Runtime Manipulation
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*SET many_options_see_below_for_details |
This function allows the DM to set any variable on an exit, room,
player, monster, or object. The syntax is different for each class of
thing. This file will discuss each class beginning with exits.
Making & Deleting EXITS using *set rm
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*set [rm #] x [exit name] [link to rm #] |
If you omit the [rm #] section, it will assume that you mean the
parent room (the one you are in). To create an exit you specify the
exit name and the room number to link it to.
Examples :
example:
:*set x north 3750
[creates an exit named 'north' leading to room 3750]
:*set 3649 x door 3750
[creates an exit named 'door' from room 3649 to 3750]
To DELETE an exit, use 0 as the [link to rm #].
To RENAME an exit use *xtext
If you use "." as the [link to rm #], then it will link both rooms
with the same [exit name] in each room.
To set FLAGS on exits, the syntax is:
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*set xf [exit name] [flag number] |
This will toggle the flag named in [flag number] on the exit [exit name].
This is now a degraded function and you should use <b>*xflag</b>
Setting up ROOMS:
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*set r [trfbx] [<value>] |
To set the traffic on a room use the 't' case and the value
following it will be taken as the new traffic value.
Examples :
:*set r t 100
Traffic is now 100%.
To set a flag on the room use the 'f' case and the flag number
specified in [<value>] will toggle. This is degraded, use <b>*rflag</b>
Examples :
:*set r f 10
Room flag #10 on.
To put a new random monster into a room use the 'r' case and the
value following is the random slot (1-10). A third variable must be set
and that will provide the monster number to put into the random slot.
Examples :
:*set r r3 120
Random #3 is now 120.
:*set r r4 105
Random #4 is now 105.
To set level boundaries for a room you must specify whether you
want to set high or low boundaries. This is done by either 'l' or 'h'
next to the case 'b'. The level boundary is set by the value following
the case and type of boundary to set.
Examples :
:*set r bl 10
Low level boundary 10.
:*set r bh 4
High level boundary 4.
To put a trap in a room use the 'x' case and the value that
follows will be the trap type placed into the room. READ help events
Examples :
:*set r x 3
Room has event #3 set.
To set up PLAYERS:
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*set c <name> <a|con|c|dex|e|f|g|hm|h|int|l| |
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mm|m|pie|p#|q|r#|str> [<val>] |
Examples :
The variables you can set are:
a alignment
con constitution
c class
dex dexterity
e experience
f flag toggle
g gold
h current hp
hm max hp
i intellegence
l level
m current mp
mm max mp
p# <val> gives <val> hits to proficiency #
pie piety
q quest
r race
r# <val> gives <val> hits to realm #
s strength
:*set c joe h 20
[joe now has 20 hp]
:*set c jim f 1
[jim is now hidden]
To set MONSTER variables: (additional to players)
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*set c <name> <ar|dn|ds|dp|thac> <val> |
Examples :
ar set armor
dn set number of dice
ds set sides per dice
thac set thac0
:*set m grendel dn 4
[Grendel now hits with 4 dice damage]
:*set m arthur thac 14
[Arthur has a thac0 of 14]
To set OBJECT variables:
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*set o <name> [<crt>] <ad|ar|dn|ds|dp|f|m|sm|s|v|wg|wr> [<val>] |
Examples :
variables are:
ad adjustment
ar armor
dn number of dice
ds sides of dice
dp bonus/plus
f <val> toggles flag #<val>
m magic power
s shots current
sm shots max
v value
wg weight
wr wear location flag
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