  ===========================================
.  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. 


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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.


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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 <ENTER> to proceed to the second page of the Monster Editor, and then 
<ENTER> 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
<ENTER> 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 <ENTER> to exit it.

TYPE:    ; 140
THEN:    erm
This shows some example room stats for a shop.  Hit <ENTER> to exit it.
 
TYPE:    rank
THEN:    ;l <some player's name>
THEN:    ; <that player's room number>
THEN:    ecr <that player's name>
This is another way to edit players; it's usually easier to use ;editconfig
for this purpose, though.  


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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 <ENTER> 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>
   Enter weight: 2
   Enter body part: finger
   Enter armor class: 1

On page 1 of the Item Editor, hit <ENTER> 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 <ENTER> 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 <ENTER> for 9999.
Hit <ENTER> 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.