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