HELP LISTING FOR MILIEU DUNGEON MASTERS.    83/02/27/.     THIS HELP LISTING IS INTENDED AS A SHORT REFERENCE GUIDE TO THE DUNGEON MASTER COMMANDS AVAILABLE ON THE GAME MILIEU.  BELOW IS A DESCRIPTION OF ALL DM COMMANDS AND THEIR FORMAT FOR USE: *ABORT     FORCE A "PREMATURE TASK ABORT" OF THE PROGRAM.  ALL FILES ARE UPDATED AND SAVED BEFORE THE PTA OCCURS. *CLOSE     CLOSE THE TASK TO ALL USERS.  WHEN MILIEU IS CLOSED, ONLY DM'S MAY ACCESS THE GAME.  ALL OTHER USERS WILL GET A MESSAGE SAYING THAT THE "MASTER IS NOT READY" FOR THEM.  THE TASK CLOSING IS MADE PERMANENT IF THE FILES ARE UPDATED.  (SEE *UPDATE COMMAND) *PANIC     CAUSE A PTA, BUT DONT SAVE FILES.  IF YOU USE THIS COMMAND, MILIEU WILL NOT SAVE THE DATA FILES.  INSTEAD THE GAME WILL REVERT TO ITS STATUS JUST BEFORE THE GAME WAS BROUGHT UP.  USE THIS COMMAND IF YOU DISCOVER SOME CATASTROPHIC ERROR THAT MUST NOT BE SAVED INTO THE FILES. *DELETENEWS     DELETE A NEWS LINE FROM THE NEWSPAPER. FORMAT: DELETENEWS <NUMBER>,
AN INTEGER FROM 1 TO 5 THAT SPECIFIES THE LINE TO DELETE. *EDIT     ENTER EDIT MODE.  THIS COMMAND IS USED TO ACCESS THE MILIEU DATABASE EDITOR.  A LENGTHY DESCRIPTION OF THE EDIT AND ITS SUB-COMMANDS IS LISTED LATER IN THIS HELP FILE. *INVISIBLE     TOGGLE INVISIBILITY FOR YOUR CHARACTER.  WHEN YOU ARE INVISIBLE, NO OTHER USER ON THE TASK CAN "SEE" YOUR CHARACTER.  MONSTERS CANNOT "SEE" YOU EITHER, AND THEREFORE WONT ATTACK YOU.  THIS MODE IS USEFUL FOR WHEN YOU WISH TO FOLLOW OTHER PLAYERS AROUND IN SECRET, OR IF YOU DONT WISH TO MAKE YOUR PRESENCE KNOW.  YOUR INVISIBILITY IS MADE PERMANENT IF YOU "SAVE" YOUR CHARACTER, OR LOG OFF THE GAME. NO MESSAGES ARE SENT TO OTHER PLAYERS ABOUT YOUR LOGGING IN OR OUT WHILE YOU ARE INVISIBLE. *MONSPEED     SET MONSTER REACTION/ATTACK SPEED.  FORMAT: *MONSPEED <NUMBER> WHERE <NUMBER> IS A POSITIVE INTEGER.  HIGH MONSPEED NUMBERS WILL CAUSE MONSTERS TO REACT AND ATTACK VERY SLOWLY.  LOW MONSPEED NUMBERS WILL CAUSE THEM TO REACT QUICKLY (INSTANTANEOUSLY IF
D = 1).  USE THE "CLOCK" COMMAND TO DISPLAY THE CURRENT VALUE OF MONSPEED.  FILES MUST BE UPDATED TO MAKE ANY MONSPEED CHANGES PERMANENT (SEE *UPDATE). *NEWS     ENTER A NEWS LINE INTO THE NEWSPAPER.  UPON ENTERING THIS COMMAND YOU WILL BE QUERIED: "ENTER NEWS?".  YOU CAN THEN ENTER A LINE UP TO 80 CHARACTERS IN LENGTH TO BE PUT IN THE PAPER.  UP TO FIVE LINES CAN BE PLACED IN THE PAPER AT ANY TIME.  TO DELETE AN OLD NEWSPAPER LINE, USE THE *DELETENEWS COMMAND (SEE ABOVE). FILES MUST BE UPDATED TO MAKE NEWSPAPER CHANGES PERMANENT. (SEE *UPDATE). *NOTICE     ENTER A PROGRAM NOTICE.  THE NOTICE WILL BE SENT TO ALL USERS UPON LOGGING IN.  FILES MUST BE UPDATED TO MAKE NOTICES PERMANENT (SEE *UPDATE). *OPEN     OPEN THE TASK TO ALL USERS.  (SEE *CLOSE AND *TEST).  FILES MUST BE UPDATED TO MAKE AN OPENING PERMANENT (SEE *UPDATE). *PURGEDEATH     PURGE A DEATH ENTRY FROM THE NEWSPAPER.  FORMAT: *PURGEDEATH <NUMBER>, WHERE <NUMBER> IS AN INTEGER FROM 1 TO 3.
PLAYER.  THIS IS USEFUL FOR WHEN PLAYERS ENTER OBCENE AND/OR PROFANE MESSAGES INTO THE NEWSPAPER ABOUT THEIR CHARACTER'S DEATH.  <NUMBER> SELECTS THE NEWS LINE TO DELETE.  FILES MUST BE UPDATED TO MAKE DELETIONS PERMANENT (SEE *UPDATE). *REGISTERS     DISPLAY THE CONTENTS OF REGISTERS B4, B5 AND B6.  THESE REGISTERS ARE PASCAL MEMORY POINTERS.  B4 IS THE HEAP POINTER.  IT STARTS AT 45000B AND WORKS DOWNWARDS AS ITEMS ARE ADDED TO THE DYNAMIC MEMORY TABLES.  B5 IS THE PROCEDURE POINTER.  IT POINTS TO THE CURRENT PROCEDURE BEING EXECUTED. B6 IS THE STACK POINTER.  IT POINTS TO THE TOP OF THE VARIABLE STACK AND MOVES UPWARD.     YOU CAN TELL HOW MUCH FREE MEMORY IS LEFT IN THE PROGRAM BY SUBTRACTING REGISTER B6 FROM REGISTER B4. *SAY     SAME AS THE NORMAL "SAY" COMMAND, EXCEPT NO I.D. IS SENT WITH THE MESSAGE.  (ALSO, *SAY CAN NEVER BE "OVERHEARD" BY OTHER USERS.) *SEND     SAME AS THE NORMAL "SEND" COMMAND, EXCEPT NO I.D. IS SENT WITH THE MESSAGE. *TEST
PLAYERS WITH THE BIT PLAYTEST=TRUE CAN ACCESS THE TASK.  ALL OTHERS GET THE MESSAGE "THE MASTER IS NOT READY FOR YOU YET!".  FILES MUST BE UPDATED TO TO MAKE THIS PERMANENT (SEE *UPDATE). *UPDATE     STORE ALL NON-PLAYER DATA TO A FILE.  ALL CHANGES MADE TO THE PROGRAM ARE STORED, INCLUDING MODIFICATIONS TO ROOMS, THE NEWSPAPER, THE PROGRAM NOTICE, AND OPEN/CLOSE MODES.  ONCE AN *UPDATE IS DONE ALL CHANGES MADE TO THE PROGRAM SINCE THE PREVIOUS UPDATE ARE MADE PERMA- NENT.     *** IMPORTANT NOTE ***     AN UPDATE IS DONE **AUTOMATICALLY** EVERY 60 MINUTES BY THE TASK ITSELF. *YELL     THIS COMMAND IS IDENTICAL TO THE "YELL" COMMAND, EXCEPT NO I.D. IS SENT WITH THE MESSAGE.  ALSO, *YELL WILL NOT ATTRACT MONSTERS THE WAY "YELL" DOES. ------------------------------------ SHORT HELP LISTING FOR THE MILIEU DATABASE EDITOR.      THE MILIEU DATABASE EDITOR WILL ALLOW YOU, THE DUNGEON MASTER, TO CREATE ALL THE NECESSARY ITEMS NEEDED TO SET UP A
LE TO LITERALLY CREATE MONSTERS OUT OF THIN AIR, AND PLACE THEM IN FRONT OF UNSUSPECTING PLAYERS.  YOU WILL BE ABLE TO DESIGN NEW WEAPONS, ARMOR AND SHIELDS.  YOU WILL EVEN BE ABLE TO MODIFY THE ATTRIBUTES OF THE PLAYERS THEMSELVES AS THEY PROGRESS IN PLAY. HOW TO ACCESS THE EDITOR:      TO LOG INTO THE EDITOR, SIMPLY ENTER THE COMMAND                        *EDIT AT ANY TIME WHILE PLAYING THE GAME.  YOU WILL THEN SEE THE PROMPT                        ENTER EDIT COMMAND? DISPLAYED IN FRONT OF YOU.  TO EXIT THE EDITOR, SIMPLY ENTER THE COMMAND  END, STOP, OR XQ. ------------------------------------------ BASIC COMMAND TYPES: -------------------      THE BASIC COMMAND TYPES ARE *CREATE*, *MODIFY*, *DISPLAY* AND *DELETE*.  WITH THESE FOUR SIMPLE COMMANDS YOU WILL HAVE TOTAL CONTROL OF THE ENTIRE DATABASE.  EACH COMMAND IS OUTLINED BELOW: 1) CREATE                *CREATE* WILL ALLOW YOU TO MAKE NEW MONSTERS, OBJECTS OR PLAYERS.  THE ITEM CREATED WILL APPEAR INSTANTLY AT THE DESIRED
ATION. FORMAT:      MONSTER:                CREATE MONSTER <NAME> IN <ROOM #>,   <STATS>      OBJECT IN ROOM:                CREATE OBJECT <NAME> IN <ROOM #>,    <STATS>      OBJECT INSIDE A CONTAINER:                CREATE OBJECT <NAME> IN <CONTAINER> IN <ROOM #>, <STATS>      OBJECT ON ACTIVE PLAYER:                CREATE OBJECT <NAME> ON <PLAYER NAME>,   <STATS>      OBJECT ON STORED PLAYER:                CREATE OBJECT <NAME> ON FILE OF <PLAYER NAME>,  <STATS>      OBJECT ON MONSTER:                CREATE OBJECT <NAME> ON <MONSTER NAME> IN <ROOM #>,  <STATS>      PLAYER FILE ENTRY:                CREATE FILE OF <NAME>,  <STATS> 2) MODIFY                *MODIFY* WILL ALTER THE ATTRIBUTES OF ANY MONSTER, OBJECT, OR PLAYER.  *MODIFY* IS ALSO USED ALTER ROOMS.  (ROOMS CANNOT BE *CREATED*, SINCE THEY ARE STORED IN AN INDEXED ARRAY.) *MODIFY* WILL ALSO LET YOU CHANGE THE ATTRIBUTES OF RANDOM MONSTERS AND RANDOM TREASURE TYPES.  (THESE TOO CANNOT BE *CREATED*,
ORED IN AN INDEXED ARRAY.) FORMAT:      ROOM:                MODIFY ROOM <ROOM #>,   <STATS>      MONSTER:                MODIFY MONSTER <NAME> IN <ROOM #>,  <STATS>      RANDOM MONSTER LIST:                MODIFY MLIST <INDEX #>,  <STATS>      OBJECT IN ROOM:                MODIFY OBJECT <NAME> IN <ROOM #>,    <STATS>     OBJECT INSIDE CONTAINER:               MODIFY OBJECT <NAME> IN <CONTAINER> IN <ROOM #>, <STATS>      OBJECT ON ACTIVE PLAYER:                MODIFY OBJECT <NAME> ON <PLAYER NAME>,   <STATS>      OBJECT ON STORED PLAYER:                MODIFY OBJECT <NAME> ON FILE OF <PLAYER NAME>,   <STATS>      OBJECT ON MONSTER:               MODIFY OBJECT <NAME> ON <MONSTER> IN <ROOM #>,   <STATS>      OBJECT IN TREASURE LIST:               MODIFY OLIST <INDEX #>,   <STATS>      PLAYER FILE ENTRY:               MODIFY FILE OF <PLAYER NAME>,  <STATS> 3) DISPLAY                *DISPLAY* WILL PRINT OUT ALL DATA CONCERNING A
ARIABLES FOR EACH DATA-TYPE ARE DISPLAYED. FORMAT:      ROOM:                DISPLAY ROOM <ROOM #>      MONSTER:                DISPLAY MONSTER <NAME> IN <ROOM #>      RANDOM MONSTER LIST:                DISPLAY MLIST <INDEX #>      OBJECT IN ROOM:                DISPLAY OBJECT <NAME> IN <ROOM #>     OBJECT INSIDE CONTAINER:               DISPLAY OBJECT <NAME> IN <CONTAINER> IN <ROOM #>      OBJECT ON ACTIVE PLAYER:                DISPLAY OBJECT <NAME> ON <PLAYER NAME>      OBJECT ON STORED PLAYER:                DISPLAY OBJECT <NAME> ON FILE OF <PLAYER NAME>      OBJECT ON MONSTER:                DISPLAY OBJECT <NAME> ON <MONSTER NAME> IN <ROOM #>      OBJECT IN TREASURE LIST:                DISPLAY OLIST <INDEX #>      PLAYER FILE ENTRY:                DISPLAY FILE OF <PLAYER NAME> 4) DELETE                *DELETE* WILL ERASE OBJECTS, MONSTERS, OR EVEN (GULP) PLAYERS.  ITEMS DELETED WILL DISAPPEAR IMMEDIATELY, FOREVER.
MATIVE MESSAGE ("YOU HAVE BEEN STRUCK BY LIGHTNING!") BEFORE THEY ARE LOGGED OFF. FORMAT:      MONSTER:                DELETE MONSTER <NAME> IN <ROOM #>      OBJECT IN ROOM:                DELETE OBJECT <NAME> IN <ROOM #>     OBJECT INSIDE CONTAINER:               DELETE OBJECT <NAME> IN <CONTAINER> IN <ROOM #>      OBJECT ON ACTIVE PLAYER:                DELETE OBJECT <NAME> ON <PLAYER NAME>      OBJECT ON STORED PLAYER:                DELETE OBJECT <NAME> ON FILE OF <PLAYER NAME>      OBJECT ON MONSTER:                DELETE OBJECT <NAME> ON <MONSTER NAME> IN <ROOM #>      PLAYER FILE ENTRY:                DELETE FILE OF <PLAYER NAME> --------------------------------------------      OBVIOUSLY, THE MILIEU EDITOR IS A VERY COMPLEX UTILITY.  IT WOULD PERHAPS BE HELPFUL TO YOU IF YOU SAW SOME TYPICAL EXAMPLES OF HOW THE EDITOR WORKS. TO CREATE A VAMPIRE:        CREATE MONSTER VAMPIRE IN 23, LVL=2,HITS=14,FASTREACT=TRUE ,EXP=1000
:       CREATE OBJECT SWORD ON HENRY, NA="SWORD,RUSTY *",WEIGHT=20,VALUE=100 ,TYPE=SHARP,SL=50,MI=1,MH=5 TO DISPLAY THE DATA FILE OF A PLAYER NAMED "RUGRAT":      DISPLAY FILE OF RUGRAT TO CREATE A SCROLL INSIDE A CHEST (IN ROOM NUMBER 5):     CREATE OBJECT SCROLL IN CHEST IN 5, TYPE=SCROLL,SPELL=2,DR=1,DI=24 ,VALUE=300 TO CHANGE SOME OF THE ATTRIBUTES OF A PLAYER:      MODIFY PLAYER ARAGORN, STRENGTH=18,LVL=3,CLASS=FIGHTER,INTEL=10 -------------------------------      NOW THAT YOU ARE THOROUGHLY CONFUSED, WE WILL EXPLAIN ALL  THE PARAMETERS YOU CAN ACCESS.  THESE PARAMETERS CAN BE SET WITH EITHER THE *CREATE* OR *MODIFY* COMMANDS.  ANY PARAMETERS THAT YOU FAIL TO SET WILL DEFAULT TO SPECIFIC PRESET VALUES. PARAMETERS FOR MONSTERS:      ABBRV   MEANING      DE=     DEFEND.  DEFAULT: =TRUE.  SET IF A MONSTER WILL ATTACK              A PLAYER IN SELF DEFENSE.      BL=     BLOCK.  DEFAULT: FALSE.  SET IF THE MONSTER WILL
             PLAYERS THEY ARE ATTACKING.  THEY ALSO WILL BLOCK              PLAYERS FROM ENTERING DOORS, BUILDINGS, OR OTHER              PORTALS.  THERE IS A 50 PERCENT CHANCE OF GETTING              PAST A MONSTER THAT IS BLOCKING.      FO=     FOLLOW.  DEFAULT: FALSE.  IF THIS BIT IS SET, THE              MONSTER WILL FOLLOW YOU 70 PERCENT OF THE TIME.              THE MONSTER WILL FOLLOW YOU ONLY IF IT IS ATTACKING YOU.      GU=     GUARD.  DEFAULT: FALSE.  IF THIS BIT IS SET, THE MONSTER              WILL PROHIBIT YOU FROM PICKING UP ANY OBJECTS IN              THE ROOM, 100 PERCENT OF THE TIME.      AT=     ATTACK LAST AGGRESSOR.  DEFAULT: TRUE.  MONSTERS WITH              THIS SET WILL STRIKE BACK AT THE LAST PLAYER WHO              HAS TRIED TO HIT IT.  THIS IS USEFUL WHEN THERE ARE              SEVERAL PLAYERS HITTING THE SAME MONSTER.  THE MONSTER              WILL APPEAR TO STRIKE OUT RANDOMLY AT ALL THE PLAYERS,              INSTEAD OF JUST HITTING BACK AT ONE PLAYER.
R=     FAST REACTION.  DEFAULT: FALSE.  MONSTERS WITH THIS              BIT SET WILL ATTACK PLAYERS IMMEDIATELY.      SR=     SLOW REACTION.  DEFAULT: FALSE.  MONSTERS WITH THIS              BIT SET WILL ATTACK PLAYERS, BUT MAY HESITATE FOR              1-10 SECONDS BEFORE ATTACKING.      MO=     MORAL REACTION.  DEFAULT: FALSE.  THIS BIT WILL              CAUSE MONSTERS TO ATTACK PLAYERS WITH AN EVIL CHARACTER.              "EVIL" PLAYERS ARE DEFINED AS THOSE HAVING A PIETY              RATING OF 8 OR LESS.   THE MONSTER WILL USUALLY SELECT              THE PLAYER WITH THE LOWEST PIETY RATING, ALTHOUGH              RANDOMLY IT MAY HIT SOMEONE ELSE.  A MONSTER WITH              MO=TRUE WILL *NEVER* ATTACK SOMEONE WITH A PIETY              RATING GREATER THAN 8.  (PLAYERS LOSE 1 POINT OF              PIETY EACH TIME THEY KILL SOMEONE IN COLD BLOOD.)      FL=     FLEE.  DEFAULT: FALSE.  IF THIS BIT IS SET, A MONSTER              WILL FLEE FROM THE FIGHT IF IT HAS LESS THAN 40 PERCENT
     OF ITS HIT POINTS LEFT.  THE FEWER HIT POINTS IT HAS              LEFT, THE MORE LIKELY IT IS TO FLEE.      AS=     ASSISTANCE.  DEFAULT: FALSE.  MONSTERS WITH THIS BIT              WILL HOLLER FOR HELP IF THEY ARE ATTACKED.  THE HELP              WILL ARRIVE IN A FEW SECONDS AND DISPOSE OF THE OFFENDING              PLAYER.  THIS BIT IS GOOD FOR PROTECTING TOWNSPEOPLE              FROM ATTACKS BY UNRULY RUGRATS.      LVL=    LEVEL.  DEFAULT: 1.  RANGE: 0..25.  THIS SETS THE MONSTER'S              COMBAT LEVEL.  MONSTER LEVELS ARE ROUGHLY SIMILAR              TO PLAYER LEVELS, SO A 5TH LEVEL PLAYER IS EQUIVALENT              TO A FIFTH LEVEL MONSTER IN COMBAT ABILITY.      HI=     HITS.  DEFAULT: 10.  RANGE: 0..1000.  THIS IS THE              NUMBER OF HITS A MONSTER CURRENTLY HAS LEFT.      MH=     MAX HITS.  DEFAULT: CURRENT HITS. (SEE ABOVE)  RANGE:              0..1000.  THIS IS THE NUMBER OF HITS A MONSTER HAD              TO START WITH.  SOME MONSTERS CAN REGENERATE THEIR
        HIT POINTS BACK TO THIS LEVEL.      EXP=    EXPERIENCE.  DEFAULT: 100.  RANGE: 0..100000.              THIS IS THE AMOUNT OF EXPERIENCE A PLAYER CAN WIN              FOR KILLING THE MONSTER.  IF MORE THAN ONE PLAAYER WAS              INVOLVED AT THE TIME OF THE KILL, THEN ALL PLAYERS              THAT WERE ATTACKING GET AN EQUAL SHARE.  THE ACTUAL              SLAYER, HOWEVER, GETS AN EXTRA SHARE.      PE=     PERMANENT.  DEFAULT: TRUE (FALSE FOR RANDOM MONSTER LIST)              MONSTERS WITH THIS BIT SET WILL NOT BE ERASED IF THEY              ARE SITTING INACTIVE IN A ROOM.  IF THIS BIT IS              NOT SET, THEN THE MONSTER WILL BE ERASED AS SOON AS              IT IS ALONE IN A ROOM WITH NO PLAYERS.      MA=     MAGIC.  DEFAULT: FALSE.  MONSTERS WITH THIS BIT SET              ARE IMMUNE TO ATTACKS BY NON-MAGICAL WEAPONS.  SPELLS              WILL STILL WORK, HOWEVER.      TR=     TREASURE TYPE.  DEFAULT: 0 (NO TREASURE).
ST IN THE              PROGRAM.  EACH ENTRY IN THE TREASURE LIST CONTAINS              0-6 POSSIBLE TREASURES.  THE TREASURES ARE STORED IN            THE RANDOM OBJECT LIST (OLIST).  THE TREASURE LIST IS            A PRE-SET ARRAY STORED IN THE PROGRAM LISTING.      NA=   MONSTER NAME.  NO DEFAULT.  THIS PARAMETER IS LEGAL            *ONLY* FOR THE RANDOM MONSTER TABLE.  YOU CANNOT CHANGE            THE NAMES OF REGULAR MONSTERS.      IN=     INVISIBLE.  DEFAULT: FALSE.  THIS BIT MAKES A MONSTER              DISAPPEAR FROM VIEW.  ATTACKS AGAINST THE MONSTER              ARE AT -4 TO HIT.      RE=     REGENERATE.  DEFAULT: FALSE.  MONSTERS WITH THIS BIT              CAN REGENERATE HIT POINTS DURING COMBAT.      DR=     LEVEL DRAIN.  DEFAULT: FALSE.  MONSTERS WITH THIS BIT              WILL DRAIN ONE LEVEL FROM A PLAYER EACH TIME IT HITS              (50 PERCENT CHANCE PER HIT)      PO=     POISON.  DEFAULT: FALSE.  MONSTERS USING THIS BIT CAN
THEY HIT.              (RND(5) > LVL(PLAYER) DIV 5 + 2)      AM=     ANTI-MAGIC. DEFAULT: FALSE.  MONSTERS WITH ANTI-MAGIC              ARE IMMUNE TO SPELLS.  SPELLS WILL HAVE ABSOLUTELY NO              EFFECT AGAINST THEM.      UN=     UNDEAD.  DEFAULT: FALSE.  MONSTERS THAT ARE UNDEAD ARE              VULNERABLE TO CLERICS.  CLERICS MAY ATTEMPT TO TURN AWAY              SUCH UNHOLY MONSTERS WITH THE *TURN* COMMAND.      SP=     SPELL CASTING. DEFAULT: FALSE.  MONSTERS WITH SP=TRUE CAN              CAST SPELLS AGAINST PLAYERS.  CURRENTLY, MONSTERS CAN ONLY              CAST POISON,FIREBALL,LIGHTNING, OR BEFUDDLE SPELLS.  SPELLS              ARE CAST AT THE LEVEL OF THE MONSTER CASTING THEM. PARAMETERS FOR OBJECTS:      ABBRV   MEANING      NA=     NAME.  DEFAULT: NAME SPECIFIED IN <NAME> PARAMETER.              OBJECT NAMES ARE 1-20 CHARACTER STRINGS.  THE FORMAT              OF THE STRING IS:  NA="<NOUN>, <ADJ> * <ADJ>".              EXAMPLE: NA="SWORD, RUSTY *"      RUSTY SWORD
                  NA="BAG, * OF GOLD"      BAG OF GOLD            THE STAR (*) SHOWS WHERE THE NOUN SHOULD BE PLACED IN            THE STRING WHEN IT IS PRINTED OUT.  THE NA= PARAMETE<ZR            IS THE *ONLY* ONE THAT REQUIRES QUOTATION MARKS AROUND            THE STRING.      AR=     ARTICLE.  DEFAULT: AR=A.  SELECTION: A, AN, THE, SOME, NONE              ARTICLES ARE WORDS SUCH AS "THE" WHICH ARE PLACED AT              THE FRONT OF AN OBJECT DESCRIPTION.  EXAMPLE:              AR=SOME,NA="COINS, GOLD *".     SOME GOLD COINS              AR=AN,NA="ELEPHANT".            AN ELEPHANT              IF YOU SET AR=NONE, THEN NO ARTICLE WILL PREFIX THE              OBJECT DESCRIPTION.      CA=     CARRY. DEFAULT: TRUE.  THE CARRY BIT IS SET FOR OBJECTS              THAT CAN BE PICKED UP AND CARRIED BY PLAYERS.  IF              CA=FALSE, THEN THE OBJECT WILL BE TOO HEAVY TO LIFT.      WE=     WEIGHT.  DEFAULT: 1.  RANGE: 0..1000              THIS IS THE WEIGHT OF THE OBJECT IN POUNDS.
      HEAVIER OBJECTS WILL BE MORE DIFFICULT TO CARRY.              ALSO, HEAVY DOORS AND CHESTS WILL BE HARDER TO SMASH              OPEN THAN LIGHT DOORS OR CHESTS.  (FORMULA TO              SMASH= STR*10 > WEIGHT OF DOOR OR CHEST)      VA=     VALUE.  DEFAULT: 0.  RANGE: 0..15000              THIS IS THE VALUE OF THE OBJECT IN SHILLINGS.      MA=     MAGIC.  DEFAULT: FALSE.  THIS BIT IS SET IF THE              OBJECT IS "MAGICAL".  MAGICAL WEAPONS REQUIRE YOU              TO ALSO SET THE WP= (WEAPON PLUS) PARAMETER.  SEE              BELOW.      PE=     PERMANENT.  DEFAULT: TRUE  (FALSE FOR RANDOM TREASUE).            OBJECTS THAT ARE PERMANENT WILL NOT DISSAPEAR IF THEY            ARE LEFT ALONE IN A ROOM.  NON-PERMANENT OBJECTS WILL            VANISH UNLESS THEY ARE CARRIED BY A PLAYER, OR IN TH            SAME ROOM AS A PLAYER.      TY=     OBJECT TYPE.  DEFAULT: MISC.  SELECTION: PORTAL, TREASURE,              SHARP, THRUST, BLUNT, POLE, (THESE ARE WEAPONS)
HIELD, MONEY, SCROLL, CONTAINER,              DOOR, KEY, MAGICDEVICE, TELEPORTDEVICE)              THESE ARE THE DIFFERENT TYPES OF OBJECTS AVAILABLE.            WEAPONS REQUIRE THE SL,MI AND MH PARAMETERS SET.            ARMOR REQUIRES THE AF PARAMETER SET.            SHIELDS REQUIRE THE SF PARAMETER SET.            DOORS AND PORTALS REQUIRE THE TO PARAMETER SET.            MONEY AND TREASURE REQUIRE THE VA PARAMETER SET.            SCROLLS REQUIRE THE SP PARAMETER SET.            MAGICDEVICES REGUIRE THE SP AND CH PARAMETERS SET.            TELEPORT DEVICES REQUIRE THE RO AND TO PARAMETERS SET.      TO=     TO WHERE.  DEFAULT: NO DEFAULT.              THIS PARAMETERS TELLS WHAT ROOM DOORS LEAD TO.              PLAYERS ENTERING A DOOR WILL BE SENT TO THE ROOM              SPECIFIED.  THIS PARAMTER IS REQUIRED FOR ALL PORTALS,              DOORS, AND TELEPORT OBJECTS.     RO=      DEPARTURE ROOM FOR TELEPORT OBJECTS.  DEFAULT: 1.
S.  IT GIVES              THE DEPARTURE ROOM FOR A TELEPORT DEVICE.  THE DEVICE WILL ONLY              OPERATE IN THIS ROOM.  THE ARRIVAL ROOM IS SPECIFIED BY THE              TO= PARAMETER.              FOR EXAMPLE, TO CREATE A MAGIC RING THAT TELEPORTS YOU FROM THE              ARNHIEM MOUNTAINS (ROOM 900) TO THE TOWN SQUARE (ROOM 1):                 CREATE OBJECT RING ON BILBO TY=TELEPORT,RO=900,TO=1,MAGIC=T      MI=     MIN DAMAGE.  DEFAULT: NO DEFAULT.              THIS GIVES THE MINIMUM DAMAGE A WEAPON WILL CAUSE              WHEN IT HITS A MONSTER OR PLAYER.      MH=     MAX HIT DAMAGE.  DEFAULT: NO DEFAULT.              THIS GIVES THE MAXIMUM DAMAGE A WEAPON WILL CAUSE              WHEN IT HITS A MONSTER OR PLAYER.      SL=     STRIKES LEFT.  DEFAULT: 100.              THIS GIVES THE NUMBER OF STRIKES A WEAPON CAN DO              BEFORE IT BREAKS IN HALF.      WP=     WEAPON PLUS.  (MAGICAL WEAPONS ONLY).  DEFAULT: 0.
)              THIS GIVES THE HIT "PLUS" OF A MAGIC WEAPON.      SF=     SHIELD FACTOR.  (SHIELDS ONLY).  DEFAULT: NO DEFAULT.              RANGE: -5..10  (NEGATIVE FACTOR FOR CURSED SHIELDS)              THIS GIVES THE PROTECTIVE "FACTOR" OF A SHIELD.      SH=     SHIELD HITS LEFT.  DEFAULT: 50.  RANGE: 0..500              THIS GIVES THE NUMBER OF HITS A SHIELD CAN ABSORB              BEFORE IT BREAKS IN HALF.      AF=     ARMOR FACTOR.  DEFAULT: NO DEFAULT.  RANGE: -5..10.              THIS GIVES THE PROTECTIVE "FACTOR" OF ARMOR.      AH=     ARMOR HITS LEFT.  DEFAULT: 50.  RANGE: 0..500              THIS GIVES THE NUMBER OF HITS YOUR ARMOR CAN ABSORB              BEFORE IT FALLS APART.      DI=     DESCRIPTION INDEX.  DEFAULT: 0 (NO LONG DESCRIPTION)              RANGE: 1..50.              THIS GIVES THE *LINE NUMBER* TO PRINT OUT AS A LONG              DESCRIPTION OF THE OBJECT.  DESCRIPTION LINES ARE              STORED IN THE FILE *EDESCRP* FOR PRINTING.
TO ALTER DESCRIPTIONS IN *EDESCRP* IS              BY USING XEDIT.      DR=     DESCRIPTION RECORD.  DEFAULT: 0 (NO DESCRIPTION)              RANGE: 0..300              THIS GIVES THE *RECORD NUMBER* IN *EDESCRP* OF THE LONG              DESCRIPTION.  DR LOCATES THE RECORD, WHILE DI LOCATES              THE LINE INSIDE THE RECORD TO PRINT OUT.      INV=    INVISIBLE.  DEFAULT: FALSE.  THIS BIT CAUSES THE              OBJECT TO SEEM TO VANISH FROM THE PRINT OUT. IT STILL              IS THERE, IT JUST CAN'T BE SEEN.      MU=     MONEY MULTIPLIER.  DEFAULT: NO DEFAULT.  RANGE: 1..10              THIS PARAMETER IS ONLY FOR MONEY-TYPE OBJECTS. IT              DIVIDES THE VALUE OF THE MONEY IN SHILLINGS TO ANOTHER              VALUE... SAY IN SILVER (MU=2), GOLD (MU=4), OR              IN PLATINUM (MU=10).  EXAMPLE:  100 SHILLINGS IN              PLATINUM WOULD TRANSLATE TO 10 PLATINUM COINS.              32 SHILLING IN GOLD WOULD TRANSLATE TO 8 GOLD COINS.
T: NO DEFAULT.              THIS PARAMETER IS FOR SCROLLS AND MAGICDEVICES.  IT TELLS WHICH              SPELL WILL BE EXECUTED WHEN THE OBJECT IS USED BY THE PLAYER.              CURRENT VALID SPELL NUMBERS ARE: 1=VIGOR, 2=HEAL,              3=FIREBALL, 4=LIGHTNING, 5=HURT, 6=CUREPOISON,              7=DISINTEGRATE, 8=BEFUDDLE, 9=TELEPORT, 10=WISH              11=PASSDOOR, 12=ENCHANT, 13=BLESS, 14=PROTECTION,              15=CURSE, 16=POISON, 17=INTOXICATE.      CH=     CHARGES LEFT. DEFAULT: 0  RANGE: 0..100  THIS PARAMETER              IS USEFUL ONLY FOR MAGICDEVICES.  IT GIVES THE TOTAL NUMBER              OF SPELL CHARGES LEFT IN THE DEVICE.      CC=     CHEST CLOSED.  DEFAULT: TRUE.              THIS PARAMETER IS FOR CONTAINERS ONLY. IF TRUE, THEN              THE CONTAINER IS CLOSED.      CL=     CHEST LOCK-TYPE. DEFAULT: 0 (NO LOCK). RANGE: 0..1000              THIS PARAMETER DESCRIBES THE TYPE OF LOCK INSTALLED              ON A CONTAINER.  LOCKS ENDING IN A HIGHER LAST DIGIT
         ARE MORE DIFFICULT TO PICK.  FOR EXAMPLE, A LOCK WITH CL=531              IS VERY EASY TO PICK.  A LOCK WITH CL=536 IS MODERATELY HARD              TO PICK.  A LOCK WITH CL=539 IS VERY HARD TO PICK.  A LOCK WITH              CL=540 IS IMPOSSIBLE* TO PICK.      UL=     KEY UNLOCK-TYPE.  DEFAULT: NO DEFAULT. RANGE: 0..1000.              THIS PARAMETER DESCRIBES  TYPE OF KEY OWNED.              KEYS CAN ONLY OPEN OBJECTS THAT HAVE THE SAME EXACT LOCK              TYPES  (SEE THE CT= AND DT= PARAMETERS.)  AN EXCEPTION IS              IF THE KEY TYPE IS A MULTIPLE OF 10.  SUCH KEYS CAN OPEN              ANY LOCK FROM 0 TO 9 THAT ENDS IN THE SAME MULTIPLE OF TEN.              FOR EXAMPLE, A KEY WITH UL=530 CAN OPEN DOORS 530, 531,              532, 533, 534, 535, 536, 537, 538 AND 539.              MASTER KEYS (UL=1000) CAN OPEN ANY* LOCK.  SUCH SPECIAL              KEYS CAN ONLY BE CREATED BY A MASTER DM.      CT=     CHEST TRAP-TYPE.  DEFAULT: 0. (NO TRAP). RANGE: 0..50.
HIS GIVES SPECIFIES THE KIND OF TRAP INSTALLED              ON A CONTAINER.  TRAPS GET TRIGGERED WHEN THE CONTAINER              IS OPENED OR UNLOCKED.  THE AMOUNT OF DAMAGE INFLICTED              BY A TRAP EQUALS THE *CT* IN HIT POINTS.  THE FORMULA              TO AVOID A TRAP IS:  DEX - RND(6) > *CL*              (FOR THIEVES THE FORUMLA IS:  DEX*2 - RND(6) > *CL*)      CI=     OBJECTS INSIDE CONTAINER.  DEFAULT: NO DEFAULT.              THIS PARAMETERS GIVES THE CURRENT NUMBER OF OBJECTS              ACTUALLY INSIDE THE CONTAINER.  THIS PARAMETER SHOULD              NEVER BE ADJUSTED UNLESS THERE IS A BUG WITH THE              NUMBER OF OBJECTS INSIDE THE CONTAINER.      DC=     DOOR CLOSED.  DEFAULT: TRUE.              THIS PARAMETER IS TRUE WHEN A DOOR IS CLOSED.      DL=     DOOR LOCK-TYPE. DEFAULT 0 (NO LOCK). RANGE: 0..50;              THIS PARAMETER IS ANALGOUS TO THE *CL* PARAMETER,              EXCEPT IT IS FOR DOORS.
0..50;              THIS PARAMETER IS ANALGOUS TO THE *CT* PARAMETER,              EXCEPT IT IS FOR DOORS. PARAMETERS FOR PLAYERS:      ABBRV   MEANING      NA=     NAME.  DEFAULT: NO DEFAULT.  THIS ALLOWS YOU TO              CHANGE THE CODENAME OF A PLAYER.                EXAMPLE:  NA=RUGRAT      PL=     PLAYTESTER.  DEFAULT: FALSE.  IF THIS BIT IS SET, THEN             THE PLAYER CAN ACCESS THE PROGRAM WHEN IT IS IN DEBUG            MODE.  THIS IS TO ALLOW PLAYTESTERS ON THE PROGRAM, BUT            KEEP OFF EVERYONE ELSE.      PO=     POISONED.  DEFAULT: FALSE.  PLAYERS WITH THIS BIT ARE             INFLICTED WITH POISON.  THEY WILL DIE EVENTUALLY UNLESS            THIS BIT IS TURNED OFF BY A *CURE POISON* SPELL.      WE=     WEIGHT CARRIED.  DEFAULT: 0.  RANGE: 0..5000              THIS IS THE TOTAL WEIGHT CURRENTLY BEING CARRIED              BY A PLAYER.  THIS VARIBLE IS AUTOMATICALLY SET TO              EQUAL THE SUM OF THE WEIGHT OF ALL OBJECTS CARRIED.
OULD NEVER HAVE TO CHANGE THIS VARIABLE MANUALLY.      LVL=    PLAYER LEVEL.  DEFAULT: 1.  RANGE: 0..25              THIS SETS THE PLAYER'S CURRENT COMBAT LEVEL.  NORMALLY              PLAYER'S GAIN LEVELS ON THEIR OWN, AND THIS PARAMTER              SHOULD NOT BE USED EXCEPT FOR FIXING ERRORS IN LEVEL.      CL=     CLASS.  DEFAULT: NO DEFAULT.  SELECTION: (FIGHTER,              THIEF, MAGICUSER, DM)  THIS SETS A PLAYER'S CLASS.      VI=     VITALITY POINTS.  DEFAULT: 10, RANGE: 0..2500.              THIS IS THE NUMBER OF VITALITY POINTS (HIT POINTS)              THAT A PLAYER HAS LEFT.      MV=     MAX VITALITY POINTS.  DEFAULT: 10, RANGE: 0..2500.              THIS IS THE MAXIMUM NUMBER OF VITALITY POINTS A PLAYER              CAN HAVE AT HIS PARTICULAR LEVEL.      FA=     FATIGUE POINTS.  DEFAULT: 10, RANGE: 0..2500.              THIS IS THE NUMBER OF FATIGUE POINTS THAT A PLAYER              HAS LEFT.      MF=     MAX FATIGUE POINTS.  DEFAULT: 10, RANGE: 0..2500.
IS THE MAXIMUM NUMBER OF FATIGUE POINTS THAT              A PLAYER CAN HAVE AT HIS PARTICULAR LEVEL.      MA=     MAGIC POINTS.  DEFAULT: 10, RANGE: 0..2500.              THIS IS THE NUMBER OF MAGIC POINTS THAT A PLAYER              HAS LEFT.      MM=     MAX MAGIC POINTS.  DEFAULT: 10, RANGE: 0..2500.              THIS IS THE MAXIMUM NUMBER OF MAGIC POINTS THAT A              PLAYER CAN HAVE AT HIS PARTICULAR LEVEL.      EXP=    EXPERIENCE POINTS.  DEFAULT: 0, RANGE:UNLIMITED              THIS IS THE NUMBER OF EXPERIENCE POINTS A PLAYER HAS              ACCUMULATED **SINCE HE LAST GAINED A LEVEL**.      AC=     ARMOR CLASS.  DEFAULT: 10.  RANGE: -50..50              THIS IS THE TOTAL PROTECTING "RATING" OF A PLAYER'S              ARMOR, SHIELD AND OTHER DEVICES.  LOWER ARMOR CLASSES              GIVE MORE PROTECTION THAT HIGHER ONES.      RO=     ROOM LOCATION.  DEFAULT: 1.  RANGE: 1..200              THIS IS A PLAYER'S CURRENT LOCATION.  PLAYERS CAN
Y CHANGING THIS PARAMETER.      BR=     BRIEF MODE.  DEFAULT: FALSE.  THIS IS SET TO PUT A              PLAYER INTO BRIEF MODE.      ST=     STRENGTH.  DEFAULT: 11.  RANGE: -10..25      IN=     INTELLIGENCE.  DEFAULT: 11. RANGE: -10..25      DX=     DEXTERITY.  DEFAULT: 11.  RANGE: -10..25      PT=     PIETY.  DEFAULT: 11.  RANGE: -10..25      CH=     CHARISMA.  DEFAULT: 11. RANGE: -10..25      CO=     CONSTITUTION.  DEFAULT: 11.  RANGE: -10..25      SE=     SEX.  DEFAULT: HIM.  SELECTION:  HIM,HER              THIS IS A 3 LETTER PRONOUN USED IN MANY MESSAGES.      UN=     USERNUMBER.  DEFAULT: NO DEFAULT.  THIS IS A SEVEN              LETTER STRING SEEN ON THE STATUS LISTING.      PW=     PASSWORD.  DEFAULT: NO DEFAULT.  THIS IS A 1-10 LETTER              , ONE-WAY HASHED, PASSWORD.  YOU CAN ONLY CHANGE THE              PW OF A PLAYER... YOU CANNOT DISPLAY THEM.      MO=     MONEY.  DEFAULT: 0.  THIS IS THE CURRENT AMOUNT O             OF MONEY THAT A PLAYER HAS IN THE BANK.
  LA=     LAST ACCESS DATE.  DEFAULT: 0. RANGE: 1..31.              THIS IS THE LAST DATE IN THE MONTH WHEN THE PLAYER              LOGGED IN.  UPDATE THIS PARAMETER TO PREVENT PLAYERS              FROM LOSING THEIR CHARACTER AFTER 10 DAYS.      IV=     INVISIBLE.  DEFAULT: FALSE.  THIS BIT IS SET FOR              DM'S WHO DON'T WANT TO BE SEEN WALKING AROUND THE ROOMS.      HD=     HIDDEN.  DEFAULT: FALSE.  THIS BIT IS SET ON PLAYERS THAT              HIDE THEMSELVES USING THE *HIDE* COMMAND.     MB=      MESSAGE BLOCKING.  DEFAULT: FALSE.  THIS BIT IS SET TO TRUE              WHEN A PLAYER IS BLOCKING MESSAGES FROM OTHER PLAYERS.      AG=     ASSASSIN GUILDMEMBER. DEFAULT: FALSE.  THIS BIT INDICATES              IF THE PLAYER IS A MEMBER OF THE ASSASSIN'S GUILD.  ASSASSIN'S              HAVE HIDING AND BACKSTABING BONUSES.  THEY ALSO CANNOT BE 'LYNCHED'              BY AN ANGRY TOWN MOB IF THEIR PIETY RATING FALLS TOO LOW.
PLAYER              HAS JOINED THE FORCES OF EVIL.  MONSTERS WILL NOT* ATTACK              THIS PLAYER, BUT INSTEAD WILL HELP HIM CARRY OUT HIS EVIL              MISSION!      SL=     SPELL LIMIT.  DEFAULT:0  RANGE: 0..5.  THIS GIVES THE NUMBER              OF 'SPECIAL' SPELLS THAT THE PLAYER HAS USED UP TODAY.  SL              IS RESET TO ZERO EACH DAY, AND IS INCREMENTED EACH TIME THE              PLAYER CASTS A TELEPORT,WISH,APPEAL,INDENTIFY,DISINTEGRATE,BLESS              OR CURSE SPELL.  THE LIMIT FOR EACH PLAYER IS FIVE.  WHEN SL=5              THE PLAYER CAN NO LONGER CAST SUCH SPELLS THAT DAY.      TL=     TALK LIMIT. DEFAULT:0  RANGE: 0..31.  THIS GIVES THE NUMBER OF              'BROADCASTED' MESSAGES THAT THE PLAYER MAY SEND EACH DAY.  EACH              PLAYER MAY SEND MAX(5,LEVEL) BROADCAST MESSAGES PER DAY.  WHEN              THE TL PARAMETER REACHES ITS LIMIT, THE PLAYER CAN NO LONGER              SEND SUCH MESSAGES THAT DAY. PARAMETERS FOR ROOMS:     ABBRV   MEANING
    DI=     DESCRIPTION INDEX.  DEFAULT: 1.  RANGE: 1..50              THIS IS THE LINE IN THE DESCRIPTION RECORD TO              PRINT OUT FOR THE ROOM.      DR=     DESCRIPTION RECORD.  DEFAULT: 1.  RANGE: 1..300              THIS IS THE RECORD TO FETCH THE DESCRIPTION LINE              FROM.      N=, S=, E=, W=, U=, D=,OUT=              NORTH, SOUTH, EAST, WEST, UP, DOWN.  DEFAULT: 0 (NO EXIT)              RANGE: 0..200.  THESE INDEX NUMBERS SHOW WHERE THE              VARIOUS EXITS LEAD TO IN THE DUNGEON.      EN=     ENCOUNTER TYPE.  DEFAULT: 0 (NO ENCOUNTER).              RANGE: 0..50.  THIS INDEX POINTS TO AN ARRAY OF              RANDOM MONSTER ENCOUNTERS.  EACH ENTRY IN THE ARRAY              CONTAINS FROM 0-6 DIFFERENT RANDOM MONSTER NUMBERS.              THE ARRAY IS STORED INSIDE THE PROGRAM LISTING AND              CANNOT BE CHANGED WITH THE EDITOR.      ET=     ENCOUNTER TIME.  DEFAULT: 0 (NO ENCOUNTER).              RANGE: 0..100.  THIS IS THE AVERAGE NUMBER OF SECONDS
           BETWEEN ENCOUNTERS WITH A MONSTER IN THE ROOM.      NO=     NOTIFY DM.  DEFAULT: FALSE.  IF THIS BIT IS SET, THEN              THE DM WILL BE AUTOMATICALLY NOTIFIED IF SOMEONE ENTERS              THE ROOM.      SA=     SAFE HAVEN.  DEFAULT: FALSE.  IF THIS BIT IS SET, THEN              PLAYERS ARE SAFE FROM ATTACK BY MONSTERS OR OTHER PLAYERS. ------------------------------------ SOME TYPICAL STATS: A LOW LEVEL MONSTER:  CREATE MONS ORC 1 LVL=2,HITS=12,SREACT=T,TREAS=2,EXP=120,FLEE=T A NASTY MONSTER:  CREA MONSTER WEREWOLF 44 LVL=7,HITS=60,FREACT=T,TREAS=7,EXP=600 ,MAGIC=T,REGEN=T,UNDEAD=T A VERY HIGH LEVEL MONSTER:  CR MON DRAGON 34 LVL=12,HITS=120,SREAC=T,TREA=10,EXP=2000 ,AM=T,POISON=T  CRE OBJ TREAS ON DRAGON 34 NA="HOARD,TREASURE *",TYPE=TREAS,WEIGH=160 ,VALUE=1000 A LOW LEVEL WEAPON:  CREA OBJ DAGGER IN CHEST 1 TYPE=THRUST,MIN=1,MX=4,VA=100,WE=4 A GREAT MAGIC WEAPON:  CRE OBJ SWORD 1 NA="SWORD,VORPAL *",TY=SHARP,MAGIC=T,WP=2,MIN=3 ,MX=10,VA=400,WE=20
:  CRE OBJ SHIELD ON RUGGIE TY=SHI,SFACTOR=1,WEIG=25,SHITSLEFT=50 ,VAL=120 SOME TYPICAL ARMOR:  CRE OBJ ARM IN SACK IN 23 NA="ARMOR,LEATHER *",AR=SOME,AF=2 ,WE=30,VA=310 A WAND OF FIREBALL SPELLS: CRE OBJ WAND ON FRED NA="WAND,FIREBALL *",TY=MAGICDEVICE,SP=3,CHARGES=10 ,WE=3,VA=1000 A HEALING POTION: CRE OBJ POTION ON FILE OF JOE,NA="POTION,HEALING *",TY=MAG,SP=2,CHARG=1,VA=200 A TYPICAL PLAYERFILE:  CRE FILE OF RUGGIE CLASS=THIEF,STR=13,INT=8,DX=16,CON=14,PTY=11 ,LVL=2,HITS=12,MHITS=12,MAG=7,MMAGIC=7,FATI=17,MFATI=17,MONEY=300 ,PW=PASSWOR ------------------------------- ROOMS, AND HOW TO CREATE THEM AND HOW TO MODIFY THEM. ROOMS ARE MUCH HARDER TO CREATE AND MODIFY THAN MONSTERS, OBJECTS OR PLAYERS.  THE MAIN REASON FOR THIS IS THAT YOU HAVE TO USE XEDIT IF YOU WANT TO CREATE OR MODIFY ROOM DESCRIPTIONS.  ROOM DESCRIPTIONS ARE STORED IN A FILE CALLYED *EDESCRP*.  TYPICALLY THE *EDESCRP* FILE WILL LOOK SOMETHING LIKE THIS: 1 1 /MILIEU/ 2 2 /YOU DIDN'T GET RESSURECTED/CONTITUTION FAILED/
LOOKS MAGICAL!/YOU SEE A MAGIC AURA AROUND IT!/ 4 3 /IT LOOKS HOSTILE!/IT LOOKS UPSET!/IT LOOKS ANGRY!/ 5 1 /INSIDE THE JAIL YOU HEAR SOMEONE MOANING../ --EOR-- SHORT HELP LIST FOR MILIEU.. ETC. ETC. --EOR-- 1 1 /IN AN UNDEFINED ROOM, REPORT THIS!/ 2 1 /ON A ROAD./ 3 1 /INSIDE THE TAVERN./ 4 2 /IN THE ARMORY./IN THE WEAPON SHOP./  .  .  . 30 1 /STANDING BEFORE THE RIM OF A CAVE./ --EOR-- 1 1 /IN A FOREST./ 2 1 /BESIDE A STREAM./  .  .  . 30 1 /UNDERNEATH A BUSH./ --EOR-- --EOF-- AS YOU CANSEE, THE EDESCRP FILE IS DIVIDED INTO RECORDS OF ABOUT 30 LINES EACH.  THE FIRST TWO RECORDS ARE RESERVED TO THE PROGRAM. DR=1 IS FOR SPECIAL NOTICES, LOGIN HEADERS AND DEATH NOTICES. DR=2 IS FOR THE HELP FILE. THE OTHER RECORDS, FROM DR=3 ON UP, CAN BE USED FOR ROOM DESCRPTIONS AND OBJECT DESCRIPTIONS OF ANY KIND.  DESCRIPTIONS MAY BE UP TO 80 CHARACTERS LONG.  THERE MAY BE MORE THAN ONE DESCRIPTION ON A GIVEN LINE.  IF SO, THEN ONE OF THE DESCRIPTIONS IS CHOSEN RANDOMLY. FORMAT OF A DESCRIPTION:
# OF DESCRIPTIONS> /<TEXT>/<TEXT>/<TEXT>...<TEXT/ EXAMPLE: 1 3 /IN A CAVE/INSIDE A CAVE/IN THE CAVE/ IF THIS LINE WAS IN RECORD 6 OF THE EDESCRP FILE, THEN YOU COULD HAVE ROOM 56 PRINT IT OUT BY DOING:   MODIFY ROOM 56 DR=6,DI=1 SPECIAL CONTROL CODES ---------------------     THERE ARE A FEW SPECIAL CHARACTERS WHICH YOU MAY PLACE INSIDE DESCRIPTIONS TO CONTROL HOW THEY ARE PRINTED.     '#' - MASK IF IN BRIEF MODE.  EXAMPLE: 1 1 /IN A# DARK, DANK, SMELLY# ROOM./     EVERYTHING BQTWEEN THE #..# CHARACTERS PRINTED ONLY IF THE PLAYER IS NOT IN BRIEF MODE.  IN THE EXAMPLE ABOVE, THE PLAYER WOULD SEE "IN A ROOM." IF HE WERE IN BRIEF MODE.  IF HE WAS NOT IN BRIEF MODE HE WOULD SEE "IN A DARK, DANK, SMELLY ROOM.".     '+' - CONTINUE DESCRIPTION ON NEXT LINE.  EXAMPLE: 4 1 /YOU SEE SOME STRANGE WRITING ON THE SCROLL. +/ 5 1 /IT READS: "GREAT BALLS O'FIRE!"+/ 6 1 /THE SCROLL THEN DISINTEGRATES INTO ASHES!/     THE '+' CONTINUATION CHARACTER IS PLACED AT THE END OF TEXT LINE.
OWING LINE IS TO BE PRINTED. AN EXAMPLE OF ADDING A ROOM TO THE DUNGEON:     SUPPOSE RECORD 4 OF THE EDESCRP FILE HAD THE FOLLOWING LINE: 14 1 /IN A LONG# FEATURELESS# HALL./ THEN YOU COULD ADD ROOM 342 TO THE DUNGEON AS FOLLOWS:   MODIFY ROOM 342 DR=4,DI=14,EAST=341,WEST=343 (ASSUMING THAT ROOMS 341 AND 343 ARE ADJACENT ON YOUR MAP) ROOM 341 CAN THEN LEAD WEST TO ROOM 342:  MOD ROOM 341 WEST=342 AND ROOM 343 CAN LEAD EAST TO 342:  MOD RO 343 E=342 SPECIAL ROOMS: --------------     THE FOLLOWING ROOMS ARE 'SPECIAL'.  WHEN DESIGNING YOUR DUNGEON, BE SURE TO INCLUDE THESE ROOMS AS FOLLOWS: ROOM 1  - ENTRY POINT FOR NEW PLAYERS LOGGING IN. ROOM 3  - BAR.  REQUIRES BARTENDER NPC. ROOM 4  - NEWSPAPER PURCHASED HERE.  REQUIRES PAPERBOY NPC. ROOM 5  - COUNTY JAIL.  PLAYERS GET THROWN IN HERE OCCASSIONALLY. ROOM 8  - PAWN SHOP.  REQUIRES APPRAISOR NPC. ROOM 10 - WEAPON'S SHOP.  REQUIRES MERCHANT NPC. ROOM 18 - REPAIR SHOP.  REQUIRES REPAIRMAN NPC.
CLERICS, THIEVES,   MAGICUSERS, AND RANGERS RESPECTIVELY. IF YOU HAVE ANY QUESTIONS ABOUT ANY ASPECT OF DM'ING MILIEU, PLEASE WRITE TO CODENAME 'MORDOR' ON MECC MAIL. -THANKX!