=========================================== . DoorMUD World Editor -- Quick-Start Guide . =========================================== This document is a Quick-Start guide for new users of the World Editor. It covers most of the basic commands and shows examples on how to use them. For a more comprehensive guide to the World Editor, please see SYSOP.TXT. You must have a Registered version of DoorMUD to use this release of the World Editor. ------------------------------------------------------------------------------- SETUP (from SYSOP.TXT) 1. Make sure DoorMUD is not currently in use. You may want to take the BBS off-line for a moment if necessary. 2. Unzip world099.zip to your existing DoorMUD directory. 3. From a command prompt, run "dmbackup.bat pre" to make a backup of your DoorMUD data files. *Do not skip this step!* To run the 32bit (Windows) version of the World Editor in Local Mode, use "dmedit32 /l". To run the 16bit (DOS) version of the World Editor in Local Mode, use "dmudedit /l". For instructions on using the World Editor in remote mode (as a door on your BBS), please see SYSOP.TXT. ------------------------------------------------------------------------------- BASIC COMMAND TUTORIAL This section covers some of the basic commands. In the World Editor, try typing in whatever text is listed on the "TYPE:" line. Abbreviations for commands are also given. An explanation is given below each example. For the sake of experimenting, you can feel free to edit whatever you like, as long as you correctly made a backup of your DoorMUD files (see Step 3 of the setup). Then, when you're done with the Quick-Start Guide, you can restore your data files to their unedited condition by running "restore.bat pre" from a command line. Menu command TYPE: menu This shows all of the World Editor's commands. -=-=-=-=-=-=-=-=-=- Movement TYPE: north / south / east / west (etc) These commands are used to move around the game world one room at a time, exactly as in DoorMUD. You can use the numeric keypad as an alternative, if NumLock is on. TYPE: recall 96 (OR ; 96) This will teleport you to room #96. You can teleport to any room in the game world in this manner. Room numbers range from #1 through #2141 in the standard game world. As you create new areas, the maximum room number will increase. -=-=-=-=-=-=-=-=-=- Locating things TYPE: ;locate demon (OR ;l demon) This is the ;locate command, used to determine what room particular creatures and items are in. The example here shows where all creatures and items containing the word "demon" are. TYPE: ;l all boss TYPE: ;l all limited These are two additional features of the ;locate command, useful for searching for certain types of creatures/items. TYPE: ;locate This lists a few other special ways of using ;locate to find certain things. TYPE: ;l golden bracers This will show you where all "golden bracers" items in the game are currently located. One match will probably be a large quantity "on creature #36". TYPE: ;l 36 This will show you who creature #36 is. (It will also show Item #36. If there was an Area #36, it would show that too.) -=-=-=-=-=-=-=-=-=- Sequential editors TYPE: ;editconfig (OR ecnf) THEN: 1 This is the fastest way to edit players. You can easily view/edit all players in the game's database. Use the (J)ump option to list all players by reference number and then jump to one of their entries quickly. Use (Q)uit to exit the editor. Notice that one of the player stats is "Access Level" -- if you raise this to Implementor for a given player, that player will be able to use the World Editor remotely as a door, assuming you have added the World Editor to your board's door menu (for more info and door command lines, see the Access Levels and Remote Editing sections of SYSOP.TXT, found at the very end of the file.) TYPE: ecnf THEN: 2 This is the Class Editor. Until you're more familiar with editing, you should probably not make any changes. If you wanted to make a new class, you could do so by jumping to class #13, giving it some stats, and then changing its status to Enabled. The Race Editor is similar to the class editor (it's option 3 from ;editconfig) but is a bit less advanced (coming up with new races is less sophisticated). -=-=-=-=-=-=-=-=-=- Standard editing TYPE: ;l deranged templar THEN: ; 2047 (or whatever room number he happens to be in) THEN: ;editcreature deranged templar (OR ecr der) We find what room the deranged templar is in, go to his room, and load the creature editor on him. You could then edit any of his stats if you wished. Hit to proceed to the second page of the Monster Editor, and then again to exit the Monster Editor completely. TYPE: look deranged templar (OR l der) Notice how the LOOK command in the World Editor displays full inventories for monsters. TYPE: ;edititem imperial ring (OR eitm ring) This is the Item Editor. The first page is identical for all items. Hit to proceed to the second page, which will have different options depending on what item type is being edited. TYPE: ;editroom (OR erm) This opens the Room Editor on the current room. Hit to exit it. TYPE: ; 140 THEN: erm This shows some example room stats for a shop. Hit to exit it. TYPE: rank THEN: ;l THEN: ; THEN: ecr This is another way to edit players; it's usually easier to use ;editconfig for this purpose, though. ------------------------------------------------------------------------------- CREATING NEW GAME AREAS In this section, we will create a new mini-area. This section demonstrates how to create new rooms and place monsters in them. Normally, this process requires some advance planning (see SYSOP.TXT for an extended look on how to plan out a new area), but here we are just demonstrating how to use the necessary commands. Our new mini-area will be a small sewer underneath Ancalador. Our room layout will look like this: U U = Up to Ancalador | # = Sewer room #-%-# % = Sewer room, monster regen spot | | B = Boss monster %-B-% First, we will need to make an entrance to the sewer, from Ancalador. We'll add an alley to the northeast corner of Ancalador, and then make the sewer below that. Type the following commands in this order, and observe the results: ; 118 ;a 4 ;t Ancalador, Alley ;b ;gr s Now, we create a new Area Description for the sewer rooms we are about to create. Type this: ;a new For the stats on the new area, use the following: 1 Area Name: Ancalador Sewers 2 For characters of: levels 2 to 4 3 Warning message if under level: 2 4 Easier to run by if above level: 4 5 Movement rate: 1 6 Recall command allowed: Yes Now, we will create the actual sewer rooms. Type these commands: ;t Ancalador Sewers, Entrance d ;t Ancalador Sewers s s w ;mark 1 w n e e ;b Notice how the last East command did not cause a new room to be created, but instead linked the proper rooms. The editor automatically detects "loops" like this in your area and connects them accordingly. (Look again at the area layout above if you are confused -- see how it is circular) Also notice the use of ";mark 1" in the boss's room. This will allow us to give a special room description to the boss's room, even though it has the same room title as the other rooms. Now, we add room descriptions for the special rooms. Open up ROOM1.HLP in a text editor and scroll to the end of the file. Right before the :::STOP::: line, add descriptions like this: ;Ancalador, Alley An open sewer grate can be seen here. - ;Ancalador Sewers, Entrance This foul-smelling sewer tunnel has existed for decades, and is rumored to now be inhabited by bizarre slime creatures. - ;Ancalador Sewers1 The pipes here are extremely corroded, and the room reeks of chemicals. - Next, we create the monsters. Figure out the room numbers of the rooms marked by a % on our map. (It will probably be rooms 2145, 2147, and 2149 if you have not yet added other rooms. The following examples assume those are the correct room numbers) Type the following: ; 2145 acr For the monster's stats, use these: Enter name: sewer slime Enter exp: 22 Enter gold: Enter hit points: 21 Enter armor class: 14 Enter accuracy: 90 Enter magic res: 5 Enter spell points: Enter hp regen: 20 Enter follow chance: 50 Enter min damage: 2 Enter max damage: 6 Enter weapon name: tentacles Enter hit string: lashes Enter miss string: swings at Then, hit twice to exit the Monster Editor, since we don't want to make any other special changes to its stats. Now, we have created the monster and 1 of its regen rooms. We have to place the other 2 regen rooms, using the ;duplicate (dcr) command. Type the following: dcr slime Type this info for the next prompts: Make how many duplicates? [0-6]:2 Send duplicate #1 to what room? 2147 Monster duplicated. Send duplicate #2 to what room? 2149 Monster duplicated. Rooms 2147 and 2149 are now regen rooms for the monster as well. Our final monster is the boss monster. Type: ; 2146 acr Enter his stats and then make edits so that the monster stat editor looks like this. First page: 1 Name: giant slime 2 Max Hitpoints: 30 10 Room: 2149 3 Max Spellpoints: 0 11 Regen to Room: 2149 4 Default Gold: 3 12 Chance of Follow: 100% 5 Exp Value: 55 13 Gender: n 6 Hostile: Yes 14 Alignment: -11 7 Magic Res: 10 15 Death Regen Rate: 1 day 8 Accuracy: 95 16 Hitpoint Regen: 25% 9 Armor Class: 5 17 Spellpoint Regen: 0% Second page: 1 Weapon name: tentacles 2 Weapon hit string: whips 3 Weapon miss string: lashes at 4 Minimum weapon damage: 3 5 Maximum weapon damage: 8 6 Critical hit chance: 20 7 Crit bonus damage: 5 8 Bonus AP per round: 0 9 Add a new spell to this monster 10 Return to previous menu Perhaps we want to give the Giant Slime an item to drop. We'll make this item be a Ring that gives +1 AC and +1 Magic-Resistance. Try the following: aitm Use these stats for the item: Available item types are: weapon, armor, scroll, potion, key. Enter name of desired item type: a Enter drop chance: 50 Enter name: slimy ring Enter value: 25 Available skill requirement settings: ...text omitted... Enter which skill is required, or ENTER for none: Enter weight: 2 Enter body part: finger Enter armor class: 1 On page 1 of the Item Editor, hit to proceed to page 2. On page 2, you will need to change option 6 to the following: 6 Modifies stat "mres" by 1. Hit to exit the item editor. Now we have to place the item in the boss's inventory: g ring give slime Select the appropriate item on the list. For quantity, hit for 9999. Hit again to exit the give command. If you wish to add a description for the giant slime, open up crea1.hlp in a text editor and add lines to the end of the file (right before :::STOP:::) as follows: ;giant slime Write your own description here... - To add a description to the slimy ring, open up item1.hlp in a text editor and add lines: ;slimy ring Write your own description here... - Our mini-area is now complete! Now, exit the World Editor. Enter DoorMUD, visit the northeast corner of Ancalador to find the alley, and then try out the new mini-area. ------------------------------------------------------------------------------- Thank you for completing the Quick-Start Guide. From a command line, run "restore.bat pre" to restore your data files to their unedited state, if desired.