Category : BBS Programs+Doors
Archive   : DND27A.ZIP
Filename : DNDEDIT.HLP

 
Output of file : DNDEDIT.HLP contained in archive : DND27A.ZIP


This file contains help screens for DndEdit Control-H function.
 Editing Keys ------------ %Cursor to a field to edit with these keys: % !cursor right cursor left page down page up !cursor down cursor up end home !tab shift-tab enter (edit field) % %While editing use these keys: % !cursor right cursor left end home !insert delete control-cursor left !control-cursor right enter (exit field) % %While editing in multi-line fields use these additional keys: % !cursor up cursor down page up page down !control-home control-end control-page up !control-page down escape (exit field) Room Edit Function Keys ----------------------- !Control-N (^n) Select next room record. The screen will scroll forward to !the next record in the room file. ! !Control-P (^p) Select previous room record. The screen will scroll back to !the previous record in the room file. ! !Control-J (^j) Jump to room link. The screen will jump to the room number !pointed to by the cursor at the field of the room number link. You must have !cursored to one of the eleven room link directions first. ! !Control-R (^r) Select room number. A prompt will appear to enter the room !number. The screen will jump to that room number. ! !Control-C (^c) Display monster class. The lower right portion of the screen !will display up to ten of the monsters in the room's monster class. ! !Control-O (^o) Display room object. The lower right portion of the screen !will display the objects in the room. You can then make further selections to !the objects in the room using additional cursor selection, addition and !deletion to the objects. Room Edit Function Keys ----------------------- !Control-T (^t) Display room treasure. The lower right portion of the screen !will display the treasure in the room. You can then make further selections to!the treasure in the room using additional cursor selection, addition and !deletion to the treasure. ! !Control-H (^h) Displays this help menu. Functions include scrolling forward !and backward. ! !Control-A (^a) Add a record to the room file. The screen will update to the !new record in the room file. All fields will be blank. Room Edit Field Descriptions ---------------------------- %Short Description: % !This description is displayed when a user enters a room in brief mode. The !short description should be specific enough for the user to reference his !adventuring. Because the user normally uses brief mode to travel from room !to room with reduced modem output. For short descriptions use specifics like !'In the octagonal red room.' or 'You are in town square.' % %Long Description: % !These four description lines contain the information users see when they are !in verbose mode. The long description should have details of the room which !the user would miss in brief mode. Because the novice will look closely in !the room for something mentioned in the long description, but miss it in the !short description. This way objects can be hidden in the room, and when users !ignore the description in brief mode, they will miss the hidden object. For !instance, you could put an hidden door, and the long description: !'You are in the orange pyramid room. The wall is of pink marble with stone' !'etchings in the hidden glass door to the right.' and the short description !would only be 'You are in the orange pryamid room.' Room Edit Field Descriptions ---------------------------- %Room Links: % !These edit fields contain room numbers ranging from 0 to 32767. The number in !the range above zero indicates that direction is linked from the room in the !display screen to that room number. You can jump directly to one of these !room numbers and change the display screen to that room by cursoring to that !direction field and press Control-J. % %Monster Class: % !The monster class of a room contains up to ten monsters from the monclass !data file. You can change or add specific monster classes to customize your !own sets of ten monsters. Type Control-C to display which monsters are in the !monster class of the room begin displayed. Object Edit Function Keys ------------------------- !Control-N (^n) Select next object record. The screen will scroll forward to !the next record in the object file. ! !Control-P (^p) Select previous object record. The screen will scroll back to !the previous record in the object file. ! !Control-R (^r) Select object number. A prompt will appear to enter the !object number. The screen will jump to that object number. ! !Control-S (^s) Search object file. A prompt will appear to enter the name or !substring of object. You can enter the whole name of the object or just the !first part of the object name. You can also append the pound sign # with the !number of the next object with the same name. Because if there is two objects !called 'a door' and you need the second door then enter 'a door#2'. Object Edit Field Descriptions ------------------------------ %Object Name: % !This field contains the object's full name. The name should be descriptive of !the object. Objects should always have a preceding 'a', 'an' or 'the' because !when a user looks in the room, the object will be displayed after 'You see'. !For example 'You see a hidden door.' instead of 'You see hidden door'. % %Object Identifier: % !The identifier is the noun descriptor of what the object is. This is the word !which will be used to take or get the object. The noun part of the object's !full name is usually the last word. For example you would enter 'DOOR' for !an identifier to 'a hidden door'. % %Room Link: % !The room link field is for objects which can be entered. Specifying a room !link in this field connects the object to a room number. For example, a door !would have a link to room 42 then you can enter the door, but a book of !spells would not. Object Edit Field Descriptions ------------------------------ %Vehicle and Vehicle Hits: % !Specifying Y in the vehicle field makes the object able to be used by the !mount, ride, and dismount commands. Examples are a horse, a cart, or wagon. !Once a user mounts a vehicle then it takes hits from monsters. Enter the !number of hits the vehicle can absorb in the vehicle hits field. Vehicles !become damaged after they have absorbed all their hits and must be restored !with an vigor spell. % %Key Number: % !The number entered here makes the object require a key number to open. Also !enter the locked field. Key numbers on objects match with key numbers on !keys. For example you could create a locked door requiring key 4444 and a !golden key numbered 4444. The key would open the door. Theives can picklock !doors with key numbers (unless they are hidden). Keys match zeroes in their !key numbers to all numbers in that digit. % % % Object Edit Field Descriptions ------------------------------ %Description: % !This field contains the 80 character line which is displayed when the user !examines or identifies the object. For example the user examines a trapdoor !and the display shows 'It's a trapdoor' then the description 'You see marks !from a sword on the door'. The description should be additional information !about the object not just 'It's a trapdoor'. Then the description would be !the same as the examine command, i.e. 'It's a trapdoor' 'It's a trapdoor'. % %Entry Description: % !This 40 character line is displayed immediately after the user enters the !door or portal. It should show some action that occurs when the user goes !through the door like 'You trip as you enter' or 'You enter the shoppe'. % % % % % % Object Edit Field Descriptions ------------------------------ %Hidden: % !The hidden attribute specifies if the object can be found in a search !command. Hidden objects do not show up in a search and no user can see the !object in a room display. This is useful is the sysop or DM wants to make !objects relating to the room description. For example the room description !shows 'There are berries on a bush here.' and you don't want to actually !make objects visible in the room because they would clutter up the room, !then make some hidden objects called 'a berry' 'some berries' and 'a bush'. !The user who must make a big deal of the room description and examine the !berries would get a object description 'The berries look edible'. % %Invisible: % !The invisible attribute specifies that the object will not show up in a !room display and can be found in a search command. This allows the sysop or !DM to create hidden doors, hidden trapdoors, etc. Normally users don't !search every room they enter so they miss part of the rooms. But if a user !goes through each room in verbose mode and the room description shows !some indication of hidden objects then they would search the room. Object Edit Field Descriptions ------------------------------ %Jail Trap: % !The jail trap attribute specifies that the object sends the user to the !jail room if he attacks the object. Then an object which looks like a monster !(for example a helpless lady) and the user would attack and get sent to jail. % %Locked: % !This object attribute makes the object locked. The user would have to !unlock the door, then open it (locked objects also have closed and opened !attributes). Doors or portals can be mixed with the attributes of locked, !key number, and invisible (or hidden) then they change the commands which !act on them smash, break, picklock, unlock, lock, open and close. % %Relocks: % !This object attribute causes the object to become locked after the user !unlocks and enters it. This is useful for permanently locked doors or !portals like castle gates. Then every user who gets to the gates must try !to unlock or picklock the gates again. Object Edit Field Descriptions ------------------------------ %Permanent: % !This attribute specifies that the user can not take or get the object. It is !important that almost all objects be permanent. The only time a user should !be able to take an object is if the object has no value, like a bible with !a description 'It's not the bible of Ghod' with no room links, or other !descriptions. Vehicles should also be permanent even though the user can !mount and ride them. % %Trapped: % !The trapped attribute has the choices P, F, and D which stand for poison !trap, falling door, or deadly spears. Then when a user unlocks the door, !enters the door, or picklocks the door, there is a percent chance that he !triggers the trap and gets hit by the spears, or gets poisoned, or falls !into another room. If the trap is deadly spears then the next field is how !many hits for either fatigue or vitality the user gets. If the trap is !falling door then the user would not get to the destination room link he !tries to enter, but has a chance of falling to the alternate trap room. % Object Edit Field Descriptions ------------------------------ %Hits for Fatigue/Vitality: % !This field is the hits for the trap type of deadly spears. The field can !be either hits for fatigue or vitality. The user is hit for that amount !if the trap is triggered. If the user gets hit for more fatigue than he !has then the rest of the points hit his vitality. % %Teleports To: % !This field appears when the DM selects trap type teleport. The teleport room !number has a percentage of chance the user will fall through the falling door !trap. Then a trap can be set for backdoors which are difficult to enter. Treasure Edit Function Keys --------------------------- !Control-N (^n) Select next treasure record. The screen will scroll forward !to the next record in the treasure file. ! !Control-P (^p) Select previous treasure record. The screen will scroll back !to the previous record in the treasure file. ! !Control-R (^r) Select treasure number. A prompt will appear to enter the !treasure number. The screen will jump to that treasure number. ! !Control-S (^s) Search treasure file. A prompt will appear to enter the name !or substring of treasure. You can enter the whole name of the treasure or !just the first part of the treasure name. You can also append the pound sign #!with the number of the next treasure with the same name. Because if there !is two treasures called 'an axe' and you need the second axe then enter !'an axe#2'. Treasure Edit Field Descriptions -------------------------------- %Treasure Name: % !This field should be completely descriptive of the treasure. The full name !should include a preceding 'a', 'an', or 'some' for example 'a sword', !'an axe', or 'some armor'. Treasure can be further described with other !word like leather, plated, and chainmail. % %Identifier: % !The identifier is usually the last word of the treasure full name because !this is the name by which the user will try to take the item. If you have !some full plated armor then the identifier would be 'armor'. % %Weight: % !The weight of treasure is measrued in Gold pieces. Treasure normally weighs !no more than ten gold. Scrolls should always weigh one gold. Users can only !lift ten times their strength at any one time. In order to make some item !impossible to pick up you could make it weigh 1000 gold or more. % Treasure Edit Field Descriptions -------------------------------- %Value: % !The value of treasure is measured in Gold pieces. Gold value is the amount !the fence will pay for the item and the amount the weapons master will sell !it for. There are config percentages for the fence's paying ability. % %Hits: % !This number is a measure of the power of a weapon, shield or armor. Normally !hits should be between one and ten for most treasure. Weapons hits are added !to the users strength, shields and armor are added to the users fatigue. !This value is used directly into the attack and defense formulas in fighting. % %Strikes: % !This number is the amount of times a weapon can be used, shields or armor can !absorb a monster's attack. This value should be between one and 25 or more. !Once the item has used up its strikes it breaks and falls to the ground. !Strikes is also used for magic item like potions and staffs, etc. % Treasure Edit Field Descriptions -------------------------------- %Class(B/P/S/T): % !These stand for blunt, pole, sharp, and thrusting types of weapons. !When a user selects his weapon proficiency he gains 10% in that type of !weapon. When he uses that weapon in battle the percentage is used directly !in the attack formulas. His proficiency is raised if he kills a monster !greatly than his character level. % %Type(S/A/W/T): % !These stand for shield, armor, weapon, and treasure. The treasure type must !be specified for the game to know what the item is and how it can be used. !Normally the field is T for normal treasure like scrolls, coins, potions, !and anything that is not armor, shield, or weapons. % %Coins: % !This field specifies that the item is coins. This means that when the item is !picked up its gold value is added to the users gold hoard and the treasure is !not added to the inventory (for example some gold coins, some silver coins). Treasure Edit Field Descriptions -------------------------------- %Potion: % !This field specifies that the item can be used with the drink command. !Potions must have a spell name for them to work. Potions also have strikes !so they become discharged. % %Scroll: % !This field specifies that the item disintegrates and gets removed from the !users inventory after it is used or read. Scrolls must have a spell name !for them to work and they only have one strike. When a user reads a scroll !the spell name is displayed and no action occurs. When the user uses the !scroll (with or without a target) then the spell is discharged. % %Invisible: % !The invisible field makes the treasure remain in a room after a user exits. !Normally all treasure is removed from a room as part of game cleanup (but !that is configurable also). Invisible treasure can be searched for and is !not displayed in a room description. Treasure Edit Field Descriptions -------------------------------- %Loadable: % !The loadable treasure type allows the DM to create crossbows, dartguns, etc. !Loadable treasure can be fired at monsters. They then take damage for the !hits of the ammunition treasure. Loadable treasure can discharge harmlessly !or blow up in the users face by percentages. % %Treasure #: % !This field specifies the number of the treasure which is the ammunition for !the loadable treasure listed above. In order to create loadable devices the !DM must create a laodable treasure like a shotgun, and ammunition like a !shotgun shell. Then the user gets a shotgun, and some shotgun shells, and !uses the load shotgun command, the fire shotgun at monster command. % %Ammunition: % !The ammunition is the treasure which loads the device. This item must have !hits for the damage on the monster. Ammunition can be part of treasure found !on monsters. The DM could also put ammunition in the weapons shoppe list. Treasure Edit Field Descriptions -------------------------------- %Key Number: % !The key is the treasure which can open objects with key numbers. The key !number must match the objects key number. Digits in the key number with zero !match all digits in the objects number. % %Magical: % !This field specifies the treasure as being attached to a spell name. The !spell must be in the spell file first. Then enter the spell name or number !and the magical field. The treasure item becomes magical and the use command !can be used with the item. For example a potion of invigoration, a staff of !destruction, etc. % %Spell: % !This is the spell name which causes the device to be magical. Magical devices !are of type scroll, potion, or normal treasure. Magical items also have a' !number of strikes (charges) before they discharge. They can be recharged by !level ten users, magic users with the enchant spell or by the master wizard. Treasure Edit Field Descriptions -------------------------------- %Ring: % !The ring treasure type can be used with the wear command. Only one ring can !be worn at one time. Rings are protection from certain monster attacks, !poison, level drain, and specific spell type.' % %Ring Type(P/L/S): % !These stand for poison, level drain, and spell type. Rings have strikes and !are reduced in strikes by the level of the monster when the ring aborbs the !monster attack. Rings could be named a ring of antidrain, a ring of' !antispell, etc. % %Antispell: % !This field contains the spell name for antispell rings. The ring will absorb !specific spells cast by monsters. If you enter generic then the ring will take!all spells cast by a monster. You must enter either the full name of the spell!or the left part of the spell. % Treasure Edit Field Descriptions -------------------------------- %Container: % !This type of treasure allows the user to carry more than his strength can !pick up. Containers can hold treasure and objects beyond their weight. The !user only has to carry the weight of the container itself. The commands !for using them are drop armor in box, take armor from box, etc. % %# of items: % !This field specifies the maximum number of treasures or objects that users' !can place in the container. This number should range to about 20. Containers !with the same filename are shared by all users so they can take from each !others containers. % %Filename: % !This field is the eight letters DOS filename for the containers file to be !used. Examples are BOX1, CHEST1. The filename is appended with .CTN for the !container to be useful. % Treasure Edit Field Descriptions -------------------------------- %Locked: !This attribute allows the container to be locked with the commands lock, !unlock, open, close, and picklock. If a container is locked and has a key !number then the user must either be a thief to open it or have the key with !the same number. Monster Edit Function Keys --------------------------- !Control-N (^n) Select next monster record. The screen will scroll forward !to the next record in the monster file. ! !Control-P (^p) Select previous monster record. The screen will scroll back !to the previous record in the monster file. ! !Control-R (^r) Select monster number. A prompt will appear to enter the !monster number. The screen will jump to that monster number. ! !Control-S (^s) Search monster file. A prompt will appear to enter the name !or substring of monster. You can enter the whole name of the monster or !just the first part of the monster name. You can also append the pound sign # !with the number of the next monster with the same name. Because if there !is two monsters called 'a bat' and you need the second bat then enter !'a bat#2'. Monster Edit Field Descriptions -------------------------------- %Monster Name: % !The monster name field is the full name of the monster. The monster name !should not have 'a', 'an', or 'the' because the qualifiers will be put in !when they are encountered. Monster names can be very creative, for example: !'su-dai expert', 'flower merchant', or 'mutant ninja turtle'. % %Plural: % !This field contains one word which is the plural of the last part of the !full monster name. For example if you have a master wizard then the plural !would be master wizards. This is for encounters of more than one monster. % % % % % % % % Monster Edit Field Descriptions -------------------------------- %Level: % !The monster level should range from one to fifteen maximum. The monster !level is used in the attack formulas. When a user examines a monster then !the level is multiplied by two. This is the actual level the user should be !in order to attack the monster. For example, if the level three stone giant !is examined the display will read (level 5 to 6) this is the user level. % %Hits: % !This field contains the amount of hits the monster must be attacked for !before it finally dies. The range is from 1 to 32767. The amount of hits !determines in part how difficult the monster is to kill. Because as the !monster loses hits its attacks are reduced on the user. There are config !options to specify when a monster starts to regenerate hits by its level, !and percentage of hits to regenerate. % % % % Monster Edit Field Descriptions -------------------------------- %Experience: % !This field contains the number of points of experience the user will gain !after he kills the monster. This number should be slightly higher than the !monsters hits so the user has a worthwhile fight. The users experience is !decremented until its zero when he can train. % %Treasure: % !Each monster can carry up to five items of treasure. These fields should !be entered with the full treasure name for the editor to search for. Mostly !monsters should have a combination of coins, armor, shield, weapons, and !magical devices within the call of ten monsters. They should be distributed' !among the class so that users have more variety in their adventure. % %Psionic: % !This field specifies if the monster can cast psionic spells. Entering Y for !yes will jump to the next field to enter the actual spell. Psionic spells !are a type of spell used by users and monsters mostly in astral battle. Monster Edit Field Descriptions -------------------------------- %Psionic Spell: % !The psi spell must be entered in the spell edit first before it can be !placed on a monster. Psi spells relate directly to the mind of the caster. !For example, my mind reaches out and crushes your soul. Psionic attacks !have separate formulas than normal combat. Psi spells and combat spells !can also be configured in the equation screen of config. % %Group Number: % !The number of identical monsters of one type to be encountered at once is !specified by this field. Normally one to five monsters should be enough. The !DM can cause monsters to be encountered up to existing memory. If more than !one monster is encountered then the monster plural is used to display the !monsters. For example, you encounter two hags. % % % % % Monster Edit Field Descriptions -------------------------------- %Poison: % !This field and the field to the right specify if the monster can poison the !user. The percent chance determines this action every time the monster !attacks. Poisoned user have their vitality decremented every health update !instead of incremented. Once the users vitality is zero he dies from poison. % %Level Drain: % !This field and the field to the right specify if the monster can drain an !entire level from the user. This monster attribute is the nastiest of all !monster actions. The only way a user can prevent from being drained during !the percentage check is by wearing a ring of antidrain. Then the ring is !decremented in charges by the monster level. % % % % % % Monster Edit Field Descriptions -------------------------------- %Block: % !This field and the field to the right specify if the monster can block the !exits in the room. Then the user has a percent chance of not being able to !leave the room. The only way the user could get to another room is by !teleporting or apppealing. % %Prevent: % !This field and the field to the right specify if the monster can prevent !the user from picking up treasure in the room. Then the user cannot get !treasure by a percentage unless he kills off the monsters. % %Follow: % !This field and the next two to the right specify the percent of the monster !being able to follow the user out of the room to another. The rightmost !also specifies the percentage of teleport to another room (except when the !user dies and gets resurrected). % Monster Edit Field Descriptions -------------------------------- %Cast Spell: % !This field and the right field are for spellcasting monsters. Enter Y for !the spell ability and the percentage during each attack. Spellcasting !monsters hit for the level of the spell calculated in the attack formula. % %Spell: % !The spell the monster can cast must be type attack (not befuddle, drain, !poison, or etc.) The monster will cast this spell by the percentage during !its attack routine. The only way a user can prevent the spell is with a !ring of generic antispell or ring of that absorbs that spell. % %Magical: % !This entry causes a monster to become invulnerable against normal attcks !with weapons. The monster must be attacked by magical devices or by casting !a spell. The magical monster will not initiate attack. % % Monster Edit Field Descriptions -------------------------------- %Permanent: % !The permanent monster remains in the room it is the monster class of until !it is killed. Then it is removed from the adventure. The monster is not !actually deleted, but when it is killed the permanent attribute changes !back to normal. Permanent monsters are a way of keeping nonrandom encounters !in a room. The first three monsters in the file are the permanent monsters !pawn fence, master wizard, and weapons master. They cannot be *called. Spell Edit Function Keys --------------------------- !Control-N (^n) Select next spell record. The screen will scroll forward to !the next record in the spell file. ! !Control-P (^p) Select previous spell record. The screen will scroll back to !the previous record in the spell file. ! !Control-R (^r) Select spell number. A prompt will appear to enter the spell !number. The screen will jump to that spell number. ! !Control-S (^s) Search spell file. A prompt will appear to enter the name or !substring of spell. You can enter the whole name of the spell or just the !first part of the spell name. You can also append the pound sign # with the !number of the next spell with the same name. Because if there is two spells !called 'teleport' and you need the second spell then enter 'teleport#2'. Spell Edit Field Descriptions -------------------------------- %Spell Name: % !The full name of the spell is entered in this field. Spells are usually one !word like disintegration or annihilation. But they can be two or more such as !lightning bolt or level drain. Sometimes spells should be suffixed with !'tion' instead of 'e'. For example desecrate or desecration. Because the !spells will be cast with the message 'You cast a desecration spell' sounds !more familar to users than 'You cast a desecrate spell'. % %Teleport Room: % !If the spell is type teleport then you must specify the room number to which !the spell will teleport the user when it is cast. The destination room !should be withing the range of existing room numbers. If not then the user !gets a 'nondescrip room number' and lands in the default clerical sanctuary. % % % % % Spell Edit Field Descriptions ----------------------------- %Level: % !This field stores the power of the spell. The level number is the level the !user must be to cast the spell. This number is also the amount decremented !from the users magic points. It is also used as a bonus multiplier in the !attack formula. % %Spell Type: % !The allowable spell types are: ! 01 Cure Magic 02 Offense 03 Cure Piety ! 04 Wish 05 Poison 06 Cure Fatigue ! 07 Cure Vitality 08 Curepoison 09 Level Drain ! 10 Teleport 11 Befuddle 12 Turn Undead ! 13 Passdoor 14 Conjure 15 Psionic ! 16 Detect Lock 17 Detect Evil 18 Detect Trap ! !Enter one of these numbers in the spell type field. There are specialized !types and generic offfense types. Some spells should be restricted to MUs !or clerics only. Spell Edit Field Descriptions -------------------------------- %Psionic Spell: % !This field specifies if the spell is a psionic spell. The psionic spells !can only be cast in conjunction with the PSI command. Psi spells have to be !further categorized as type attack or defense. When a monster has psi !ability then its psionic spell attack is generic psi offense. % %Psionic Mode(A/D) % !These stand for attack or defense. The attack psi spells are prompted for !when the user types PSI ATTACK and the defense type for PSI DEFENSE. Then !the default psi mode is set for the game and the user can attack with psi. % %Chant: % !The spell chant should be several words or a full sentence. For example the !DM could make chants like 'ixtlan tyrant' or nonsensical words. Mostly !the chants are full sentences like 'you become non-temporial'. The chants !do not have to be given out. Because the scrolls containing spell chants are !for the adventurers to search for and read to find the chants. Spell Edit Field Descriptions -------------------------------- %Spell Description: % !The description is for certain spells the DM wants to have display something !other than 'You cast a fireball spell' (or whatever the spell is). With a !spell description that message is replaced with this field. Then the spells !being cast can be more creative. For example 'Fire blasts the monster'. If !this field is blank then the normal message is displayed. % %Class Type Restrictions: % !These fields specify if the class type can cast the spell or not. It is wise !to restrict certain spells to certain classes. Like a level drain should !only be able to be cast by clerics and MUs but vigor and heal and enchant !should be cast by all classes. Enter Y for yes to allow the class to cast !the spell or N for no. Spell Action Function Keys --------------------------- !Control-N (^n) Select next action record. The screen will scroll forward to !the next record in the action file. ! !Control-P (^p) Select previous action record. The screen will scroll back to !the previous record in the action file. ! !Control-R (^r) Select action number. A prompt will appear to enter the action!number. The screen will jump to that action number. Action Edit Field Descriptions ------------------------------ %Action: % !The left side of the display edit screen of action are the triggers and the !right side are the results. Basically the trigger and the result make up an !action. When the conditions are satisfied for the trigger (casting a spell !for example) then the result is set off (fumbling weapons for example). If !there are no triggers set on the left side of this screen then the default !trigger to set off a result happens when a user enters the room. % Triggers: %Monster Number: % !This number indicates the number of the monster which will set off a result !of the action. The number can be found in monster edit. This trigger is used !when the monster is encountered in the room. % % % % % Triggers: %Talk to Monster: % !This number indicates the monster number from the files. If this trigger is !set then it must be the same number as the field above (monster number). Then !the trigger does not happen when the monster is encountered, instead the !user must talk to the monster first. % %Teleport to: % !This number can be set with the above two fields. Then the user is teleported !to another room when he talks to the monster. This field can be set along !with actions on the right side and all of them will happen. % %Spell: % !This field contains any spell that will trigger and action in the room. The' !spell can be cast or used in a magical item. If either monster or spell !triggers are set then no actions happen just by entering the room (default). % % % Triggers: %Level Entry: % !These are separate actions included so the DM can prevent users from !entering rooms which he would like to block off. Examples are new user areas !or high level areas so the user doesn't get killed. Set the action level to !the maximum or minimum (and set the next field). The maximum level is the !level of the user must be at least to enter, and the minimum is the level !the user can to be at most to enter. % %Entry max/min: % !This field has two values 'max' or 'min' to determine the level entry for !the user to enter the room. Then the next line of fields determine the !direction from the room (including the enter command to objects) for the !users to be restricted from. % %Direction Restriction: % !These field specify the directions the user will be restricted from going to !when the level entry and max/min is selected. You can also select object !entry with the last field in this line. Results: %Health Rate: % !This action occurs when the user enters the room, it is not attached to a !trigger. The health update is changed to this value. The health rate is the !number of rounds (action prompts) until the users fatigute, vitality, and !magic points are incremented. % %Encounter Rate: % !This action also only occurs when a user enters the roon, not when a trigger !is set off. This is the encounter rate (number of rounds or action prompts !until the monster file is checked). % %Fumble: % !This result is triggered by the left side of the screens triggers. The users !weapons and shield he is holding will be fumbled. They will fall to the !ground and he will see the normal 'You fumbled! You dropped your shield!' !message. % % Results: %Inventory Damage(W/S/A/M): % !This action is also triggered. They stand for Weapon, Shield, Armor, and !Magical items. The users inventory selected will all become discharged !(in the case of magic items) or zeroed strikes (for weapons, shield, or !armor). % %Hits for: % !This field selects the hits the user will be hit for in this result. The !action is triggered like the previous two. Select either F for fatigue or V !for vitality. The next field selects the amount of hits. % %Fatigue/Vitality: % !This field is the number of hits the user will be hit for in this result. !The action hits for fatigue first, then decrements vitality until both are !zero (or the amount of hits has damaged the user). If the vitality hits the !user for more than he has then he dies. User Edit Function Keys --------------------------- !Control-N (^n) Select next user record. The screen will scroll forward !to the next record in the user file. ! !Control-P (^p) Select previous user record. The screen will scroll back !to the previous record in the user file. ! !Control-R (^r) Select user number. A prompt will appear to enter the !user number. The screen will jump to that user number. ! !Control-S (^s) Search user file. A prompt will appear to enter the name !or substring of user. You can enter the whole name of the user or !just the first part of the user name. ! !Control-D (^d) Delete user. The prompt will display if you are sure. When !the user is deleted his name is nulled out and his inventory zeroed. Then !his file record can be reused by another logon. User who are level zero by !being killed in offline user fights can be cleared out also with the Clean !User file option in edit. User Edit Field Descriptions ---------------------------- %User Name: % !The username field contains the name the user entered when he first logged !on. The name can be changed to a maximum of 30 characters. Usernames are !normally some codename the user is known on other boards. Some users use !their full real names. This is not to be discouraged because not all people !have selected a codename they would like to be known by. % %Password: % !The password field can be changed by the DM or the user himself. Users can !select the password command at the main menu prompt. Passwords are how the !user protects his codename from being used by other users. This field is a !maximum of 20 characters. Sometimes other users share passwords to get more !time or help their friends advance levels. This is not to be discouraged !either. The config option defaults to allow level one users 15 minutes time !on and levels above 30 minutes. % % % User Edit Field Descriptions ---------------------------- %Level: % !This number contains the level of the users character. The players level is !an indication of how well the user has done in the game and how far he !advanced in the adventure. The user level is used to determine his ranking !number and position in the top ten. This field can be altered to a number !from 0 to 32767. Values above 999 cause the user to have auto assistant DM !stats, and values above 9999 give him Ghod and DM stats. % %Room: % !This is the last room number the user was occupying. The value can range in !area of actual rooms in the game. If it is zero or above the number of rooms !then the user is teleported to the clerical sanctuary with a non-descrip !room message. Users also get resurrected in the clerical sanctuary after !death (online or offline). The sanctuary is a protected haven, no combat !can take place there, and monsters are not encountered (unless the DM calls !them up online with F5). % % User Edit Field Descriptions ---------------------------- %Race: % !The users race is a classification which determines how certain stats are !raised in the logon process. The values which can entered at this field are !Human, Elf, Gnome, Dwarf, Halfling, Half-elf, Half-orc, Ogre. % %Class (F/M/T/C/P/R/D/L/A/*): % !These stand for Fighter, Magic User, Thief, Cleric, Paladin, Ranger, Druid, !Lady, and Assistant DM, and * for Dungeon Master. The users class type !determines much of what he can accomplish in the game. For example, only !thiefs can picklock, magic users can cast higher level spells, and clerics !can turn undead (with the turn command). Special DM classes can use *edit. !Only a true DM can use config remotely. % % % % % % User Edit Field Descriptions ---------------------------- %Alignment: % !These two fields are the players alignment. For the first field the DM can !only enter good, neutral, or evil. The second field can only contain lawful, !neutral, or chaotic. The users alignment is an indication of his offline !behavior. Users with good to neutral alignment do not attack on sight, and !users with neutral to chaotic alignment are hostile. If a user attacks an !offline user with equivalent good to neutral alignment he will be informed !that his alignment could change and if he kills the offline user it changes !first from good to neutral, then a second time from neutral to chaotic. !Users alignment will also change if they kill an offline user five levels !less then theirs. % %Classname: % !This text field contains the default classname the user selected. The field !is configurable so users can become special classes for increased levels. !For example, a level 10 fighter would become a Lord, level 10 magic users !would be wizards. Users can also pick their classnames if the DM edits them. !Users might wish to be Karate Experts, or Zen Masters. User Edit Field Descriptions ---------------------------- %Weapon Proficiency: % !The user selects his weapon proficiency during the first logon when he rolls !his character. The weapon he chooses will determine hit plusses in the !attack formulas if he is wielding the weapon in his proficiency. Then if !he kills a monster higher level than he is with that weapon then his weapon !proficiency is raised to 10 percent difference in the levels otherwise if !the weapon is not in his proficiency then it is raised by 5 percent. % %Fatigue: % !This number is the users ability to absorb monster hits during combat. When !it drops to zero his vitality absorbs monster hits. Also when his fatigue is !zero he becomes exhausted and cannot attack monsters. Hitting return at the !action prompt will increase his fatigue at the health update rate. % % % % % User Edit Field Descriptions ---------------------------- %Vitality: % !This number is the user ability to stay alive. When his vitality becomes !zero he dies and resurrects in the sanctuary. The vitality is normally !incremented in the health update. But if the user is poisoned by a monster !or a trapped object with poison needles then his vitality is decremented !and the user must cast a curepoison spell. % %Magic: % !This number is the users ability to use the plane of energy to cast spells. !(This process is described in the dndbbs documentation spells section.) The !users magic points allow him to cast spells and use magic items. The number !is decremented by the level of the spell. Using the enchant spell increases !his magic points. Pressing return at the action prompt will increase also. % % % % % User Edit Field Descriptions ---------------------------- %Psionics Points: % !This number is the users ability to use his mind to attack monsters. The !PSI command will select attack or defense mode and prompt for the psi spell. !Then the user can pick his default psi defense against monsters that cast !psi spells. When the user picks offense he must have been already attacking !some monster for the psi spell to actively work. Psi points are incremented !by one point during health update and decremented by the level of the spell. % %Exp: % !The users experience determines how much adventuring he must do before he !can gain another level of expertise. Experience points are calculated by a !power of two for each level he gains. The number of points is decreased !until they are zero and he can train. Dead users get a free train when their !level or experience is zero. % % % % User Edit Field Descriptions ---------------------------- %Gold: % !The users gold coin hoard is the amount he has collected during adventuering !and playing the casino. Users can gain gold by killing monsters with coins !as treasure. Gold is required to train to the next level which inecreases by !powers of two for each higher level. New users get 200 gold when they logon. % %Calls Today: % !This field stores the total number of times the user has called during one !day. Each character can logon three times before they get a 'Call Limit !Restriction' warning message. This value is also configurable. This number !can be edited to allow some user more calls for that day. Each day the !calls made is set to zero. % % % % % % User Edit Field Descriptions ---------------------------- %Strength: % !The strength attribute is used in attacking and how much the user can !carry in his inventory (10 times his strength in treasure). This number !should be between 8 and 18. Each time the user trains his constitution is !raised by one point and one random stat, so the strength can be a vlue up !to 25 (the max user stat, also configurable). % %Intelligence: % !This user attribute is used in picklock and searching. When the user tries !to picklock and fails one reason may be the range of his intelligence and !sees the message 'Your intelligence fails you!' % %Wisdom: % !This user attribute is also used for picking locks. Each user stat can also !be configured nito special custom made equations. If you find that your !game is not completely balanced, then you can edit the attack formulas and !other equations in config. User Edit Field Descriptions ---------------------------- %Dexterity: % !This user attribute is used for attacking, missing, and fumbling. When the !user has low dexterity then he has a higher chance of fumbling his weapons !and shield. Users with dexterity below 6 lmost always miss and would be !better off if they suicide their character. % %Constitution: % !This user attribute measures the users ability to survive death. When the !constitution is low or below 5 then the user almost always loses his roll !for resurrection. Constitution roll fails means the death loses half of the !users levels, and successful roll during death means he only loses one. % % % % % % % User Edit Field Descriptions ---------------------------- %Piety: % !This user stat measures the users ghodlyness. If theuser has low piety then !all the monsters attack him on sight when they are first encountered. Piety !is lost during the resurrection process. Users with lower or substandard !piety should suicide their character. Because they die to much without !gaining new levels. % %Charisma: % !This user attribute is the users comliness or appearance. The stat can be !used for attack formulas if they are configured with it. Monster Class Edit Function Keys -------------------------------- !Control-N (^n) Select next monster class record. The screen will scroll !forward to the next record in the monster class file. ! !Control-P (^p) Select previous monster class record. The screen will scroll !back to the previous record in the monster class file. ! !Control-R (^r) Select monster class number. A prompt will appear to enter the!monster class number. The screen will jump to that monster class number. ! !Control-S (^s) Search monster class file. A prompt will appear to enter the !name or substring of monster. You can enter the whole name of the monster or !just the first part of the monster name. Monster Class Fields -------------------- %Monclass: % !Monclass is short for Monster Class. Monsters can be grouped into classes of !ten. Normally a single class of monsters has some similarities, like being !level one, or classed by aquatic, land monsters, or hill monsters, etc. The !game uses monster classes to determine which monsters are encountered in a !room. Create a class of ten monster, then add that class number to the room !and the room then encounters random monsters from that class at the encounter !rate and percent chance for encountering one monster. % %Monclass Display: % !The monster class edit screen displays each monster hits, experience, level, !and five attributes, poison, level drain, block user from room exits, prevent !user from getting treasure, and follow user to another room. Monster can be !added to the current class displayed by entering the monster number in the !edit field to the right of the number in that class. Room Link Edit Function Keys -------------------------------- !Control-N (^n) Select next room link record. The screen will scroll !forward to the next record in the room link file. ! !Control-P (^p) Select previous room link record. The screen will scroll !back to the previous record in the room link file. ! !Control-R (^r) Select room link number. A prompt will appear to enter the !room link number. The screen will jump to that room link number. ! !Control-J (^j) Jump to room link. You must cursor to a room link with some !number connecting the link to another room. The screen will jump to the link !of that room and display the new links. ! !Control-D (^d) Delete room links. The room links in the room will all be set !to zero. No exits will appear in the room when they are deleted. Room Link Fields ---------------- %Editing: % !Select a room link to edit and press return. Enter a number from 0 to 32767 !(highest integer) within the actual room range. To select the far right edit !field (out, up, down) use Tab and Shift-Tab to return to the center fields. !Use control-n and control-p to screen through the rooms. Use control-r to !screen to a certain room. Use control-j to jump directly to a room link. !screen to a certain room. Use control-j to jump directly to a room link.