J]Nonplayer prevents treasure take
---------------------------------------------
Specifies the percentage the nonplayer prevents the player from
picking up treasure. Not used.
2.5.2.11 [K]Nonplayer follows player
-------------------------------------
This selection sets the percentages the nonplayer follows a player or
teleports with a player. Not used since nonplayers don't move to
rooms.
2.5.2.12 [L]Nonplayer casts spells
-----------------------------------
This sets the offense spell the nonplayer casts during fighting. Not
used.
2.5.2.13 [M]Nonplayer jails attacker
-------------------------------------
This sets the nonplayer to send a player to jail when attacked.
2.5.2.14 [N]Encounter rate
---------------------------
This option sets the percentage and rate at which the nonplayer is
encountered. Not used since the nonplayer always appears in the rooms
in the room list.
2.5.2.15 [O]Nonplayer uses psionics
------------------------------------
This option contains the psionic offense spell. Not used by
nonplayers.
2.5.2.16 [P]Carries treasure
-----------------------------
This option allows the editing of the treasure the nonplayer carries.
Up to five treasure numbers or names can be added. Nonplayer's
treasure can be taken only if a !Kill command is used to kill the
nonplayer.
The Dnd Door Documentation Page 12
2.5.3 [L]ist
-------------
This lists a range of nonplayers from the files.
2.6 [O]bject Menu
------------------
This menu selection allows objects to be edited and added to rooms.
Objects should be permanent items which the player does not pick up
such as doors, and walls. Object attributes include trapped objects,
objects linked to rooms to be entered, and llocked doors for example.
2.6.1 [A]dd
------------
Adds a new object to the files. All object values are set to zero.
2.6.2 [C]hange
---------------
This selection allows an object number or name to be edited. Most
objects should normally be items such as doors, etc. If an object is
nonpermanent then the player could pick it up, so most objects should
be permanent.
2.6.2.1 [A]Object name
-----------------------
This option should contain the full name of the object plus any
modifiers, for example, 'a door'. The game will not add any words
such as 'the', 'an' or 'a'. The object name must be specific enough
to identify the object, for example 'a broken wooden door'. Don't add
'the', for example, 'the door' is incorrect.
2.6.2.2 [B]Object identifier
-----------------------------
This option contains the single word identifying the object when the
game searches for an object. For example, if the object is named
'a black door', then the identifier would be 'door'. Object which
have mismatched names to their identifiers cannot be used by the
player, such as 'a wall' as the name and 'door' as the identifier.
2.6.2.3 [C]Room link number
----------------------------
This selection stores the number of a room which the object is linked
to. If the object is linked then the object can be entered. This would
be how to make a door which goes to a certain room number.
2.6.2.4 [D]Trapped portal
--------------------------
This selection sets the object for a trap. The trap is used when the
object is entered or attacked. Only one of the traps can be added to
an object. The trap is set off by random chance.
The Dnd Door Documentation Page 13
2.6.2.4.1 [P]oison needles
---------------------------
This specifies the trap to be poisonous. When the player is hit by the
trap, the needles cause him to become poisoned.
2.6.2.4.2 [T]eleport to room number
------------------------------------
This specifies the room number which the player is teleported to when
the trap is set off.
2.6.2.4.3 [H]its for fatigue or vitality
-----------------------------------------
This selection sets the trap for either fatigueor vitality hits on the
player. Note that when the vitality of the player is zero he dies.
2.6.2.4.3.1 [F]atigue
----------------------
This option sets the trap to hit for fatigue. The prompt for the
number of hits determines the trap power.
2.6.2.4.3.2 [V]itality
-----------------------
This option sets the trap to hit for vitality. The prompt for the
number of hits determines the trap power.
2.6.2.4.3.3 [N]one
-------------------
This option clears the trap setting to zero.
2.6.2.5 [E]Long description
----------------------------
This selection allows the editing of the message which is displayed
when a player looks at an object. The description should be related to
the object, for example, 'a door' could have a description such as
'The door looks old and worn.'
2.6.2.6 [F]Entry description
-----------------------------
This selection allows the editing of the short description which is
displayed after the object is entered if the object is linked to a
room number. For example, if the player enters a door, the entry
description could be 'You hear the door close behind you.'
2.6.2.7 [G]Hidden object
-------------------------
This option causes the object to be invisibly hidden. A hidden object
does not show up in a room description or in the search command. This
is useful for doors or portals which are made to be kept secret.
The Dnd Door Documentation Page 14
2.6.2.8 [H]Invisible object
----------------------------
This option causes the object to be invisible. An invisible object
shows up when the search command is used by a random chance. Then
invisible doors or portals could be kept secret unless the player
finds them by adventuring.
2.6.2.9 [I]Jail attack trap
----------------------------
This lets the object send the player to the jail room if the object
is attacked. Then items could be added to a room which are harmless
until attacked like an object name 'a beggar'.
2.6.2.10 [J]Locked portal
--------------------------
This sets the object lock type. If an object is locked, then the
lock/unlock and close/open commands work on it. If the object is
locked and invisible, then it can be locked/unlocked and
closed/opened. If the object is hidden then the object can still be
used with the lock/unlock and close/open commands.
2.6.2.11 [K]Relocking portal
-----------------------------
This determines if the door or portal relocks after the player enters
the object to another room. This prevents all the doors in the game
from becoming open after a while.
2.6.2.12 [L]Key number
-----------------------
The key number allows a door or portal to be restricted from entry by
a certain key number. For example, if a door requires key number 1120
then the key from the treasure file with key number 1120 must be used
to open the lock. Invisible doors which are locked and require a key
cannot be forced open with the smash command, although they can be
picklocked. Hidden doors locked with a key cannot be opened with the
smash or the picklock command.
2.6.2.13 [M]Permanent object
-----------------------------
Determines if an object can be picked up from the room. Most objects
such as doors or portals should be permanent. Other objects such as
books, or tomes could be nonpermanent.
2.6.2.14 [N]Object is a light
------------------------------
Specifies if an object can light a room with dark attribute set. The
object can also illuminate the room at certain times. Light times are
entered by hour/minute from/to form. The object must be in a room to
light the room.
The Dnd Door Documentation Page 15
2.6.3 [L]ist
-------------
Lists a range of objects.
2.7 [R]oom Menu
----------------
This menu selection allows room editing, including adding a monster
class to a room, adding an action number to a room, listing and
editing short and long room descriptions, and editing room objects and
treasure.
2.7.1 [A]dd
------------
This option adds a new room to the files. The new room can be added by
selected this option, or by trying to enter a direction from a room
which has no room link. The room editing calls the change menu, then
returns to this option to prompt for the room link number to connect
the new room to the previous one. Example room editing:
Add new room(y/n)? y
Add room link(y/n)? y
Press <enter> for entry link: (prompt shown when adding from room)
New room 10 added.
2.7.2 [C]hange
---------------
This option allows editing of a room number. Editing includes actions,
descriptions, objects, and treasure.
2.7.2.1 [A]ction
-----------------
This selection adds an action number to a room. Edit an action first,
then add one to the room. When the room is entered, a spell cast, or
a monster encountered or talked to, this action takes place.
2.7.2.2 [D]escription
----------------------
This option allows editing of the room descriptions and allows adding
of a monster class to the room.
2.7.2.2.1 [L]ong description
-----------------------------
This option displays the long description, then prompts to enter a new
one. The long description can be four lines, and entering it works
with word wrapping. Care should be taken in describing a room and some
rules for when the player should see when entering a room.
The Dnd Door Documentation Page 16
2.7.2.2.2 [S]hort description
------------------------------
This option edit the short description. The short description is
displayed to the player when he enters a room if he is in brief mode.
Then only one line is displayed normally something simple like
'You are in a red room.'
2.7.2.3 [M]onster class
------------------------
This option sets the room monster class to search when the encounter
rate happens. The list of ten monsters in the class are randomly
picked and the player encounters one of them.
2.7.2.4 [O]bjects
------------------
This lets the objects in a room to be edited by adding or deleting
them.
2.7.2.4.1 [A]dd
----------------
This prompts for an object number or name then adds the object to the
room if there is space for the new object.
2.7.2.4.2 [D]elete
-------------------
This prompts for an object number then deletes it from the room.
2.7.2.5 [T]reasure
-------------------
This lets the treasure in a room to be added or deleted.
2.7.2.5.1 [A]dd
----------------
This prompts for a treasure number or name and adds the treasure to
the room if there is enough space.
2.7.2.5.2 [D]elete
-------------------
This prompts for the number of an item of treasure in a room to be
deleted.
2.7.3 [L]ist rooms
-------------------
This option displays a range of rooms including their descriptions,
attributes, and monster class.
The Dnd Door Documentation Page 17
2.8 [S]pell Menu
-----------------
This menu option allows spell editing. Spells can be cast by chant
entry, by using am item of treasure linked to a spell, by reading a
scroll, or cast by monsters. There are 28 spell types ranging from
healing spells, teleport spells, bless spells, search spells, etc.
2.8.1 [A]dd
------------
Adds an empty spell to the files.
2.8.2 [C]hange
---------------
Allows editing of any spell to change the ingredients, casting types,
levels, etc.
2.8.2.1 [A]Spell name
----------------------
This selection contains the whole name of the spell without any
modifiers 'the', 'an' or 'a'. The spell name should be in verb form,
for example, 'fireball' or 'dinsintegrate'.
2.8.2.2 [B]Spell chant
-----------------------
This option contains the chant which must be entered if the spell is
cast from the 'cast' command. The chant does not require upper case
although it must be entered exactly word for word.
2.8.2.3 [C]Spell cast description
----------------------------------
This setting displays a text line description after the spell is cast.
For example, if a fireball spell was cast, the description could be,
'Fire flies from your fingertips.'
2.8.2.4 [D]Spell level
-----------------------
This sets the spell level which is used to decrement from the player
magic points, and used in the offense spell attack formula. Also, the
player must have his character to the level of the spell to cast it.
2.8.2.5 [E]Spell type
----------------------
This option sets the spell type. When this option is selected there
are dozens of spell types to choose from, each with a different
ability. The only spell which requires another setting is the tele-
port spell which teleports a player to a certain room when cast.
The Dnd Door Documentation Page 18
2.8.2.5.1 [A]Enchant
---------------------
This spell increases magic points and also can be used on a target of
treasure item to restore charges if the item is magical.
2.8.2.5.2 [B]Offense
---------------------
This spell is generic offense. Offense spells include names such as
fireball, demolish, annihilate, etc.
2.8.2.5.3 [C]Bless
-------------------
This spell, used on the player, increases piety.
2.8.2.5.4 [D]Wish
------------------
This spell, used with the cast command, allows the player one wish
which can be for an item of treasure only. Wishing cannot bring
another wish item or a container. The player record is updated when
the wish spell was used so only one wish can happen. When the wish
spell is cast from an item, for example, 'use wand', then the player
can wish for as much treasure as the item has charges.
2.8.2.5.5 [E]Poison
--------------------
This spell poisons a monster. Poisoned monsters have their hits
decreased during the room rate.
2.8.2.5.6 [F]Vigor
-------------------
This spell restores the player's fatigue. When used on a target, the
vigor spell increases vehicle hits.
2.8.2.5.7 [G]Heal
------------------
This spell restores vitality.
2.8.2.5.8 [H]Curepoison
------------------------
This spell removes poison from a player.
2.8.2.5.9 [I]Level Drain
-------------------------
This spell drains a level from a monster. Undead monsters who cast
level drains themselves cannot be attacked with this spell. When the
spell reduces the monster's level to zero the monster dies.
The Dnd Door Documentation Page 19
2.8.2.5.10 [J]Teleport
-----------------------
This spell teleports the player to another room. Monsters might tele-
port with the player also.
2.8.2.5.11 [K]Befuddle
-----------------------
This spell causes the monster to be inactive for a few rounds.
2.8.2.5.12 [L]Turn Undead
--------------------------
This spell damns the undead. Since undead cannot be killed by level
drain, this spell drains them.
2.8.2.5.13 [M]Pass Door
------------------------
This spell causes all locked doors or portals in the room to be open
while the player is in the room. After the room is exited the pass
door is cleared.
2.8.2.5.14 [N]Conjure
----------------------
This spell attempts to call up a monster from the room's current
monster class of the same level as the player.
2.8.2.5.15 [O]Psionic
----------------------
This spell is used with the psionic cast command and cannot be used or
cast by itself.
2.8.2.5.16 [P]Detect Lock
--------------------------
This spell reveals the number of locks in the room which are either
invisible or hidden
2.8.2.5.17 [R]Detect Evil
--------------------------
This spell determines which direction leading out of the room has the
highest monster class.
2.8.2.5.18 [S]Detect Trap
--------------------------
This spell reveals traps hidden magically in the room.
2.8.2.5.19 [T]Intoxicate
-------------------------
This spell, used on the player, causes him to become drunk. Used on a
monster, the spell acts as a befuddle spell. Intoxication lasts for a
few rounds.
The Dnd Door Documentation Page 20
2.8.2.5.20 [U]Set Trap
-----------------------
This spell sets a magical trap in the room with an attack hits on
other players according to the level of the player who set the trap.
2.8.2.5.21 [V]Hide
-------------------
This spell allows the player to magically hide an object in the room.
2.8.2.5.22 [W]Search
---------------------
This spell searches the room for magically hidden objects.
2.8.2.5.23 [X]Invisibility
---------------------------
This spell causes the player to become invisible for a short time.
Invisibility lasts for a few rounds while the player is completely
protected.
2.8.2.5.24 [Y]Identify
-----------------------
This spell displays brief information on the current monster being
attacked by the player.
2.8.2.5.25 [Z]Enlighten
------------------------
This spell detects hidden objects in the room.
2.8.2.5.26 [1]Illuminate
-------------------------
This spell detects magical traps in the room.
2.8.2.5.27 [2]Psyche
---------------------
This spell restores psionic points to the player.
2.8.2.5.28 [3]Telepathy
------------------------
This spell is not used by Dnd Door.
2.8.2.6 [F]Spell is psionic
----------------------------
Sets the spell as psionic. Psionic spells can be either offense or
defense and cannot be cast. Psionic spells are used with the 'psionic'
commands in order to cast them. Psionic defense spells only set the
level of defense against psionic spell casting monsters.
The Dnd Door Documentation Page 21
2.8.2.7 [G]Characters which can cast spell
-------------------------------------------
Lets the spell be restricted to specific characters, for example,
healing spells should be allowed to be used by all character classes,
and higher level offense spells should only be used by magic users.
2.8.2.7.1 [A]Fighter
---------------------
Allows fighters to cast spell.
2.8.2.7.2 [B]Magic user
------------------------
Allows MUs to cast spell. All spells should be able to be cast by MUs.
2.8.2.7.3 [C]Thief
-------------------
Allows thieves to cast spell.
2.8.2.7.4 [D]Cleric
--------------------
Allows clerics to cast spell. Clerics, being partly MU, should be able
to cast low power offense spells.
2.8.2.7.5 [E]Paladin
---------------------
Allows paladins to cast spell. Paladins should also be able to cast
low power offense spells.
2.8.2.7.6 [F]Ranger
--------------------
Allows rangers to cast spell.
2.8.2.7.7 [G]Druid
-------------------
Allows druids to cast spell.
2.8.2.7.8 [H]Lady
------------------
Allows ladies to cast spell.
2.8.2.7.9 [N]one
-----------------
Clears the spell cast restrictions.
2.8.2.7.10 [X]All
------------------
Includes all characters to spell casting.
The Dnd Door Documentation Page 22
2.8.2.8 [H]Spell ingredients
-----------------------------
This option allows up to five treasure items to be used as spell
ingredients. If a spell ingredient is required to cast the spell, then
the player must have the ingredient in his inventory and the
ingredient must have some remaining charges. When the spell is cast
the charges in the ingredient are decremented.
2.8.2.9 [I]Spell casting type which requires ingredients
---------------------------------------------------------
Used with ingredients, this option sets requirements for which method
was used to cast the spell.
2.8.2.9.1 [A]Use command
-------------------------
Set this option for a spell to require the ingredients if the spell
was cast with the 'use' command, for example, 'use staff'.
2.8.2.9.2 [B]Read scroll
-------------------------
Set this option for a spell to require ingredients when the spell is
cast by using a scroll, for example, 'read scroll'.
2.8.2.9.3 [C]Cast spell
------------------------
Set this option for a spell to require ingredients when the cast
command is used for a spell, for example, 'cast bullywug'.
2.8.2.9.4 [N]one
-----------------
Clears spell casting types requiring ingredients.
2.8.2.9.5 [X]All
-----------------
Sets all three spell casting types to require ingredients.
2.8.3 [L]ist
-------------
Used to display a range of spells.
2.9 [T]reasure Menu
--------------------
This menu selection allows editing of treasure. Treasure is one large
area of the adventure. Treasure can be bought in the weapons shoppe,
found on dead monsters, and sold to the pawn shoppe. Treasure is used
for weapons, shield, armor, and has other multipurpose uses. The
player can carry up to 20 items of treasure, and three containers,
each of which can contain treasure. Being one of the most important
parts of the adventure, treasure is also the most useful.
The Dnd Door Documentation Page 23
2.9.1 [A]dd
------------
This option adds an empty treasure item to the files.
2.9.2 [C]hange
---------------
This option allows treasure editing. When an item of treasure is
changed, all the equivalent treasure on other players are also
changed. Although there are many attributes to treasure, they should
not be mixed. For example, there should not be an item which is both a
scroll and coins. Also, most treasure should be nonpermanent so as to
not clutter up the rooms.
2.9.2.1 [A]Treasure name
-------------------------
This option stores the whole name of the item. The name should include
all words, for example, 'a longsword'. The item name should be verbose
enough to decribe to item.
2.9.2.2 [B]Treasure identifier
-------------------------------
This option contains the identifier of the item. For example, an item
named 'a dagger' would have an identifier 'dagger'. This is so the
game can search for the treasure in the files when a player uses the
identifier, for example, 'look dagger'.
2.9.2.3 [C]Weight
------------------
This option determines the weight of the item on gold peices. The
weight of an item is typically 1 to 5 for weapons, etc. Since a player
can only lift 10 times his strength, setting an item to a higher
weight could prevent him from picking up the item.
2.9.2.4 [D]Gold coin value
---------------------------
This option sets the amount of gold the item is worth. This value is
used for selling the item, or picking up coins which are directly
added to the player's gold.
2.9.2.5 [E]Treasure type
-------------------------
This selects the basic treasure type. When normal treasure option is
selected then the treasure has no plus or hits.
2.9.2.5.1 [W]eapon
-------------------
This sets the treasure to weapon type. This option must be selected
for the item to be used as a weapon. Then the prompt for hit plus
determines the weapon's power. Charges must also be set.
The Dnd Door Documentation Page 24
2.9.2.5.2 [S]hield
-------------------
This sets the treasure to shield type. This option must be used with
hits plus and charges.
2.9.2.5.3 [A]rmor
------------------
This sets the treasure to armor type. This option must be used with
hits plus and charges.
2.9.2.5.4 [T]reaure
--------------------
This sets the normal treasure type. Normal treasure includes all
treasure except weapons, shields, and armor. Hits plus should not be
set.
2.9.2.6 [F]Hit plus
--------------------
The hits points are a plus scale of the power of a weapon, armor, or
shield. This setting determines how the item works during battle.
2.9.2.7 [G]Charges
-------------------
The charges an item contains determines how many times the item can
be used. For example, a weapon with 10 charges can be used in battle
for 10 uses before it becomes useless.
2.9.2.8 [H]Weapon class
------------------------
This option selects the class of the weapon being used. When a weapon
in the same class as the player's weapon proficiency is used then the
player's proficiency percentage increases by the number of levels
higher the monster was when killed. If the player's proficiency is
in a class other than the weapon used to kill a monster then the
percentage is not increased as much. Note clerics can only use blunt
and pole type weapons.
2.9.2.8.1 [B]lunt
------------------
This sets the weapon class to blunt.
2.9.2.8.2 [P]ole
-----------------
This sets the weapon class to pole.
2.9.2.8.3 [S]harp
------------------
This sets the weapon class to sharp. Most weapons are this class.
The Dnd Door Documentation Page 25
2.9.2.8.4 [T]rusting
---------------------
This sets the weapon class to thrusting.
2.9.2.9 [I]Treasure is permanent
---------------------------------
This lets permanent treasure remain in a room after a player has left.
Most treasure should be nonpermanent so the room cleaning routine
removes unwanted clutter from the room. When treasure is added, the
default is nonpermanent. Items such as vehicles or launchable devices
should be permanent.
2.9.2.10 [J]Treasure is edible
-------------------------------
This makes edible treasure. If the item also has a spell when eaten
then the spell is cast on the player.
2.9.2.11 [K]Treasure is magical
--------------------------------
This option stores a spell number for a magical item of treasure.
Then the item can be used as a magic item, for example, setting the
fireball spell to a staff, and using the staff against a monster
with 'use staff pedipalp' would cast the offense spell on it. Other
magic spells can also be added to items of treasure. For example,
'an ivy vine' could contain an enchant spell, and using the vine on
the player would increase magic points with 'use vine'.
2.9.2.12 [L]Treasure is a ring
-------------------------------
Option for making rings. Only one type of ring can be made for an
item of treasure, and they are antipoison, antileveldrain, antispell,
and antigeneric spell. Rings absorb the level of the monster using the
spell the ring protects against then they disintegrate. One ring can
be worn at a time. The charges in the ring determine their absorbing
power.
2.9.2.12.1 [P]oison
--------------------
This makes an antipoison ring. Any poison spell cast by a monster will
be absorbed by the ring.
2.9.2.12.2 [L]evel drain
-------------------------
This makes an antileveldrain ring. Any level drains by undead monsters
will be absorbed by the ring.
The Dnd Door Documentation Page 26
2.9.2.12.3 [S]pell
-------------------
This makes an antispell ring. The prompt for the spell number or name
for the ring will store the specific spell the ring protects against.
Any spell cast by a monster the same as the ring's spell will be
absorbed by the ring.
2.9.2.12.4 [G]eneric spell
---------------------------
This makes a generic antispell ring. Any spell cast by a monster will
be absorbed by the ring.
2.9.2.13 [M]Treasure is a light
--------------------------------
This selects an item to be a light. There is also a prompt for the
number of light charges which is the number of times the light can be
started with light fuel. Lights in the room or on the player's
inventory will illuminate a room with dark attribute set. The light
will have its fuel charges decreased each round.
2.9.2.14 [N]Treasure is a vehicle
----------------------------------
This selects an item of treasure to be a vehicle. Vehicles can be
entered, driven on different terrains, and take hits from monsters.
This option also prompts for the vehicle hits.
2.9.2.14.1 [A]ir
-----------------
This allows the vehicle to enter a room which has the attribute set
for above ground.
2.9.2.14.2 [L]and
------------------
This clears the vehicle terrain type allowing the vehicle to be used
only on land.
2.9.2.14.3 [U]nderwater
------------------------
This allows the vehicle to enter a room which has the attribute set
for underwater.
2.9.2.14.4 [X]All terrain
--------------------------
This allows the vehicle to be used over any terrain specified in the
room attributes including land/underwater/air.
The Dnd Door Documentation Page 27
2.9.2.15 [O]Treasure loads from devices
----------------------------------------
This selection makes the treasure item capable of being loaded from a
device, for example, a shotgun shell. This item is then used to
specify the item in 2.9.2.16 which loads the device.
2.9.2.16 [P]Treasure is loadable
---------------------------------
This selection makes the treasure item a loadable device, for example,
a shotgun. Then the prompt for which treasure item loads this device
is the item specified in 2.9.2.15. Loadable devices are used with the
fire command, for example, 'fire shotgun spider', and loaded with
ammunition with 'load shotgun'. The ammunition, shotgun shells, must
be on the player's inventory or in the room.
2.9.2.17 [R]Treasure launchs from devices
------------------------------------------
This selection makes the treasure item capable of being launched from
a device, for example, a boulder. This item is then used to specify
the item in 2.9.2.18 which loads the device.
2.9.2.18 [S]Treasure is launchable
-----------------------------------
This selection makes the treasure item a launchable device, for
example, a catapult. Then the prompt for which treasure item loads
this device is the item specified in 2.9.2.17. Launchable devices are
used with the launch command, for example, 'launch catapult north',
then the catapult launchs all its charges of boulders north which
enter random directions and smash open locked doors or portals. The
ammunition, boulders must be in the player inventory or in the room.
2.9.2.19 [T]Launchable device can be moved
-------------------------------------------
This option determines if a launchable device, like a catapult, can be
moved into nearby rooms. For example, 'move catapult north.'
2.9.2.20 [U]Treasure is coins
------------------------------
Option selects treasure as coins which increment the player's gold
when picked up.
2.9.2.21 [V]Treasure is a potion
---------------------------------
Option selects treasure as a potion for use with the drink command,
for example, 'drink bottle'. The spell of the potion is then used like
a cast command on the player.
The Dnd Door Documentation Page 28
2.9.2.22 [W]Treasure is a scroll
---------------------------------
Option selects treasure as a scroll. The scroll's spell can be used
two ways. If the player reads the scroll then the spell chant is
displayed which is a method for discovering spell chants. If the
player uses the scroll then the spell is cast, for example,
'use scroll' or 'use scroll giant'.
2.9.2.23 [X]Treasure is invisible
----------------------------------
This selection causes the treasure to be invisible to normal display
commmands. The item will show up in a search command.
2.9.2.24 [Y]Treasure is a container
------------------------------------
This selection makes the treasure into a container. A container can
hold up to five items without adding to the player's weight. A player
can carry up to three containers. Container contents can also be sold
in the pawn shoppe.
2.9.2.25 [Z]Container is locked
--------------------------------
This selection puts a lock on the container. Locked containers can be
used with the lock/unlock and close/open commands.
2.9.2.26 [1]Treasure key number
--------------------------------
Selection adds a key number to containers. There must also be a item
of treasure with the same key number to unlock the container. For
example, a container with lock number 1290 would be unlocked with a
key with number 1290.
2.9.2.27 [2]Treasure is fuel
-----------------------------
Option sets the item of treasure as fuel for use with lights. The
light can be charged with the number of charges in the fuel until
both are used up.
2.9.2.28 [3]Weapon rusts
-------------------------
This determines if the weapon rusts according to the default room
rust rate, or action rust rate and rust percent.
2.9.2.29 [4]Weapon is stealable
--------------------------------
This determines if the weapon can be stolen according to the default
room steal rate, or action steal rate and steal percent. The monster
which steals a item of treasure will still have the item while it is
in the room.
The Dnd Door Documentation Page 29
2.9.3 [L]ist
-------------
Used to display range of treasure.
2.10 [U]ser Menu
-----------------
This menu selection allows editing of the user file, player
statistics, inventory, class names, level, and includes user lists and
deleting. The user file contains all the players statistics and
attributes. The player codename and password are encrypted and can
only be edited by a local Sysop. User editing also allows special
class types, and call restrictions to be changed.
2.10.1 [A]dd
-------------
Option to add an empty user to the file.
2.10.2 [C]hange
----------------
This selection is for editing the players. The player statistics and
attributes can be edited by remote DM, local Sysop, or interactive
while the player is online. This lets the local Sysop change the
online player's character.
2.10.2.1 [A]Codename
---------------------
This option can only be used by the local Sysop. The codename is
encrypted when written to disk. The codename should not contain any
unusual characters. Codenames may contain spaces.
2.10.2.2 [B]Password
---------------------
This option can only be used by the local Sysop. Remote DMs and Sysops
will only see the password as a string of ten masking characters '#'.
The password should not contain any unusual characters. The password
is encrypted and a byte checksum is added when written to disk.
2.10.2.3 [C]Level
------------------
The player level determines the strength of the player during combat.
Player level can range from 1 to 32,767 but should be in the 1 to 20
range. The level is used directly in the attack formulas and many
other commands such as for brief mode and relogin.
2.10.2.4 [D]Class
------------------
The player class type ranges from 1 to 10 however remote Dms and
Sysops can only edit normal classes 1 to 8. The class type number is
used in many areas of the game including picklock, casting spells, and
blessing.
The Dnd Door Documentation Page 30
2.10.2.4.1 [1]Fighter
----------------------
Option for class type fighter. Fighters have more average fatigue.
2.10.2.4.2 [2]Magic user
-------------------------
Option for class type MU. MUs have more magic points.
2.10.2.4.3 [3]Thief
--------------------
Option for class type thief. Thieves can picklock and throw items.
2.10.2.4.4 [4]Cleric
---------------------
Option for class type cleric. Clerics can bless and curse.
2.10.2.4.5 [5]Paladin
----------------------
Option for paladin. Paladins have better fatigue like fighetrs.
2.10.2.4.6 [6]Ranger
---------------------
Option for ranger. Rangers have better fatigue like fighters.
2.10.2.4.7 [7]Druid
--------------------
Option for druid. Druids have better fatigue like fighters.
2.10.2.4.8 [8]Lady
-------------------
Option for lady. Ladies can bewitch, bewilder, and beguile. Ladies
also have two extra attributes, glamour and beauty. Ladies cannot
be followed by monsters, prevented from picking up treasure by
monsters, or blocked from exiting rooms.
2.10.2.4.9 [9]Assistant DM
---------------------------
Option for Assistant DM can only be edited by the local Sysop.
Assistant DMs have full use of the ! commands.
2.10.2.4.10 [10]Dungeon Master
-------------------------------
Option for Dungeon Master. DMs can only be edited by the local Sysop.
DMs have full use of the ! commands.
The Dnd Door Documentation Page 31
2.10.2.5 [E]Weapon proficiency
-------------------------------
The player weapon proficiency determines which weapon the player has
chosen to fight with at the proficient level. Killing monsters higher
in level than the player while using a weapon of the player's
proficiency can get the proficient percentage raised. Note that
clerics can only use blunt or pole type weapons.
2.10.2.5.1 [1]Blunt
--------------------
Option to change player's proficiency to blunt weapons.
2.10.2.5.2 [2]Pole
-------------------
Option to change player's proficiency to pole weapon.
2.10.2.5.3 [3]Sharp
--------------------
Option to change player's proficiency to sharp weapon. The sharp
weapon is the most common.
2.10.2.5.4 [4]Thrusting
------------------------
Option to change player's proficiency to thrusting weapon.
2.10.2.6 [F]Blunt
------------------
This selection changes the percentage the player is proficient in the
blunt type weapon.
2.10.2.7 [G]Pole
-----------------
This selection changes the percentage the player is proficient in the
pole type weapon.
2.10.2.8 [H]Sharp
------------------
This selection changes the percentage the player is proficient in the
sharp type weapon.
2.10.2.9 [I]Thrusting
----------------------
This selection changes the percentage the player is proficient in the
thrusting type weapon.
The Dnd Door Documentation Page 32
2.10.2.10 [J]Classname
-----------------------
This option edits the player's class name. The class name does not
need to be the default name for the class type. For example, a class
type of thief could have a class name of robber. The class type is a
number used in the game, the name is used for display purposes.
2.10.2.11 [K]Strength
----------------------
This option changes the player strength. Player strength should range
from 1 to 25 although the maximum limit is 1 to 32,767. Strength is
used in such areas as the attack formulas and the smash command.
2.10.2.12 [L]Intelligence
--------------------------
This option changes the player's intelligence which should range
from 1 to 25 but can range from 1 to 32,767. Intelligence is used in
areas like picklocking.
2.10.2.13 [M]Wisdom
--------------------
This option changes the player's wisdom which should range
from 1 to 25 but can range from 1 to 32,767. Wisdom is used in
picklocking and stealing.
2.10.2.14 [N]Dexterity
-----------------------
This option changes the player's dexterity ranging from 1 to 25 or to
a maximum of 1 to 32,767. Dexterity is used in the attack formulas.
2.10.2.15 [O]Constitution
--------------------------
This option changes the player's constitution. The range should be
from 1 to 25 however can range from 1 to 32,767. Constitution is used
in the resurrection roll to determine if the player loses one level
after dying or half levels.
2.10.2.16 [P]Piety
-------------------
This option changes the player's piety. Piety should range
from 1 to 25 but can range to a maximum of 1 to 32,767. Piety is used
in the resurrection formula.
2.10.2.17 [R]Charisma
----------------------
This option changes the player's charisma which should range
from 1 to 25 but can range from 1 to 32,767. Charisma is used in
monster attacks.
The Dnd Door Documentation Page 33
2.10.2.18 [S]Experience
------------------------
Selection for editing player's experience. Experience determines the
next level the player can train for. The experience required for
training to the next level uses powers of 2 until level 10 then 10,000
times levels over 10. Experience is increased when monsters are
killed and decreased by 10 percent when the player dies.
2.10.2.19 [T]Gold
------------------
Selection for editing player's gold. Gold is used to buy items, to
train for the next level, and for banking. Gold used for training uses
powers of 2 until level 10 then 10,000 times levels over 10. Gold is
increased when monsters are killed and decreased by 10 percent when
the player dies.
2.10.2.20 [U]Room number
-------------------------
This selection contains the room number the player is in if the player
is online or offline. The player's room number can be edited while the
players is online. There are many specialty rooms for the nonplayers,
the jail room, etc.
2.10.2.21 [V]Call restrictions
-------------------------------
The call restrictions option allows editing of the player's current
number of calls, and maximum calls per day. Calls can also be
restricted to certain times between a range of hour and minutes. At
midnight the calls are reset. Calls are also logged when a player uses
the relogin command.
2.10.2.22 [W]Inventory
-----------------------
This lets the DM edit player inventory. Players can carry both objects
and treasure in two separate arrays. Usually players will not have any
objects since most objects like doors or portals are permanent.
2.10.2.22.1 [O]bjects
----------------------
Lets the DM edit player's objects. Options include adding and
deleting.
2.10.2.22.1.1 [A]dd
--------------------
Lets the DM add any object from the files to the player's inventory if
there is room in the player array for another object.
The Dnd Door Documentation Page 34
2.10.2.22.1.2 [D]elete
-----------------------
Lets the DM delete an object number from the player's array.
2.10.2.22.2 [T]reasure
-----------------------
Lets the DM edit player's treasure. Options include add and delete.
2.10.2.22.2.1 [A]dd
--------------------
Lets the DM add any treasure from the files to the player's inventory
if there is room in the player array.
2.10.2.22.2.2 [D]elete
-----------------------
Lets the DM delete a treasure number from the player's array.
2.10.2.23 [X]Special characters
--------------------------------
This option lets the DM edit the player's special character. The
special character class of the player is used to indicate that the
player has soe role in the game campaign. His special character class
will be listed in mail, and allows him to use some ! commands.
Player's with special character classes are selected by the DMs to
help develope the game.
2.10.2.23.1 [A]Town Mayor
--------------------------
The Town Mayor is the coordinator for the normal players. He should
help direct the campaign and give players help in adventuring.
2.10.2.23.2 [B]Governor
------------------------
The Governor is the director of the game campaign. He should be
selected for his ability to give suggestions on game play.
2.10.2.23.3 [C]Guild Master
----------------------------
The Guild Master is the manager of the player classes. He should be
able to organize the players in their quests.
2.10.2.23.4 [D]Sysop
---------------------
The Sysop is the owner of the game and should be able to keep the
game campaign playing correctly.
2.10.2.23.5 [E]None
--------------------
Clears player of any special character class.
The Dnd Door Documentation Page 35
2.10.2.24 [!]Delete user
-------------------------
This deletes the player record being edited. The file space left over
will either be reused by a new player or erased when the user file is
updated.
2.10.3 [L]ist
--------------
This selects the list menu. Listing includes three types of output,
list, top ten, and user list. The top ten is also written to file in
the ranklist.dat file.
2.10.3.1 [L]ist
----------------
This list option prompts the DM for a range of user numbers, then
lists the edit options for each player's statistics and attributes.
2.10.3.2 [T]op ten
-------------------
This list option sorts all the players into a top ten list where the
highest scoring players are on top. Only the first ten are then
displayed and written to the ranklist.dat file. The rank list file
can also be used as a bulletin.
2.10.3.3 [U]sers
-----------------
This list option displays a user list containing each player's name,
class name, and DM status.
2.10.4 [U]pdate
----------------
This option updates the user file, deleting dead users, and/or
deleting users which have not logged in before a specific date.
The Dnd Door Documentation Page 36