#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#* The Wizards Spell Book #*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#* Every universe needs a super powerful being. A being that can create, destroy, and oversee the lesser, yet still powerful beings. In Cyberspace, this is the Wizard. In a strict sense, the 255 security level users are considered to be wizards. Usually, there will be only be one 255 on a board, but if there are more than one keep in mind that they all will be wizards, and will have automatic access to the wizard commands. If this is unacceptable, it might be a good idea to set all but one, the main sysop, at 254. Wizards can use all the commands available to regular users, they also have a large number of private commands or spells that make the wizard truly powerful. These spells are listed below. Wizards also have certain mental powers, things they can do with a thought, with out the bother of talking. This spell book is in two parts, therefore. The first part deals with the wizards mental powers (the keyboard single key commands) and the second deals with the wizards spoken spells. One note, you MUST set FILES=30 in config.sys in order to give Cyberspace enough space to work. #*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#* MENTAL POWERS ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ Key to press What it does ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍËÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ º F10 Key º This is the chat key. The user can not call you º into chat, but you can break in on him. This is º highly advisable with a new player. The game is º confusing, and new players stick around to learn º the game if someone notices they are lost and º shows them around a bit. º Esc º This is the key that allows you to terminate chat. º Appropriate, since with some chats you really DO º have to ESCAPE!! º F5 º This key is for practical joking sysops and to º make the use of the next key look like death from º natural causes. This produces "line noise" on º the screen, in random amounts. Enough careful º key presses, (or just hold it down for a sec for º a nice long string) and the user will never know º they've been had when you hang up on them. º ^F5 º With this wonderful little key, you cause massive º mental static in the mind of the user, (reflected º by a random amount of line noise on the screen, º from 10 to 100 characters) and they lose the º carrier (poor babies). This is useful in certain º cases, but try to limit it or you will have them º thinking there is something wrong with your board º F4 º This key allows the wizard to fool Cyberspace º into thinking that it is the local keyboard º that is being used for command entry instead º of the remote. That way, when a remote user is º on line, the sysop can still perform some of º the local only functions if necessary º HOME key º This aborts Cyberspace and bumps the user back to º the board...for those times when you HAVE to drop º to DOS, or need the board for some reason. º ^G º A very useful little utility. WAKES up those º sleepy, or unaware users. Makes a very nice beep º on the other end of the connection. º F1 º This allows you to turn off the screen display on º the local terminal (would be pretty hard to play º Cyberspace for your users if you could turn off º THEIR screen display) º ^F1 º This is a very nice little utility. It locks or º unlocks the local keyboard. This prevents a pet º (or small child, or even an obnoxious roommate) º from adding to the players command line º F6 º This key will allow you to toggle animations on º and off for the current Cyberspace session. º F7 º If you wish to be polite (sort-of) and still want º to hurry a player out of the game, this will allow º you to decrease their time in the game ONLY. It º has no effect on their time on the board. It will º decrease by 5 minutes a keypress º ^F7 º This is the tax key. With this, you decrease the º amount of money they have to spend on things at 5 º credits every key press. The money doesn't go º somewhere else, it just evaporates into thin air º ... kinda like your taxes º F8 º This key allows you to grant the player extra º time at 5 minutes a key press. But remember, it º has no effect on their time on the board, and if º you grant them more time than they have left, when º they leave the game, they will be logged off for º time being expired. º ^F8 º This is the magic grant key. With it you can º increase a players money by 5 credits a key press. º F9 º This is the transformation key. With it, you can º become the most powerful person in the universe: º HEMA....oops, sorry, wrong universe, the Wizard. º Shift-F10 º LOCAL ONLY drop to dos. DO NOT get lost while you º are in that mystical realm and try to load the º bbs again. This causes the bbs to abort and when º the player /quits Cyberspace, they will be looking º at a frozen screen, and you will be looking at the º dos prompt. º ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÊÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ There is a limit to a wizards mental powers however, and there are times when he or she must resort to spoken spells. The following grimore lists these spells. #*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#* ANIMATION CONTROL This allows the wizard to stop all robots in their tracks. To stop the robots, change the name of the AOK.x file to anything else. If Cyberspace can not find the AOK.x file, it will not run the animations. This is rather drastic but if you are worried about the activity to your HD, it is much better to do without the robots /AOFF or f6 This temporarily turns off the animations. This is just good for the cur- rent login to Cyberspace and the next time it is run, the animations will be turned on again. /HIGHSPEED Time Alteration This is not needed if your modem is a 2400 baud modem. However, it is needed for bbs's that have USR highspeed modems. Hayes high speed users do not need this command. /WIZARD Transformation This is the spell that transforms you or (temporarily) a lowly apprentice into the powerful being that a wizard truly is. Saying the spell again will reverse the transformation. (this is a duplication of the f9 key, but with it you can appoint a sysop for your Cyberspace, and not have to be around for them to perform their job. All they need is the spell and the /password. Any remote user of with a sec. level of 255 will automatically become wizard without having to enter the password. /ANSI This command turns the remote color on or off. /ANSION /ANSIOFF Transformation These two spells allow the wizard to determine whether the world will have color, or remain a drab shade of grey. (ansi pictures take up HD space, and on a small HD, you will have more room for the game with /ansioff enabled) /LIST Clairvoyance This spell allows you to see where every single thing in Cyberspace is and who is responsible for it's existence. /SEEK Clairvoyance This is a limited /list spell. With this spell, the wizard must specify what is being sought, as in /seek . The spell will show him everything in Cyberspace that matches the . /GENERATE Transmutation This is the spell that lets the wizard take the stuff of Cyberspace and turn it into gold. The proper command is /generate . This will add that many gold credits to the wizards' pocket. With this, a wizard is never broke. /BESTOW Transmutation This is the spell that allows a wizard, in a fit or generosity, to take the stuff of Cyberspace, turn it into money and place it in the pockets of every player in the game. The named amount, /bestow , will put that amount in their pockets, not divide it up amongst them. /RATE Time Alteration Every now and then, the stuff of Cyberspace will coagulate to form a credit. This allows the wizard to decide how often. Setting it to 0 or 1 will allow it to form every step the players take. Setting it to 2,3,4,5..etc will prevent it from forming for that many steps. Since they need to spend credits to /dig and /create, this will pretty much determine how fast Cyberspace grows.(and your HD fills up). Remember though, setting it too long will mean that they very quickly will not be able to do anything and will lose interest in the game. /DEFAULT Transmutation This spell determines how much money a new player will have when he or she first enters Cyberspace. A good number for a small drive is 75..larger HD's may want to set it higher. /SYSOP Transformation This is a strange spell, because it does not really change the way the wizard looks, but a subtle change takes place inside. With this spell, the wizard can preform certain maintenance's and see a list of all the people that have access to Cyberspace. /PASSWORD Mage Lock This spell protects you from sneaky apprentices that may want to play with your spell book. They may know all the spells but if they do not know your password they won't be able to use them. It is also what allows your chosen apprentices (your cosysops) to preform their duties. Guard it like your system password. /RECOVER Time Alteration This spell turns back the hands of time and recreates Cyberspace the way it was before some disaster came along and messed up all the pointers in the game. No spell is completely fool proof though, so it is still a good idea to make a backup of the .dat files every day. /TAX Matter Transmutation usage is... This spell leaves credits equal to the number specified in the possession of every person in Cyberspace and turns the surplus back into Cyberstuff, to await usage elsewhere. @FILE Matter Transmutation :\ This command allows the Wizard to make an object and instead of typing in an object, specify a text file somewhere on his drive as the objects description. This is especially nice if the description is to be a text file that will be changing from time to time, like this set of docs. The file can be anything you want it to be. Note that you can still break your description up into programmed sections... So... /DESCRIBE @FILE C:\CYBER\DESC1.DAT @SAY1 @FILE C:\CYBER\SAY1.DAT @SAY2 @FILE C:\CYBER\SAY2.DAT This will still work however, you must be /WIZARD in order for @FILE to be placed in a description. If you are not the line will just be deleted. The @FILE command MUST be in all caps or it will NOT work. ******************************CYBERBBS COMMANDS***************************** With the release of 1.10, Cyberspace now has the ability to become a bbs. This is totaly optional and you do not need to use any part of it that you do not want to. The following commands will enable the message bases, the file transfers, and the online games. since they are all independent, you can use just as much or as little as you wish and costomize Cyberspace to your specific needs. @PROGRAM This commmand allows the sysop to tell Cyberspace to run an external program, such as an online game when the name of the object or exit is typed. To use this correctly, type: /create or {/exit = } /go-ok = /describe ("Enter description the user will see when they type Look ") @say1 (<-----ABSOLUTELY MUST BE INCLUDED!!!!) ("Enter description the user will see when they type the exit name and walk through it to") @PROGRAM Filename.bat (<----- this batch file MUST be in your Cyberspace directory and is the batch file that calls the online program you are going to run) To run Tradewars from inside Cyberspace, your description of the exit or object that runs it would look like this: /describe Play Tradewars This is the exit that allows you to play Tradewars from inside Cyberspace. @file D:\chains\tradewars\scores\(scores file name) @say1 Please wait while the program loads @PROGRAM trade.bat Welcome back, thanks for playing and please play again soon. You could also make a /key for the object or exit that would only allow the users you gave the key to, to play the game. if you do this, be sure to set the /go-fail link to the room the object is in and add an appropriate @say2 description. This will be necessary if you are going to run ANSI only games because you will have to prevent the NON-ansi users from running the online games that require ansi. The programs must provide their their own modem routines as Cyberspace does not provide for this (as yet). Cyberspace makes itself as small as possible but you might still run out of memory for very big programs. Cyberspace will write out a CHAIN.TXT file with the user's current time left in the game and it will put CHAIN.TXT in whatever directory you run Cyberspace out of. If the program you are running from Cyberspace as a door does NOT use chain.txt you will need to call a door convertor first that can read a chain.txt file and convert it to something that your online program can understand. Be sure that at the end ofthe batch file you call the game with, you change BACK to the Cyberspace directory. Cyberspace will not pass command lines so you must do those yourselves in your batch files. IMPORTANT: It is *HIGHLY* recommended that you *NOT* run another instance of Cyberspace as this would only confuse the users. It is also *HIGHLY* recommended you not run another instance of your BBS. Cyberspace has a memory overhead of about 140k. @CYBERSPACE This command will allow you have more than one set of Cyberspace data files. This is what makes it possible for you to run Cyberspace as a BBS and still run Cyberspace as a game with all features including bombs enabled. You can have as many other sets of Cyberspace data files on your drive and accessed from the main Cyberspace (or even one of the secondary Cyberspaces) as you wish because when a user walks through an @CYBERSPACE exit, the first set of data files is dumped from memory and the next set is loaded. An example of this is could be that you wish to have one Cyberspace where everyone can create things and a second Cyberspace where no cash is available to anyone but you (like a possible 3d map of a role playing game, or some such). In this case, simply set the amount of new user cash in the second Cyberspace to 0. All possessions and credits that a user has in one Cyberspace is left there when they enter a second one. Example: /DESCRIBE SECOND CYBERSPACE @SAY1 You step out of the regular Cyberspace and head towards the ANSI ART GALLERY. There will be a slight delay while Cyberspace processes your request. @CYBERSPACE \CYBER\SECOND If the user quits in a second Cyberspace data set then they will return immediately to the BBS **NOT** the first Cyberspace. Note that the path name does not end with a \. It is generally advisable to create an exit leading back to the first Cyberspace from a second Cyberspace although it is not necessary. Using this command you can have as many Cyberspace DATA sets as you wish. The only restriction with this command is that each Cyberspace data set must be in it's own directory. If you plan to use WWIVedit then each Cyberspace data directory *MUST* contain a copy of WWIVedit. AGAIN this command is limited to local wizards only. MESSAGE BASE COMMANDS /WWIVNODE If you are in wwivnet, you will need to enter this command in order to trigger your cyberspace to recieve your net messages. Just follow the prompts. /COLONY If you are running a colony game and you wish to re-roll it, this is the command that you will use. Make sure you're ready to restart the game first, and it's a good idea to announce the start of a game a couple weeks ahead of time so that the players can all start at the same time. /MBASE This command alows the wizard to turn a perfectly normal object into a message base capable of being used for either local messages or for Net messages. A message base can be animated, just like anyother object in cyberspace. If you are going to make the message base a net base, be sure to have all the necessary information right at hand. Cyberspace will create all the necessary support files for that base. When you are wizard and make a post, your user number will be converted to #1 instead of #2 so that you can post on sysop only subs without getting flack. FILE UPLOADS AND DOWNLOADS /REVIEW This is the command that enables file transfers within Cyberspace and dis- ables bombs. This is executed in the room that you wish to review the files that are uploaded to your board. In order to create the tight security needed, /create an object in your room and leave it there. Declare it to be /SHADOW and take a shadow copy of the object. /KEY the entrance to the room to the shadow object. Now you can be fairly sure that no-one other than you can enter the /REVIEW room. If you wish to allow your co-sysops into the room then you can make your key accessable to them long enough to get a shadow copy of the key. The /REVIEW command itself can not be issued over the remote - it must be issued from the local keyboard. When an upload takes place several things happen. The object the file is being uploaded to is changed from an OBJECT to a FILE. The user is forced to enter a file name and a description. Once the file is uploaded it's /Go-Drop is set to the room it was uploaded in and the FILE is instantly teleported to your /REVIEW room. If you /KILL the file the attached file will automatically be deleted. If you drop the file it will automatically go back to the room it was uploaded in (Maybe the user who uploaded the file had the file in mind as a reward for solving a quest). You can also have a series of objects leading to designated "file" rooms via /Go-put. So you can just put the file in the right object and have it teleport to the right category room. A user is credited 50 credits for each file uploaded (And time re-imbursed inside of Cyberspace). Once the file leaves the /REVIEW room the user is credited 50 credits. If you /KILL the file no credits are given. If the file remains as a valid download then it costs 50 credits to download the file and the user who originally uploaded the file will receive the credits. Thus a user who uploads very popular files will find his "purchasing power" in Cyberspace very much enhanced - while a user who uploads unpopular files will quickly find that his/her ability to download files is greatly diminished. If you set the /PRICE on a file (wizard only) you can add greater or lesser value to a file. A file with a price of 0 would be a free download while a file with a price of 500 credits would be very expensive to download indeed and require quite a few popular uploads. The Cyberspace commands /KILL and /RENAME have special meaning when dealing with files. In the first place only /WIZARDS can use these commands on a file. /KILL will ask you if you want to delete the physical file as well as the Cyberspace object. /RENAME will not only rename the object but the associated file as well. One final note - only /WIZARDs can move files - to an ordinary user files are etched in stone even if they created them. There are several reasons for this. First and foremost is security - the last thing you might want is for a user to pick up a file and drop it in the void. Second - moving files in Cyberspace is a very time consuming process. Since the file object is bound to a physical file on the disk then whenever you pick up the object and drop it someplace else it is moved physically on the disk. Say you have a file in your "GAME" room (D:\CYBER\FILES\GAMES\FILENAME.ZIP) now you pick up the file. The file will be moved to the default directory - (D:\CYBER\FILES) - then if you drop it in RECOMMENDED GAMES it will be moved to the directory you have assigned to the RECOMMENDED GAME room. All of this is completely automatic and invisible to you - but it introduces some delays in Cyberspace that only a wizard (hearing the disk drive rattle) might feel comfortable with. Here is a list of the new Cyberspace commands which have been added for file transfers. /PATH - (Wizard) allows the wizard to enter the path name all files in the current room will reside in. If no /PATH is assigned then by default the path name is \FILES. /PATH /WWIVFILE - Looks at a wwiv data directory for names of files to bring into Cyberspace. to use it, type /wwivfile \bbs\data\name.dir this is your entire path to the data directory including the name of the data file that //diredit uses (rename bbs in the above statement to the name you have your bbs in). If you are unsure what the file name //diredit uses, run it and check. it is NOT the name of the subdirectory that the files are in. After you enter the path and filename that the data entries are in, you will be asked what directory this file name uses. What it wants is simply the path where the files for that directory listing are stored. (Example: you have a transfer section called Games. in //diredit you typed: name: Games filename: games1 Your path on your drive is C:\wwiv\files\games so you would type: /wwivfile \wwiv\data\games1.dir What is the directory that this file uses? c:\wwiv\files\games\ IMPORTANT!!!! do NOT forget the ending slash after the final subdirectory name) /GO-PUT = . This is the command the wizard will use when working with files in the Cyber spaces that have file transfers. To use this command, make a shuttle object for each room that you have files in and place them in your review room. Then when a file comes in that you want in one of those rooms, simply type /put = and the file object will be transfered to the right room, while the file itself will be moved to the right subdirectory. /MAKEBIO The BIOGRAPHY feature of Cyberspace is now implemented. A WIZARD can make (or edit an existing BIO if using WWIVedit) a BIO by typing /MAKEBIO. Enter your questions. Enter ~ on a blank line to indicate that the user should fill in the question there. A sample questionaire would look like this.. /makebio What is your age? ~ What is your sex? ~ How often do you call BBSs? ~ A user can not browse bios until they fill one out. /BIO by itself will bring up a list of all available biographies. /BIO will view that biography. ***************************************************************************** Index: ANSIOFF (W) Disallow ANSI pictures. ANSION (W) Allow ANSI pictures. BESTOW X (W) Gives X credits to every user, sets default credits to X. DEFAULT X (W) Sets the number of credits new users start out with. GENERATE X (W) Give yourself X credits. GIVE X = Y (W) Give Y credits to player X. MAINT (W) Run CyberSpace maintenance function. MAINT /RECOVER Run external recover to reset the cyberspace pointers. MAKEBIO (W) Create/edit biography questions. PASSWORD (W) Set the password for non-255 SL users to become wizards. PATH X (W) Set the dos directory path for the files in the room RATE X (W) Gives a credit to users every X number of commands. RECOVER (W) Run CyberSpace recover function (clear & bind pointers). REVIEW (W) Activates the file commands. SYSOP (W) Run diagnostics, examine user list. TAX X (W) Sets all users' credits to number X. WIZARD Become a wizard. WIZSPELL Type this to read these docs. WWIVFILE Search a wwiv data directory and //upload all the files @CYBERSPACE (W) Follow with directory path. Links to second CyberSpace. @FILE (W) Follow by :\, displays file. @PROGRAM (W) Follow with filename. Makes CHAIN.TXT, runs external. LOCAL KEYBOARD COMMANDS: F1 Blanks local display. F4 Temporarily makes the Cyberspace think the remote user is local F5 Hang up on remote user (?). F6 Toggles animations on/off for current session only. F7 Decrease user's time in game by 5 minutes. F8 Increase user's time in game by 5 minutes. F9 Makes current user a wizard. F10 Initiates chat mode. [ESC] End chat mode. [HOME] Terminates CyberSpace & returns user to BBS. [END] Hang up on remote user. ^G "Beep" remote user. ^F1 Locks local keyboard. ^F5 Logs user off with random amount of screen garbage. ^F7 Decrease user's credits by 10 credits. ^F8 Increase user's credits by 10 credits. Shift-F10 Drop to DOS (local only). #*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#* That is all for now, however, spells are continuously being researched, and as new spells become available, the Wizards Spellbook will be updated and revised. Each new release of Cyberspace will contain a current copy of the Wizards Spellbook, which will simply be this book with any added commands. Have fun with your game, try not to abuse the apprentices, and happy building. Crystal Wizard 1@5295 Territory Headquarters (512) 445-7103 @&@&@&@&@&@&@&@&@&@&@@&@&@&@&@&@&@&@&@&@&@@&@&@&@&@&@&@&@&@&@&@@&@&@&@&@&@&@&@&