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1995-01-18
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--------------------------------------------------------------------------------
---------------------------------- Axe & Fang ----------------------------------
------------------------------ Version 1.18 Public -----------------------------
------------------------------ Copyright 1994/1995 -----------------------------
--------------------------------------- by -------------------------------------
-------------------------------- Charles Marchant ------------------------------
--------------------------------------------------------------------------------
LEGAL NOTE:
------------
Axe & Fang is copyright 1994/1995 by Charles Marchant, all rights are
reserved. Axe is not public domain or freeware. With out a registration
key, you are granted a 60 day trial period to evaluate the game. At the
end of the 60 days you must either register or remove the game from your
system. Axe is supplied as is, no warranty is implied, hinted at, or
given. In no way is the author responsible for any damage that occurs
to your system while Axe & Fang or any of it's utilities are on it.
Reading this passage is your acknowledgement of that fact. The source
code for Axe & Fang will never be made public.
TABLE OF CONTENTS:
------------------------------------------------------------------------------
SECTION TOPIC PAGE
1................... Introduction ..............................1
2................... Installation ..............................2
3................... Files and the Directory Tree...............5
4................... Maintenance ...............................7
5................... System Requirements .......................8
6................... Note on Multi Nodes .......................9
7................... Support ..................................10
8................... Registration .............................11
9................... Being GOD in AXE .........................12
10................... Buildobj .................................13
11................... Buildmob .................................16
12................... Buildroom ................................21
13................... Mload ....................................25
14................... Oload ....................................26
15................... The zone file ............................27
16................... Quest ....................................28
17................... Damaged Item Files .......................29
1 - INTRODUCTION
----------------------------------------------------------------------------
So cold steel and hot blood fills your every thought. The grand quest for
fame and fortune fuels your every movement. Does the gleam of gold, ill-gotten
or not, cloud your mind and feed your desires? If so, then enter a world where
your iron grip will allow you to forge your own destiny and one day become an
IMMORTAL!
Axe & Fang has been designed to be as true an RPG as you can get on a computer.
Many long hours of beta testing and re-coding have gone into AXE, in an
attempt to bring you the best fantasy RPG door game that you can ever lay
your paws on. Axe is by far the most flexible and interactive game on the
market. Featuring over 65 interactive multi-node commands. Built in monster,
object and room editors. The ability to load monsters and items on the spot.
It's simple and straight forward zone file allows for complete freedom in
building or editing worlds for AXE. On the spot quest generation for players
on multi-nodes can be made.
I hope you find AXE to be as fun to play as it was for me and the beta team to
build! Thanks for taking time to give AXE a test drive.
Author,
Charles Marchant
1
2 - INSTALLATION
----------------------------------------------------------------------------
Step 1: Unpack all of AXE???.ZIP into the desired directory you wish it
to run it in.
Step 2: Run INSTALL.BAT. The install batch file will create the directory
tree and place all files into their desired places. It will then
delete all files not required in the root directory.
Step 3: Create the config files for each node. This is as follows:
Sample config file for node 1
-----------------------------
file name NODE1.CFG <- Must be different for each node!
c:\BBS\door.sys
2
Charles's Place
Mr.Quick
0
1
38400
2
Details of each line in config file
-----------------------------------
line 1 Path to drop file including name
line 2 type of drop file 1 = DORINFOx.DEF 2 = DOOR.SYS 3 = CHAIN.TXT
line 3 BBS name
line 4 SysOp Name
line 5 Port IRQ ( 1 - 15 used only for internal com support )
line 6 Port base address ( fossil/digi port 0 - 63 )
line 7 Locked BPS Rate 0 = no lock
line 8 Com support 1 = internal 2 = fossil 3 = digi-board
Explanations of certain lines
-----------------------------
line 5: Line 5 is the irq line and can be numbered from 1 to 15.
Irq is only used under internal com support. It can be
any number under fossil or digi board support since it is
ignored. It is suggested you make it 0 just to keep the
config file easy to read.
line 6: Line 6 is special and you must understand this line in order
to get the game to function properly. Most if not all errors
in running AXE are right here!
Under Fossil or Digi-board support this is a number from 0
to 63, this is the port you wish to run this node under.
Fossil drivers begin numbering ports at 0 and not 1 so if
you want to run on pc com1 then you must supply a 0 here.
2
quick ref:
com1 = 0
com2 = 1
...
...
com8 = 7
Under internal com support this is a hexadecimal number equal
to the base address of the comport you wish to run the node
under.
quick ref:
com1 = 3f8
com2 = 2f8
com3 = 3e8
com4 = 2e8
Step 4: Create a batch file to run the door.
(Step 4 is subject to change at a later date)
If your BBS has the ability to pass the node number on a
command line then one batch file should work for all nodes.
example:
AXE.BAT
cd doors\axe
AXE node%1.cfg %1
cd..
cd..
Then just call AXE.BAT with one argument which is the
node number to run.
If your system doesn't pass the node on the command line
then a batch file for each node may be in order.
example:
AXE1.BAT
cd doors\axe
AXE NODE1.CFG 1
cd..
cd..
AXE.EXE takes two command line arguments, the first is the
path and name of the config file to use for that node and
the second is the node number to run under.
Step 5: Set up the door in your BBS.
3
Step 6: THIS IS A MUST!!! Be the first person to play.
Understand this! THE FIRST PERSON IN THE GAME IS GOD!!!
They are promoted to 25th level and give 99% in all skills!
They have full access to the god commands and can really
damage your game if they don't know what they are doing.
AFTER INSTALL, ENTER THE GAME IN LOCAL MODE!!! I will not
feel bad for any SysOp that doesn't do this! If you damage
the world/mob/obj files it is your duty to replace them.
I suggest keeping a backup of these files handy.
Step 7: If you wish to play as a normal person in the game, then
create another player. Only the first player into the
game becomes god, and all others start at 1st level where
the adventure begins! Then they can work their way up to become
a god also.
That's all there is to the installation of AXE. Simple and direct. If
you have any problems, feel free to call me. My number is listed in
the SysOp docs.
4
3 - FILES AND THE DIRECTORY TREE:
-----------------------------------------------------------------------------
The Tree:
---------
AXE (root) -- -- Player ------------------ -- A
| |-- B
|-- Docs |-- C
| |-- D
|-- Text -- -- Rooms |-- E
| |-- Mobs |-- F
|-- Data |-- Objs /
| .
|-- Mobs .
| /
|-- Objs |-- X
| |-- Y
|-- World |-- Z
|
|-- Zones
Files by directory:
------------------
AXE\
AXE.EXE Main executable
HELP Small Help screen, shown when a player types - help
MOTD Message of the Day. Displayed when a user logs in
*.CFG Config files for each active node
*.BAT Batch files to run each node
AXE.DOC This document
INSTALL.BAT Batch file used to create directories and move files
AXE\PLAYER
PC.MUD Player data file created upon first player login
AXE\PLAYER\A .. Z
*.* Player item files stored under the first letter of
their name. Done this way to protect data and an
easy way for the SysOp to purge a players items they
believe were gotten in a rather sneaky manner.
AXE\DOCS
HELP_TAB This is the hyper text help table for the online
help command.
AXE\DATA
MULTI.DAT This is the node share file. If you ever see this file while
no nodes are running, then check your node setups for a
duplicate. If this file is present, then you have an error
somewhere and will surely get a share violation.
5
AXE\TEXT\ROOMS
ROOMS.MUD This is the description file for all the rooms
in the world (Not editable!)
AXE\TEXT\OBJS
OBJS.MUD This is the description file for all the objs
in the world (Not editable!)(not in yet)
AXE\TEXT\MOBS
MOBS.MUD This is the description file for all the mobs
in the world (Not editable!)
AXE\MOBS
MOB.MUD This is the data file on all monsters (mobs) in
the world.
AXE\OBJS
OBJ.MUD This is the data file on all objects (objs) in the
world.
AXE\WORLD
WORLD.MUD This is the data file for all rooms in the world.
AXE\ZONES
ZONE.MUD This is the heart of the world. This file controls
what mobs and objs are loaded into the world. It
controls what objs, mobs have for sell, to use or
wear etc. If you damage this file the game will not run!
* Any extra directories or files should be left alone and be considered there
for future expansion.
6
4 - MAINTENANCE
-------------------------------------------------------------------------------
Axe & Fang requires no maintenance of any kind. All work is handled online in
real time as players adventure the world. Axe doesn't restrict players to any
time limit, other than that which is passed in the drop file. It doesn't care
if you log in 30 times a day at 30 mins a play, and it never will. People
wanting to limit plays must figure out another means of doing it. The reason is
rather simple, to maintain this data would add 4 bytes to every mob in the world
and is considered a waste of space when overall growth of the world needs all
the room it can get. Axe allows players to create as many characters as they
wish, for the like reason. To monitor user BBS names would require an addition
of 41 bytes per record. This is a total waste of memory where the overall
world is concerned.
7
5 - SYSTEM REQUIREMENTS
------------------------------------------------------------------------------
To run Axe & Fang you need......
Computer: PC XT/AT IBM 100% compatible
Memory : 460 to 640k free
Axe uses no XMS/EMS at all
BBS S.W.: Capable of producing DOOR.SYS, CHAIN.TXT or DORINFOx.DEF
drop files.
OS : Dos 3.2 or higher or a OS that can run DOS shells and
use a FOSSIL driver
Free Space : Axe needs about 4 megs free HD space. This grows on
systems with more nodes.
Share.exe : If you are running under DOS you must have share
loaded.
Multi Taskers: Axe detects OS/2, WINDOWS, WINDOWS/NT and DESQVIEW.
Axe doesn't give up time slices for one reason,
there is never a delay in the program. The only
two delays in the program are at the login
screens. Axe is in real time and sets in no loops
waiting for character input and doing nothing.
8
6 - NOTE ON MULTI-NODES
------------------------------------------------------------------------------
Axe uses a signal file found in the .\DATA directory while games
are in play. This file is called MULTI.DAT. This file is opened by the first
node to begin play and is closed and deleted by the last node to exit play.
This file can grow rather large on a big multi node system and it is
highly recommended that at least once a day no play be allowed in the
game on any nodes at the same time. If you run a nightly maintenance
and wish to make sure the file is deleted by adding a line to your batch
file, then be very sure there is no one in the door or you will get a
share violation and lock your window.
Further more, don't ever boot up two of the same nodes into axe at
one time. Anything from a share violation to MULTI.DAT being left
un-deleted can occur.
Axe requires that full file sharing be in affect. LANS that lock
resources from other running nodes, can not at this time run AXE in
multi-node interaction. You can still run AXE on more than one node but will
have to have more than one copy online for it to work properly.
In DOS, share must be loaded.
9
7 - SUPPORT FOR AXE & FANG
------------------------------------------------------------------------------
Support for Axe & Fang can be found at the following places...
Author's BBS
BBS : Charles's Place
SysOp : Charles Marchant
LOCATION : San Marcos, Texas
FIDO : 1:382/704
GrimNET : 800:1/100
PHONE : 1(512)392-0528
SPEED : 14.4k
VOICE : 1(512)392-2094
INTERNET : NA
FREQ : AXE for latest version
Support/Beta/Distrabution Sites
BBS : Random Access
SysOp : Bruce Parker
LOCATION : Burton, South Carolina
FIDO : 1:3650/1
GrimNET : 800:2/100
PHONE : 1(803)521-0828
SPEED : 19.2K
VOICE : NA
INTERNET : NA
FREQ : AXE for latest version
BBS : The UnKnown Gateway
SysOp : Dan Smith
LOCATION : New Mexico , Clovis
FIDO : 1:318/7
GrimNET : 800:3/101
PHONE : 1-505-784-3275
SPEED : 28.8k
VOICE : NA
INTERNET : NA
FREQ : AXE for latest version
10
8 - REGISTRATION
------------------------------------------------------------------------------
To register Axe & Fang, print out the following form. Fill it out
and send to the below address. All keys will be processed in a quick and
timely manner. You can expect to receive your key within 2 weeks max, from
the time your registration form arrives.
AXE & FANG VERSION 1.18
REGISTRATION FORM
-----------------
(Please Print)
Register to:_________________________________________
BBS Name :___________________________________________
FIDO _:____/____ (if applicable)
First Name :____________________ Last Name:_______________________________
(SysOp Name)
Address:__________________________________________________________________
Suburb or City:____________________________ State:____ Postal Code:_______
Country:__________________________ Home Phone: ( )_____________________
Cost of registration is 25$ in US funds. Check/Money Order/Cash
CHECKS & MONEY ORDERS
All checks and money orders should be made out to Charles
Marchant and in American dollars only.
___: Send my key via Fidonet to above node number.
___: Send my key via postal service to above address.
- end print -
----------------------------------------------------------------------------
SEND TO: Charles Marchant
130 Jackson Lane AP 5B
San Marcos Texas
78666
----------------------------------------------------------------------------
11
9 - BEING A GOD IN AXE & FANG
------------------------------------------------------------------------------
So you want to be a god do you? Well here's the door for you! There is less
than 15% of AXE that is not SysOp editable or player editable. Since this is so,
it is very important to understand what being a god is all about. Let's start
by saying a god holds all the power in Axe. There is nothing he or she can not
change to improve the world for their users, or to better the enjoyment of the
game. Likewise, a god can so unbalance the game from sloppy editing as to make
it too easy or hard. If the game is too easy, then you end up with all gods, and
no peasants to punish. Too hard and no one will play the game after a while. To
keep the world even and challenging, then you must read and understand the
following sections before you begin to tailor AXE to your liking. One big word
of advice, backup the AXE directory before each editing session, that way if you
make a blunder, a recovery is near by.
12
10 - BUILDOBJ COMMAND
-----------------------------------------------------------------------------
To build or edit an object (obj), you must be level 25. Type buildobj
and you will be prompted with the below:
----------------------------------------------------------------------------
| |
| Hello Grim, while you are building a obj, the world here will pause. |
| Highest obj in world = 155 |
| Edit Obj (0 - 154) New Obj ( 155 ) : |
| |
----------------------------------------------------------------------------
To edit an old obj, enter it's number or else enter the number to the right of
new mob (155 in this case) to begin editing a new monster. Once done, you will
be prompted with a status window similar to the one below.
------------------------------------------------------------------------------
| |
| Obj Num : 155 |
| Obj Name : NEW OBJ |
| Obj Type : UNDEFINED |
| Apply Type : NONE Amount : 0 |
| Value : 0 |
| Weight : 0 |
| Cost to Rent : 0 |
| Spec Flags : |
| Affects : |
| Wear Flag : |
| Values 0 : 0 - Bad item type |
| Values 1 : 0 - Bad item type |
| Values 2 : 0 - Bad item type |
| Values 3 : 0 - Bad item type |
| |
| (A-Name (B-Type (C-Apply (D-Value (E-Weight (F-Cost to rent (G-Spec Flag |
| (H-Affect Flags (I-Extra Values (W-Wear Flags (J-Save (K-Abort |
| |
----------------------------------------------------------------------------
EXPLANATION OF COMMANDS
-----------------------
A - Name This command will first prompt you for the new name
of the object, then prompt you for a keyword. The key
word should be lower case and have meaning to the object,
or be part of the objects name.
ex:
name A blue steel key
keyword key
B - Type This command allows you to select from a list of
available type types. See list below. This will
affect how the extra values are assigned.
13
C - Apply This is a flag that is used to set a magical
affect applied to the player when worn, held or
wielded. After selecting an apply type, you will be
prompted for a value, then whether it is negative
or not.
D - Value This is the value of the item in gold. A 0 value
item can not be rented and is junked when a person
tries to buy or sell it.
E - Weight This is the weigh in pounds of the object. A players
strength determines the amount of weight that they can
handle for weapons etc.
F - Cost to Rent This is the amount in gold it cost a player to save an
object when they log out of the game using the rent
command at an inn.
G - Spec Flag Sets a visual flag like glowing, humming and others
that the item will have.
H - Affect Flags This is a set of flags that tells what type of affect
the item will have on a player when worn, held or
wielded.
I - Extra Values This is a set of 4 fields which are assigned values
depending on the type of item being built. Follow
the prompts and you should have no problem with
this section.
W - Wear Flag This is a set of flags that determine whether
a player can take an item and if so where it may be
worn, held or wielded.
J - Save Save the object to disk for later use by Axe.
K - Abort This command simply aborts the editor.
CHARTS OF ITEM FLAGS
----------------------------------------------------------------------------
TYPE LIST
---------
0 UNDEFINED <-- no special item
1 LIGHT <-- item is a light source such as a torch etc
2 SCROLL <-- scroll with magic spells
3 WAND <-- wand with magic spells
4 STAFF <-- staff with magic spells
5 WEAPON <-- weapon of some sort
6 FIRE WEAPON <-- unused at this point
7 MISSILE <-- unused at this point
8 TREASURE <-- item just has a gold value, like a jewel, gem
9 ARMOR <-- armor of some type
10 POTION <-- potion with magic spells
14
11 WORN <-- flag used to set armor to a worn out state
12 OTHER <-- copy of undefined
13 TRASH <-- flag set to junk or 0 value items
14 TRAP <-- unused at this point
15 CONTAINER <-- item like a bag etc, can hold other objects
16 NOTE <-- item has writing on it and can be read
17 LIQUID CONTAINER <-- item like a jug or glass that can hold a liquid
18 KEY <-- item can unlock a door or object
19 FOOD <-- item can be eaten like steak, bread, mushroom
20 MONEY <-- item is gold
21 PEN <-- unused at this point
22 BOAT <-- item is used to travel upon water
SPECIAL FLAGS
-------------
1 GLOW <-- item glows
2 HUM <-- item hums
3 DARK <-- item dark
4 EVIL <-- item is evil (will force attacks on good mobs)
5 GOOD <-- item is good (will force attacks on evil mobs)
6 INVISIBLE <-- item is invisible
7 MAGIC <-- item is magic
8 NODROP <-- item can not be dropped or given away
9 BLESS <-- item is blessed and adds to hit and ac
10 ANTI-EVIL <-- item can not be used by evil mobs
11 ANTI-GOOD <-- item can not be used by good mobs
12 ANTI-NEUTRAL <-- item can not be used by neutral mobs
Affect Flags
------------
0 BLIND <-- item will blind the mob when used
1 INVISIBLE <-- item turns mob invisible when used
2 DETECT-EVIL <-- item allows player to detect evil when used
3 DETECT-INVISIBLE <-- item allows player to detect invisibility when used
4 DETECT-MAGIC <-- item allows player to detect magic when used
5 SENSE-LIFE <-- item allows player to sense other players
6 HOLD <-- item cast hold spell on player when used
7 SANCTUARY <-- item protects player from damage when used
8 CURSE <-- item curses a player when used (-hit -ac)
9 POISON <-- item poisons player when used -2 hp a game hour
10 PROTECT-EVIL <-- item reduces damage in combat against evil mobs
11 PARALYSIS <-- item induces paralysis when used
12 SLEEP <-- item cast sleep spell on player when used
13 SNEAK <-- not used at this point
14 HIDE <-- not used at this point
15 FEAR <-- not used at this point
16 CHARM <-- not used at this point
14
Wear Flags
-----------
0 TAKE <-- must be set for a player to pick it up
1 FINGER <-- can wear on finger
2 NECK <-- can wear around neck
3 BODY <-- can wear on body (chest)
4 HEAD <-- can wear on head
5 LEGS <-- can wear on legs
6 FEET <-- can wear on feet
7 HANDS <-- can wear on hands
8 ARMS <-- can wear on arms
9 SHIELD <-- can be used as a shield
10 ABOUT <-- can wear about the whole body
11 WAIST <-- can wear around waist
12 WRIST <-- can wear on wrist
13 WIELD <-- can be wielded as a weapon
14 HOLD <-- can be held in hand
15 THROW <-- not used
Apply Flags
-----------
0 NONE <-- item applies nothing to the player
1 STR <-- applies to a players strength
2 DEX <-- applies to a players dexterity
3 INT <-- applies to a players intelligence
4 WIS <-- applies to a players wisdom
5 CON <-- applies to a players constitution
6 SEX <-- changes a players sex
7 CLASS <-- changes a players class
8 LEVEL <-- raises or reduces a players level
9 AGE <-- raises or reduces a players age
10 MANA <-- applies to a players mana
11 HIT <-- applies to a players hit points
12 MOVE <-- applies to a players movement points
13 GOLD <-- applies to a players gold
14 EXP <-- applies to a players exp points
15 ARMOR <-- applies to a players armor class
16 HITROLL <-- applies to a players chance to hit
17 DAMROLL <-- applies to a players damage bonus
18 SAVING_PARA <-- applies to saves vs hold/sleep type affects
19 SAVING_ROD <-- applies to saves vs rods/staffs/wands
20 SAVING_PETRI <-- applies to saves vs fear/curse type affects
21 SAVING_BREATH <-- applies to saves vs breath weapons
22 SAVING_SPELL <-- applies to saves vs spells
Weapon types used to set extra values when building weapons
------------------------------------------------------------------------------
0 - HIT
1 - BLUDGEON
2 - PIERCE
3 - SLASH
4 - WHIP
5 - CLAW
6 - BITE
7 - STING
8 - CRUSH
15
11 - BUILDMOB COMMAND
-----------------------------------------------------------------------------
To build or edit a monster (mob), you must be level 25. Type buildmob
and you will be prompted with the below.
----------------------------------------------------------------------------
| |
| Hello Grim, while you are building a mob, the world here will pause. |
| Highest mob in world = 315 |
| Edit Mob (0 - 315) New Mob ( 316 ) : |
| |
----------------------------------------------------------------------------
To edit an old mob enter it's number, else enter the number to the right of
new mob to begin editing a new monster. Once done you will be prompted with
a status window similar to the below.
----------------------------------------------------------------------------
| |
| Mob Number 0 |
| Name : BoneCrusher's Honor Guard |
| Abilities STR 13 INT 13 WIS 13 CON 13 DEX 13 |
| Sex : Male |
| Alignment : 1000 |
| ACT Flags : SENTINEL NPC |
| AFFECT flags : |
| Position : STANDING |
| Hit Pts 800 Move 50 Mana 50 |
| AC : 0 Hitroll 3 Damroll 0 |
| Damage dice Size 6 Num 6 +Dam 0 |
| Attack type : CRUSH |
| Spec Class : Shop Inn Level 19 Exp 200000 |
| Gold : 103 |
| |
| (A)Name (B)Abilities (C)Sex (D)Alignment (E)ACT Flag (F)AFFECT Flag (G)Pos |
| (H)Hit Pts (I)Move (J)Mana (K)AC (L)Hitroll (M)Damroll (N)Damage dice |
| (O)Attack Type (P)Spec Class (Q)Level (R)Exp (S)Gold (T)Save (U)Abort |
| (V)Description : |
| |
----------------------------------------------------------------------------
EXPLANATION OF COMMANDS
-----------------------
A - Name This is the name of the mob shown to players.
It is also the keyword when used in a players command.
It is wise not to start the name with 'A', 'The', etc,
since then a person must type kill the, kill a to and
so on.
B - Abilities A New NPC is set with a base ability score of 13's, if you
wish to change them, this command will step you through
each one and prompt for a new number. Abilities can go
between 4 and 25.
C - Sex This will prompt you for a sex of the mob, either neuter,
male or female.
17
D - Alignment This will prompt you for the new alignment of the mob.
Alignment can range from -1000 ( max evil) to 1000
( max good )
E - ACT Flag This is a special flag that tells the game how the mob
will act in the world. A description of actions follows
this section.
F - Affect Flag This is a special flag which can be used to set starting
affects on a mob. A list of affects follows this section.
G - Position This command allows you to alter the starting position
of the mob. By default they are standing. Any other
position will not allow the mob to act according to
the act flag.
H - Hit Points This command will prompt you for the new hit points of the
mob. The norm is 12 to 20 points per level of the mob. The
higher the number, the harder it is to kill. If you make
areas for ogre and troll barbarians to adventure in, then set
the hit points high since these class/race combos do high
damage rolls.
I - Move Will prompt for the mobs new amount of move points.
The more move points a mob has, the more it can roam
the world or flee from combat.
J - Mana This command prompts for the new amount of mana the
mob will have. This affects the amount of times they can
employ special spell functions in combat.
K - AC This is the mobs starting ac, and can range from -100
to 100. Negative 100 is the best one can hope for and
100 is the worst.
L - Hitroll This is a mobs base chance to hit a player with ac 0.
The lower this number becomes the easier a mob hits.
The range can be from -20 to 20.
M - Damroll This is a mobs bonus to damage. Once all damage is
determined in combat this is added to it.
N - Damage Dice This will prompt you for 3 numbers. The first is
the size of the dice to roll for damage, second is
the number of dice to roll and third is the bonus
to damage. For low level monsters keep damage small,
say from 1 to 6 max, the higher mobs get, the more you
can added to this. Setting this too high, will really
unbalance the game for players. Too low and players
will walk all over your world.
O - Attack Type This sets the prompt that will be seen when the mob
attacks with bear hands. When used correctly, you can get
the affect of a mob using a weapon without having to
load one for them.
18
P - Spec Class This is a bit that sets the mobs special flag. What
the special class is used for is quite simple. There
are two main groups of special classes, shop and
guild. For a player to be able to buy or sell, a shop
flag must be set. For a player to practice, a guild
flag must be set. There are a number of each type used
to limit the types of items bought and sold and the
class that can practice with a certain mob.
Q - Level This set the mobs level, it can range from 1 to
25.
R - Exp This is the base value a mob is worth in exp when killed.
The amount shown is a seed amount used to figure earned
exp for the kill. Other factors play into the final
amount. Like the number of levels difference between
killer and killed. The alignments of each and a few other
small factors. See table below for suggested ranges
per level of mob.
S - Gold Gold is a special item for mobs. If you wish a shop keeper
to be able to purchase a large amount of items, they must
have gold. It's not suggested that you overload low level
mobs with gold since this is a major factor in the game.
Very high level and powerful weapons are all throughout
the game and are meant for high level players only.
The amount they cost to rent is high, if a low level
player can kill a worm for 10k gold, then they will be
able to keep a powerful weapon and walk all over your
world making it unbalanced. When a player like that
makes god, he or she will have no respect for how hard it
was to get there, and lend nothing to your world of a
positive nature.
T - Save This saves the edited mob.
U - Abort This aborts the edited mob.
V - Description This takes you to a small editor where you may add in
a description for the mob or leave it to it's default.
CHARTS AND TABLES FOR MOBS
--------------------------
Mob hit types
-------------
0 - HIT
1 - BLUDGEON
2 - PIERCE
3 - SLASH
4 - WHIP
5 - CLAW
6 - BITE
7 - STING
8 - CRUSH
19
Mob Actions
-----------
0 SPEC <- not yet in use
1 SENTINEL <- forces a mob to remain where they are
2 SCAVENGER <- mobs will pick up items that are in rooms
3 ISNPC <- tell AXE that a mob is computer run, MUST SET
4 NICE-THIEF <- will keep mob from attacking a player that tries to steal
5 AGGRESSIVE <- mob will attack players that they can see in the room
6 WIMPY <- mob will flee from combat when hurt bad
7 STAY_ZONE <- keeps a mob from wondering out of a zone
*If you set wimpy and aggressive the mob will attack players that are
sitting, resting and or sleeping
Mob affect flags
----------------
0 BLIND <- the mob is blind, could be useful for beggars etc
1 INVISIBLE <- the mob is invisible until combat
2 DETECT-EVIL <- mob can detect evil ( for future expansion )
3 DETECT-INVISIBLE <- mob can see invisible players/items
4 DETECT-MAGIC <- mob can detect magic ( for future expansion )
5 SENSE-LIFE <- mob can sense life, example hidden players
6 HOLD <- mob can't move until attacked, statues etc
7 SANCTUARY <- mob is protected by a greater being
8 CURSE <- mob is cursed, -hit -damage -saves
9 POISON <- mob has been poisoned
10 PROTECT-EVIL <- mob is protected from evil players
11 PARALYSIS <- mob can't move
12 SLEEP <- mob has been put to sleep magically
13 SNEAK <- mob can move without being seen
14 HIDE <- mob is hidden in a room
15 FEAR <- mob is scared -hit -damage
16 CHARM <- mob has been charmed by someone
Suggested Exp Range per level for NPC's
----------------------------------------
Level Range Level Range
1 100 14 20000
2 200 15 25000
3 350 16 30000
4 600 17 35000
5 1000 18 40000
6 2000 19 48000
7 3000 20 56000
8 4000 21 66000
9 6000 22 80000
10 8000 23 100000
11 10000 24 130000
12 13000 25 150000
13 16000
20
12 - BUILDROOM COMMAND
------------------------------------------------------------------------------
To build or edit a room while in AXE, be in your god form (lvl 25 player) and
type buildroom. The following prompt (except name) will appear.
----------------------------------------------------------------------------
| |
| Hello Grim, while you are building a room, the world here will pause. |
| Highest room in world = 315 |
| Edit room (0 - 315) New room ( 316 ) : |
| |
----------------------------------------------------------------------------
To edit an old room, enter the number of the room. To begin a new room, enter
the last number displayed. ( 316 in this example )
From here a display of room info will appear similar to below.
----------------------------------------------------------------------------
| |
| Name : NEW ROOM |
| Num : 316 |
| Zone : 0 |
| Light : No |
| Sector : INSIDE |
| Room Flags : |
| |
----------------------------------------------------------------------------
(1-Name (2-Sector (3-Flags (4-Light (5-Zone (6-Exits (7-Save (8-Abort
(9-Room Description :
A new room starts with these defaults.
COMMAND SUMMARY
---------------
1 - Name : Using this command, you can change the name of the room.
2 - Sector : Use this command to set the type of terrain the room is
in.
3 - Flags : This command brings up a sub-list of possible flags to
turn on or off for the room. Flags may be joined to
build elaborate rooms.
4 - Light : If set to light, the room has lighting on as default.
Leave it set to no, if its outside and you wish the
day and night lighting to work here.
5 - Zone : This is a special number that controls mobs ability
to roam a area. Say you want to make a trail that a
guard will follow and go no where else. Give every
room in the trail the same zone number and the guard
will stay on this path only.
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6 - Exits : This is a special command that sets all the possible
exits from a room. When you select this option a
sub-menu comes up listing the directions you may
develop from. Choose a direction like north and
you will then go through a number of extra prompts.
See example after this section.
7 - Save : This command saves the room to disk.
8 - Abort : This command aborts your room editing with no save.
9 - Description : This command brings you into a small text editor.
The old description will be displayed, then you will
have a cursor below it, with which you can enter a new
description with. Hitting @, at anytime will exit the
editor and prompt you if you wish to replace the old
description with the new one.
Example Exit Command:
--------------------
After hitting 6 you will be prompted for a direction like so...
----------------------------------------------------------------------------
| |
| 0 - North |
| 1 - East |
| 2 - South |
| 3 - West |
| 4 - Up |
| 5 - Down |
| Edit which exit : |
| |
----------------------------------------------------------------------------
Select a direction and you will then be prompted with a number of options
as follows.
----------------------------------------------------------------------------
| |
| To room = 0 ((null)) |
| New Room (N/y) : |
| |
----------------------------------------------------------------------------
If a 'To room' has already been selected the name of the room would follow
the room number. To room 0 closes an exit off.
If you answer Y, you will be prompted for the new room number for the exit
to go to. If you wish a player to be able to come back from the room which
the exit leads to, the then other rooms opposite exit must have the editing
rooms number there. ex: Editing room 10 going north, the 'to room' is 11, then
room number 11's south exit must equal 10 to be a two way passage.
You can make one way passages by leaving the 'to rooms' opposite direction
blank or leading to another room all together.
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After selecting the new room you will see this prompt.
----------------------------------------------------------------------------
| |
| Key : 0 |
| New key (N/y) : |
| |
----------------------------------------------------------------------------
If you wish to lock the room with a key of some kind, you would answer yes
to this prompt, then supply the key number for the exit. NOTE: The key number
is the extra value0 of a key items and not a key items real number.
Following the key prompt you will be given a keyword prompt like so.
----------------------------------------------------------------------------
| |
| Keyword : |
| New keyword (N/y) : |
| |
----------------------------------------------------------------------------
Select yes, if you want a special door or exit and you will be given this list
of possible exits to choose from.
----------------------------------------------------------------------------
| |
| 1 iron door 2 stone door 3 wood door |
| 4 rock ledge 5 metal gate 6 wood gate |
| 7 cupboard 8 curtain 9 tapestry |
| 10 partition 11 screen 12 thornbush |
| 13 grate 14 trapdoor 15 ledge |
| 16 stump 17 slab 18 tree trunk |
| 19 crevice 20 crack 21 skylight |
| 22 bolder 23 rock 24 alter |
| 25 lid 26 portcullis 27 shutters |
| 28 drawbridge 29 bars 30 crate |
| 31 log 32 webs 33 portal |
| 34 mirror 35 drain 36 entryway |
| 37 step 38 edge 39 closet |
| 40 block 41 picture 42 statue |
| 43 junk |
| |
| New keyword number : |
| |
----------------------------------------------------------------------------
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After selecting a option you will move onto the exit type flags as follows.
----------------------------------------------------------------------------
| |
| 0 OPEN |
| 1 CLOSED |
| 2 LOCKED |
| 3 UNLOCKED |
| 4 MAGIC |
| 5 PICKPROOF |
| 6 ISDOOR |
| |
| Select: |
----------------------------------------------------------------------------
If you selected keyword besides 0 (door) you will need to set ISDOOR flag.
You can only set one flag at a time, so you will have to run back through the
exit setup and select additional flags as desired.
Explanations of exit flags:
OPEN <- the exit starts out at boot up as open
CLOSED <- the exits is closed at boot up
LOCKED <- exit is locked at boot up
UNLOCKED <- exit is not locked at boot up
MAGIC <- takes a spell/rod/staff/wand/potion to pass this door
PICKPROOF <- door can never be picked by a thief, etc.
ISDOOR <- means the exit is open and closable, must be set
for exits with other than 0 for a keyword
NOTE: To make an exit usable for players while working on a area just
set the to_room to 0, you don't have to remove any other options
from the exit.
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13 - MLOAD COMMAND
------------------------------------------------------------------------------
This command is a very powerful god command, and can be used in the making
of quest. It loads a mob into the world at the same location as the god.
Since a lot of the mobs are aggressive it is wise to be in a god room,
rooms 0 to 9, when this is done. Then use the trans command to move the
mob to the desired location. Special mobs can be made and loaded into the
world without ever taking down the game. You can use the buildmob command
to make a special mob for a quest then load it right away using mload.
Mload takes one command argument and that is the record number of the
mob to load into the world.
25
14 - OLOAD COMMAND
------------------------------------------------------------------------------
Oload is a powerful god command used to load objects into the world. The
loaded object is dropped on the ground at the gods feet. This command along
with mload, buildmob, buildobj, can all be used in the making of quest.
Oload takes one command argument and that is the record number of the object
to load.
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15 - THE ZONE FILE
------------------------------------------------------------------------------
The zone file is in truth, the heart of Axe. It's what links all the mob, obj
and room files together. The zone file controls what mobs are loading into
what room, what objs are loaded into rooms, given to mobs or even
equipped by the mobs. The zone file is a simple ASCII text file and follows
this simple layout.
# is used to comment a complete line
M is used to load a mob
O is used to load a obj
G is used to give the last loaded obj to the last loaded mob
E is used to give the last loaded obj to the last loaded mob
and have them equip it.
$ is placed at the end of the zone file, once $ is found the
zone file is closed and zone loading is done. The $ must be
in the file at some point, normally the end.
Zone file command syntax
------------------------
M <mob number> <room number>
O <obj number> <room number>
G
E <location to equip>
$
Sample zone file
----------------
#--------------------------------
# Area 1
#--------------------------------
M 1 100 <--- Load mob 1 to room 100
O 1 100 <--- load obj 1 to room 100
G <--- Give to mob
O 2 100 <--- load obj 2 to room 100
E 16 <--- give to mob and wield as weapon
#--------------------------------
# End area 1
#--------------------------------
$ <--- End of zone file
27
16 - QUEST
------------------------------------------------------------------------------
Through the use of the editor commands, oload and mload, a god can make
on the fly quest. This is really only good for multi-node systems but can
be a real blast if done right.
example:
Say you have 10 lines and 5 players are in the game, all 6th to 15th level.
You could enter the game as god, edit a quick wicked item for a prize,
then load up a few aggressive monsters into Tooth to invade it. Have
the players defend Tooth and those that survive get one of the nice
items you built for a prize.
Or another idea is to hide a item somewhere in the world and let the
players search for it. You could also request a item known to be in
the world, and the first player that brings it to you wins the quest.
Likewise you can load a nasty mob somewhere in the world and let the
players attempt to find it and kill it.
Basically quest are wide open, you can be as colorful as you want, or not
have any at all, it's up to you.
28
17 - DAMAGED ITEM FILES
------------------------------------------------------------------------------
Damaged Item files are for the most part very easy to recover from. If a
player for some reason ends up with a corrupted file follow these few steps.
1) Delete his/her item file. This can be found in the \player\A to Z
directories. Look in the directory were the letter is the same as the
first letter of the players name. The item file will be named
part of ( all if the names shorter than 8 letter) the players
name. The extension is a number which is equal to the record number
of the player.
2) If on a multi node system, then you enter on one node as god and have the
user enter the game on another node. Then just use oload to give the
player back any items he lost due to the corruption. Then just have him
or her rent.
3) If on a single node system then deleting is about the best you can do.
NOTE: In truth you can just preform step two and have the player drop all
before you begin to give him back the items lost.
------------------------------- end docs -----------------------------------
29