            M.A.R.S. -  M.ultiple A.dventure R.ole-playing S.ystem
                                   2.0
                 Created By Stephen S. Morgan, XrSoft Inc. 
                        (c) 1996 All Rights Reserved
               
                    Special Thanks to the M.A.R.S. Team:
            Grey Wolf, Nightcrawler, Moskva, Lady Hawk, Red Lion,
                            Little Brat, Dakkon,
                 Kismet, Smeechuachon, Knocker, and Gambit!

Preface from the Creator.....

  Welcome to the last generation in TBBS Rpg games. I say last because with 
this game you need nothing more. With this game system you can make any place
or thing become a realistic playing enviroment. Unlike other systems for TBBS,
this can be edited in almost every way to a completely new game without using
a DBF editor. It can all be done within game. I don't feel anything else need
be said and I'm sure you are ready to jump in and start discovering the how
to's and features M.A.R.S. has to offer.


 SECTION   -     WHAT EACH CHAPTER COVERS
=============================================================================
                   
   -1-     -     First things first: The difference between REF# and REC#!
   -2-     -     Reference Number(REF#): The link to everything.
   -3-     -     What are Mechanicals?
   -4-     -     What are Automatons?
   -5-     -     Seeking: How to find important information on creations.
   -6-     -     Whats the difference between a Skill, a Spell, and a Power.  
   -7-     -     Super Powers: The Avatars helpful abilities!  
   -8-     -     Creating in M.A.R.S.: Introduction to creating.  
   -8.1-     -      Creating Areas...
   -8.2-     -      Creating Automatons...
   -8.3-     -      Creating Forms...
   -8.4-     -      Creating Items...
   -8.5-     -      Creating Items for Random Item Files(R.I.F.'s)...
   -8.6-     -      Creating Mechanicals...
   -8.7-     -      Creating Npcs...
   -8.8-     -      Creating Passages...
   -8.9-     -      Creating Resetables...
   -8.10-    -      Creating Rooms...
   -8.11-    -      Creating Spells, Skills, and Powers...
   -8.12-    -      Creating Storefronts...
   -9-     -     Copying: Simplifing an Avatars life.  
  -10-     -     Destroying creations.
  -11-     -     Casting, carrying, etc.: Interesting facts about NPCS!
  -12-     -     Startup Items: Setting items to be given to new players. 
  -13-     -     Editing Player Characters.
  -14-     -     Sysop & High Avatar Menu: Options for the SYS Menu.
  -14.1-     -      Reindexing Files... 
  -14.2-     -      Restocking Stores/Shops... 
  -14.3-     -      Resetting Npcs & Resetables...
  -14.4-     -      Destroying Unused Characters...
  -14.5-     -      Configuring Game To Your Specifications...
  -14.5.1-     -      Editing Game Title...
  -14.5.2-     -      Editing Game Money...
  -14.5.3-     -      Adding & Editing Game Races...
  -14.5.4-     -      Adding & Editing Game Classes...
  -15-     -     Creation Guidelines
==============================================================================

SECTION  -1-  First things first: The difference between REF# and REC#

  Many times throughout this text file and in the game you will see reference
to REF# & REC#. This is the difference between the two.

 REF# is the number assigned to any and all creations when created. This #
will never change for the life of the creation. It is used in many ways in
the game as will be explained later.

 REC# is the physical number of its position in the file. This number is only
used to edit specific creations. The REC# CAN change from time to time when
various things are deleted or destroyed from the game. Upon reindexing the
files will be rebuilt and thus renumbered and if something is deleted it is
removed and then anything after the deleted creation will be a different
number. Do not memorize REC#'s as they will change.


SECTION  -2-  Reference Number(REF#): The link to everything.

  Any creation's REF#(which is seen at the top of all edit screens) is its
link to other creations. For example, an item's LOCATION can be a positive
number(in the corresponding room) or a negative number(in, on, or being
carried by an npc, mechanical, or player character). Lets take this further
to more understand this connection. If your Avatar character's REF# is 100.
All items your carrying and all spells you know will have the location of
-100. This is how the game can understand ownership between two different
types of creations within the game. 



SECTION  -3-  What are Mechanicals?

  Mechanicals are anything used as transportation. This includes cars, boats,
spacecraft, animals, or even giant robots. They are used to help players and 
add atmosphere to the game. You can use them as parts of quests or just in 
general use to get past certain parts of the game. As players can fly, breath
water, and be invisible, so can mechanicals. Items can be stored on mechani-
cals and locked up. Also mechanicals can have weapons of there own and can be
controlled almost as much as a player.


SECTION  -4-  What are Automatons?

  Automatons are like small tasks setup to only complete their tasks when
certain criteria is met. It could be set to do something if a player types
a certain command or to automatically go off if they are a certain class or
race. These are generally used to supply information, help players, or stop
players from doing certain things or going to certain places until i given
time.


SECTION  -5-  Seeking: How to find important information on creations.

  There are several commands you can use to find certain things within the 
game. All these commands work the same. Type the command and a scheme of
letters to match up. With these commands you can find anything within the game.
Using a * as the scheme like "SP *" will list all records of that type. So
it would list all PLAYERS in the game.

EXAMPLE: SI SW or SEEKITEM SW
         This would list all items with the keyname match starting with SW. 
         These commands are CaSe sEeNsItIvE. 
            SW will find SWITCH 
            Sw will find Switch
            sw will find switch

  Use the R# listed with these search commands to edit the specific item,
mechanical, player, spells, or Npcs. The R# is the REC# of the creation and is
only used with edit commands. Automatons, passages and rooms are edited
when you are in their location.

SEEKITEM (SI)  :  Lists record number, items name, its location, and who has
                  it if a player or npc is carrying it or Startup Item if its
                  set to be given to players when they create a character.

SEEKHANDLE (SH):  Lists record number, handle,  its location, and the
                  user's character name.

SEEKMECH (SM)  :  Lists record number, mechanical name,  its location, and
                  its controller if any.

SEEKNPC (SN)   :  Lists record number, npcs name, its location, and whether
                  its a storeowner.

SEEKPLAYER (SP):  Lists record number, players name, its location, and the
                  players handle.

SEEKRESET (SE) :  Lists record number, reset type, reset ref#, and reset to#.

SEEKSPELL (SS) :  Lists record number, spell, power, or skill name, its 
                  location, and what player, npc, or item has it.

SEEKAUTO (SA)  :  Lists automatons trigger and its location

SEEKSTORE (ST) :  Lists shops Type, Branch, Shopkeeper name, and location.


SECTION  -6-  Whats the difference between a Skill, a Spell, and a Power.

  There are little differences between each of these types. They are all used,
created, and edited the same. The only difference is that a spell can not be
used if the player or npc is silenced(spell/skill/power effect) or if the room
is made with NOPOWER as true. Powers will not work if NOPOWER is true also.
Skills are the most effective as they are not effected by either.


SECTION  -7-  Super Powers: The Avatars helpful abilities!

  There are a couple commands that will help avatars do what the need to do
and spend less time doing it. Here is a list with explanations of each.

  < : will send your message out without name exactly like you type it to
      everyone in the whole game.
   
  > : will send your message out without name exactly like you type it to 
      everyone in the area of rooms you are in.

  - : will send your message out without name exactly liek you type it to
      everyone in the same room you are in.

  \ : will send a private message out to all Avatars in the game. Its like
      an Avatar private message.

      EXAMPLES:
      You type-                    <hi all

      Everyone sees-               hi all

      You type-                    >hi all

      Everyone in your area sees - hi all

      You type-                    -Nefarious says, "Look to the east!"

      Everyone in the room sees-   Nefarious says, "Look to the east!"

      You type-                    \hi all

      Every avatar sees-           <your character name>: hi all

  CREATE (CR)   : possible keywords: AUTOMATON, ROOM, PASSAGE, MECHANICAL,
                  ITEM, NPC, STOREFRONT, SPELL, POWER, SKILL, FORM, RANDOM,
                  and AREA.

      EXAMPLE:  CREATE ROOM or CR ROOM

  TELEPORT (T)  : will teleport you to the room that you number after the
                  command.

      EXAMPLE:  TELEPORT 200 or T 200

  CONJURE (CJ)  : will basically summon the player,npc, or mech you number
                  after the command. This would be their REC# you get from a
                  SEEK command.

      EXAMPLE:  CONJURE 100 or CJ 100

  WARP (WP)     : will basically summon the item you number after the command.
                  This would be the REC# you get from the SEEKITEM or SI
                  commands.

      EXAMPLE:  WARP 55 or WP 55

  DISPERSE      : will basically kill all npcs in the room. Excluding any
                  storeowners or mechanicals.

  LISTCLASS (LC): will list each class in order and numbered.

  LISTITEMS (LI): will list all items the player you specify has currently.

  LISTMECH  (LM): will list all mechanical races within the game.

 LISTSPELLS (LS): will list all spells the player you specify has currently.

  SETITEM (SET) : will set the item with the REC# you specify to be copied to
                  all newly rolled up characters.

  SYSOP (SYS)   : will put you into the SYSOP MENU if you have access.

  UPLOAD        : will iniate an upload so you can upload text files etc.

  DOWNLOAD      : allows you to download this text file. (lil late?)

  AUTOS         : will deactivate automatons for you ONLY so they do not fire
                  on you.


SECTION  -8-  Creating in M.A.R.S.: Introduction to creating.

   This section will cover all the various creation screens and what each
field in the screen means, does, etc.

SECTION  -8.1-  Creating Areas...

    Rooms are grouped into what is called AREAS. The only function of this
is to contain certain npcs, automatons, etc in a special part of the game.
When created or edited this is what you will see:

 AREA NAME:  
 MAIN:F        SUB:F          UPPER:F        INNER:F       HIDDEN:F

 
AREA NAME is just what you want to title this group of rooms.
         EXAMPLE: Forest of Dispair

MAIN, SUB, UPPER, INNER, HIDDEN is what the area is considered. Mark only 1
          true (T). The only function of this is to give color and dimension
          to the areas.

   To edit an area type EDITAREA or EZ and the appropriate area number.
         EXAMPLE: EDITAREA 1 or EZ 1


** Example of An Area in M.A.R.S. **

 AREA NAME: Castle Greystone 
 MAIN:F        SUB:T          UPPER:F        INNER:F       HIDDEN:F

 * This example shows that the area named is Castle Greystone.  All rooms
   that are created in Castle Greystone should be placed in this area,
   otherwise, monsters that are killed in that area will not successfully
   move to other rooms in Castle Greystone when killed.

 * This example also shows that it is a Sublevel.  It is important for the 
   players to know what kind of level it is, so they have an idea of where
   they're looking.  

** AVATAR NOTICE **
   When building in M.A.R.S. always remember what you would do as a player.
   Don't make all of your areas the same type of levels.  Players get bored
   with too much of one thing.  Making tons of hidden levels can really irk
   the average player.



SECTION  -8.2-  Creating Automatons...

  Automatons are a format for checking commands, items, stats, and/or 
mechanicals to make a certain thing happen. If you create or edit an automaton
this is the screen you will see:


 REF:1
 LOCATION:                        EFFECT LOC: 

 IF:                  IS: 
 THEN/TO: 
 UPON FAILURE GOTO: 
 NUMERIC:   DISARM ON TRIGGER:   DESTROY ITEM\MECH:   LOOP COMMAND: 

 EFFECT:      TO WHAT: 
 DICE:  +   TYPE 
 MESSAGE TO TRIGGERER:
 
 MESSAGE TO ROOM:
 
 DISARM IF: 
 IS:                                 TO: 
 NUMERIC: F                             DISARMED: F


LOCATION is the room where the player must be to set this automaton off.

      This field must have one of the following:
           * - meaning it will happen ANYWHERE in the game.

           *? - where the ? is the area number meaning it will happen ANYWHERE
              in that area.  Example: *2 or *5 for AREA 2 or AREA 5

           ?????? - being the the room number. Meaning this only works within
                 this particuler room.  Example: 128 or 367

           #???? - being this is not meant to fire on its own but to only be
                 called from another automaton with the GOTO effect or if UPON
                 FAILURE GOTO field is T. Example: #128 or #367

           
EFFECT LOC only takes effect in 4 ways.

          1) If the effect of the automaton is SUMNPC, SUMMECH, SUMITEM,
             MOVENPC, MOVEMECH, or MOVEITEM this field will contain the room
             where the assigned NPC, MECH, or ITEM will appear.

          2) If you have an automaton set up in the way that you dont know
             what the current room number will be as in the instance of
             using the auto in the entire game or a whole area and you want
             it to SUMNPC, SUMMECH, or SUMITEM just put ** in this field.

          3) If you want an Automaton to activate and do an effect WHILE
             disarming or arming another Automaton you can do it within 
             this field. This will mainly TOGGLE or FLIP the disarmed
             status on the designated automaton. Just put the automaton
             REF# with an F prefixed in front of it within the field.
             Example: If the automaton's REF# in question is 200 then you 
                      would put F200 within this field. Now when this 
                      automaton is triggered it will FLIP automaton #200's
                      disarmed status.

          4) If the Automaton is considered a TRAP in some way which will
             be either DETECTED or DISARMED with a skill/spell in game.
             Put TRAP, TRAP1, TRAP2, up to TRAP99. These are designated
             to make differences in complexity or type of traps. The skill/
             spell would have to contain the same word used in this field
             to be able to DETECT or DISARM it.

IF is what the automaton will compare to or what it will use in comparison. 
    
    AVAILABLE OPTIONS:

   COMMAND = Compares the THEN/TO to what the player types at the
             command prompt.
      ITEM = Compares the THEN/TO to the players items to see if one
             matches.
MECHANICAL = Compares the THEN/TO to the players mechanical name if
             present to see if it matches.
   RANDNUM = Compares the THEN/TO to a randomly created number           
             from 1-100.                                                 *
 NPC###### = Compares the THEN/TO to an npc name to verify if its at
             the, #####, specified location.
   TOGGLE# = Compares the toggle in the slot number of # for specified
             toggle character.
      TIME = Compares the THEN/TO to the game time.                      *
       STR = Compares the THEN/TO to the characters STR.                 *
       AGL = Compares the THEN/TO to the characters AGL.                 *
       TGH = Compares the THEN/TO to the characters TGH.                 *
       I.Q = Compares the THEN/TO to the characters I.Q.                 *
       WIS = Compares the THEN/TO to the characters WIS.                 *
       APP = Compares the THEN/TO to the characters APP.                 *
       SPD = Compares the THEN/TO to the characters SPD.                 *
        RN = Compares the THEN/TO to the characters HANDLE.
        CN = Compares the THEN/TO to the characters CHARACTER NAME.
        CL = Compares the THEN/TO to the characters CLASS.
        RC = Compares the THEN/TO to the characters RACE.
        PR = Compares the THEN/TO to the characters PRIVILEDGE.
        AL = Compares the THEN/TO to the characters ALIGNMENT.
        LV = Compares the THEN/TO to the characters LEVEL.               *
        MW = Compares the THEN/TO to the characters MAX WEIGHT.          *
        CW = Compares the THEN/TO to the characters CURRENT WEIGHT.      *
        EX = Compares the THEN/TO to the characters EXPERIENCE.          *
        EN = Compares the THEN/TO to the characters EXPERIENCE NEEDED.   *
        HP = Compares the THEN/TO to the characters LIFE POINTS.         *
        MH = Compares the THEN/TO to the characters MAX LIFE POINTS.     *
        PW = Compares the THEN/TO to the characters POWER POINTS.        *
        MP = Compares the THEN/TO to the characters MAX POWER POINTS.    *
         G = Compares the THEN/TO to the characters CURRENCY 1 ONHAND.   *
        G2 = Compares the THEN/TO to the characters CURRENCY 2 ONHAND.   *
        GB = Compares the THEN/TO to the characters CURRENCY 1 INBANK.   *
        B2 = Compares the THEN/TO to the characters CURRENCY 2 INBANK.   *
        AC = Compares the THEN/TO to the characters ARMOR CLASS (AC).    *
        IT = Compares the THEN/TO to the characters IMMUNETO.
        VT = Compares the THEN/TO to the characters VULNERABLETO.
        DM = Compares the THEN/TO to the characters PLUS TO DAMAGE.      *
        HD = Compares the THEN/TO to the characters HANDEDNESS.
        HA = Compares the THEN/TO to the characters TO HIT ADJ.          *
        RG = Compares the THEN/TO to the characters HEALING ADJ.         *
        PA = Compares the THEN/TO to the characters POWER POINT ADJ.     *
       HPA = Compares the THEN/TO to the characters LIFE POINT ADJ.      *
        DA = Compares the THEN/TO to the characters DEFENSE ADJ.         *
        JT = Compares the THEN/TO to the characters JOINED TO.
        AG = Compares the THEN/TO to the characters AGE.                 *
        WE = Compares the THEN/TO to the characters WEIGHT.              *
        HE = Compares the THEN/TO to the characters HEIGHT (IN INCHES).  *
        GE = Compares the THEN/TO to the characters GENDER.

        * MEANS THIS IS A NUMERIC FIELD

      You can use these keywords with the NREPLACE and CREPLACE effects.


IS is the comparison factor. This field can contain any of these:
      
    = : Compares the IF and THEN/TO fields to see if they are the same.
    > : Compares the IF and THEN/TO fields to see if the IF field is greater.
    < : Compares the IF and THEN/TO fields to see if the IF field is lesser.
    <>: Compares the IF and THEN/TO fields to see if they are different.
  
THEN/TO is what exactly the player must have or do to set these actions in 
  motion. If there is more then one possible comparison you want to be made,
  surround them all with periods.

             EXAMPLE: .PULL LEVER.PULL ROPE.

  If this field is a number you must make the NUMERIC field below it T.
  Otherwise leave the field F.
  
UPON FAILURE GOTO is what automaton it should goto if it this one fails. Put
  the REF# of the automaton you want called in this field .

NUMERIC is whether the THEN/TO field is a number.

DISARM ON TRIGGER is whether the automaton should automatically be disarmed
  when successfully triggered.

DESTROY ITEM\MECH is if the automaton is set on ITEM or MECHANICAL to 
  destroy that item or mechanical when successfully triggered.

LOOP COMMAND is whether the command the player typed will be looped through
  and be executed if and when the automaton is successfully triggered.
  
EFFECT - CAN EQUAL ONE OF THE FOLLOWING:
                                                                    
   ARM: Arm will rearm any automaton that is specified. To rearm an automaton
        put the REF# of the automaton to be rearmed in the plus field.
        Then set the automaton up how you want it to be set off.

   BLESS: Bless will bless the triggerer. The dice field will be how many 
          rounds it will last. The plus field is how much it will add. In
          the effectwhat field put one of these keywords:

           MH        : Adds to Maximum Life points
           MP        : Adds to Maximum Power points
           STR       : Adds to Strength
           AGL       : Adds to Agilty
           TGH       : Adds to Toughness
           I.Q       : Adds to I.Q
           WIS       : Adds to Wisdom
           APP       : Adds to Appearance
           SPD       : Adds to Speed
           AC        : Adds to Armor Class
           HPA       : Adds to Life point Adjustment
           PA        : Adds to Power point Adjustment
           HA        : Adds to To hit Adjustment
           DA        : Adds to plus to damage
           RA        : Adds to Healing rate
           MW        : Adds to Maximum Weight
           IT        : Adds an Immunity

   BLIND: Blind will blind the triggerer. The dice and plus fields roll up and 
          add together to equal the number of rounds this effect will last.

   CLOSE: Close will close a specified passage. The dice field is the FROM of 
          the passage and the plus field is the TO field of the passage.

   CREPLACE: This will replace the appropriate keyword field with the string
             in the MESSAGE TO ROOM field. EFFECTWHAT keywords are same as
             those in the IF explanation. Excluding COMMAND, ITEM, MECHANICAL,
             RANDNUM, NPC######, TOGGLE#, and TIME. The MESSAGE TO TRIGGER
             field will be shown to the triggerer and those in the room unlike
             the other effects.

   CURSE: Curse will curse the triggerer. The dice field will be how many 
          rounds it will last. The plus field is how much it will subtract. 
          In the effectwhat field put one of these keywords:

           MH        : Subtracts from Maximum Life points
           MP        : Subtracts from Maximum Power points
           STR       : Subtracts from Strength
           AGL       : Subtracts from Agilty
           TGH       : Subtracts from Toughness
           I.Q       : Subtracts from I.Q
           WIS       : Subtracts from Wisdom
           APP       : Subtracts from Appearance
           SPD       : Subtracts from Speed
           AC        : Subtracts from Armor Class
           HPA       : Subtracts from Life point Adjustment
           PA        : Subtracts from Power point Adjustment
           HA        : Subtracts from To hit Adjustment
           DA        : Subtracts from plus to damage
           RA        : Subtracts from Healing rate
           MW        : Subtracts from Maximum Weight
           VT        : Adds a Vulnerability
  
   DAMAGE: Damage will hurt the triggerer for the specified damage. The dice
           and plus field equal the damage done. The type field equals the 
           type of damage done. The effectwhat field is what it damages. 
           Keywords for this field are as follows:
            
           EXP   : Subtracts from Experience
           MONEY : Subtracts from First currency
           MONEY2: Subtracts from Second currency
           POWER : Subtracts from Power points
           LIFE  : Subtracts from Life points

   DISARM: Disarm will disarm the specified automaton. To disarm the automaton
           put the reference number of the automaton to be disarmed in the
           plus field. Set the automaton up how you want it to be set off.

   DISPLAY: Display will display either the memo field or the specified text 
            file. The EFFECTWHAT field accepts these keywords:

            MEMO         : Displays the memo field attached to this auto.
            FILENAME.EXT : Displays the assigned file that has been u/led.

   ENTANGLE: Entangle will entangle the triggerer. The dice field is the life
             points of the entangle. The plus field is the number of rounds
             the entangle will last.

   FLY: Fly will give the triggerer the ability of flight. The dice and plus
        field are the number of rounds the ability will last.
     
   GOTO: Goto will jump to the specified automaton upon a successful trig-
         gering. Thus checking the next automaton and carrying on its effect.
         This can be done almost 100 times before the program will not handle
         it and error.
         Example:
               REF#     COMMAND SET              EFFECT     PLUS
             -------------------------------------------------------   
                1      COMMAND=ATTACK             GOTO       2
                2      RACE=HUMAN                 GOTO       3
                3      CLASS=THIEF                DISPLAY  

                DISPLAY: "Human Thieves aren't allowed to attack in this
                          area!"

   HEAL: Heal will heal the triggerer for the specified amount of damage. The 
         dice and plus field are the amount it will heal. The effectwhat field
         will tell it what to heal. Keywords for this field are:
           
         EXP   : Adds to Experience
         MONEY : Adds to First currency
         MONEY2: Adds to Second currency
         POWER : Adds to Power points
         LIFE  : Adds to Life points
  
   INVISIBLE: Invisible will give the triggerer invisibilty. The dice and plus
              fields equal the number of rounds the ability will last.

   JOIN: Will join the specified npc to the player. The npc is specified by
         putting the npc's REF# in the plus field.
         *NOTE Usually best to check for npc's presence in room first.

   MOVEITEM: Will move the specified item to the specified location. You
             specify the item by putting its REF# in the plus field. You
             specify the location to put it in, in the effect loc field.
             You must specify the keyname of the item in the towhat field.

   MOVEMECH: Will move the specified mech to the specified location. You
             specify the mech by putting its REF# in the plus field. You
             specify the location to put it in, in the effect loc field.
             You must specify the keyname of the item in the towhat field.

   MOVENPC: Will move the specified npc to the specified location. You
            specify the npc by putting its REF# in the plus field. You
            specify the location to put it in, in the effect loc field.
             You must specify the keyname of the item in the towhat field.

   NREPLACE: This will replace the appropriate keyword field with the number
             in the PLUS field. EFFECTWHAT keywords are same as those in the
             IF explanation. Excluding COMMAND, ITEM, MECHANICAL, RANDNUM,
             NPC######, TOGGLE#, and TIME.

   OPEN: Open will open a specified passage. The dice field is the FROM of
         the passage and the plus field is the TO field of the passage.
  
   POISON: Poison will poison the triggerer. The dice field is the damge the
           triggerer will take per round. The plus field is the number of
           rounds the poison will last. The effectwhat field is what will be
           effected by the poison. The keyword for this field are as follows:
           
           POWER: Subtracts from Power points
           LIFE : Subtracts from Life points

   RECHARGE: Recharge will recharge items. The dice or plus fields can be the
             amount recharged. If the dice field is empty the plus field will
             equal the recharge. IF the plus field is empty then the dice
             field will equal the amount of recharge. This includes light
             rounds, item charges, or a specific item. Keywords are as
             follows:

             CHARGES : This will recharge all items in inventory with charges.
             ROUNDS  : This will recharge all items in inventory with rounds.
             ITEMNAME: This will recharge ONLY an item matching this name.

   SILENCE: Silence will silence the triggerer. The dice and plus fields will
            equal the number of rounds it will last.

   STONE: Stone will stone the triggerer. The dice and plus field is the
          number of rounds it will last.

   SUMITEM: Sumitem will summon the specified item into the room. The TOWHAT
            field is the keyname of the item. The plus field is the REF# of
            the item of the same name that you DO NOT want summoned. This is
            used when you have an original in room 999999 also and do not want
            it summoned. The effectloc field is where the item will appear when
            summoned. This will only summon items that are in room 999999.
  
   SUMMECH: Summech will summon the specified mechanical into the room. The
            TOWHAT field is the keyname of the mechanical. The plus field is
            the REF# of the mechanical you DO NOT want summoned. This is used
            when you have an original in room 999999 that you do not want
            summoned. The effectloc field is where the mechanical will appear
            when summoned. This will only summon mechanicals that are in room
            999999.
  
   SUMNPC: Sumnpc will summon the specified npc into the room. The plus 
           field is the REF# of the npc to be summoned. The effectloc field is
           where the npc will appear when summoned. This will only summon npcs
           that are in room 999999.
      
   TOGGLE: This toggles one of the players preset toggle slots. Upon creating
           a character a player gets 200 slots or toggles. These are all set as
           0's as so "0000000". You can toggle any of these 200 slots to any
           ASCII character other then a zero for keeping track of quests
           completed for example. You can also check toggles with automatons.
           The TOWHAT field is the new character for the toggle slot. The PLUS
           field is the number of the slot from 1 to 200.
          
   TELEPORT: Teleport will transport the triggerer to the specified location.
             The plus field is where the triggerer will be teleported to.
             This is also the ONLY effect that uses the SEND TO TRIGGERER and
             SEND TO ROOM strings differently. With this effect, SEND TO
             TRIGGERER is the string sent to the room where they are
             teleported FROM. The SEND TO ROOM string is sent to the room they
             are teleported TO.

   UNJOIN: Unjoins the specified npc from the player. The npc is specified
           by putting its REF# in the plus field.
           *NOTE Usually best to check for npc's presense in room first.

   WATER: Water will give the triggerer the ability of water breathing. The
          dice and plus fields will equal the number of rounds it will last.

MESSAGE TO TRIGGERER is the message shown to the triggerer of this automaton.
  *See FIG-1 for more details*

MESSAGE TO ROOM is the message shown to all in the room when this automaton is
  triggered. *See FIG-1 for more details*

  The Disarm fields work the same as the ones above. This will keep the
automaton from going off at all if it is true. This will not toggle the DISARM
field it will only PREVENT it from triggering for some reason. Thus if I am
a full Avatar and its set up as PR = ************. Then it would not trigger
on anyone with PR equalling ************.
  
  To edit automatons use the EDITAUTO or EA command. When you enter this  
command you will be given a list of all Automatons available for that 
location.

** Example Of An AUTMATON In M.A.R.S.

 REF:1
 LOCATION: 200                      EFFECT LOC: 0

 IF: COMMAND                 IS: =
 THEN/TO: .PULL TORCH.TWIST TORCH.MOVE TORCH.PUSH TORCH.
 UPON FAILURE GOTO: 
 NUMERIC: F  DISARM ON TRIGGER: F  DESTROY ITEM\MECH: F  LOOP COMMAND: F

 EFFECT: DAMAGE     TO WHAT: LIFE
 DICE: 1D10 + 10  TYPE 5
 MESSAGE TO TRIGGERER:
 The walls begin moving closer together and you are crushed for *D damage!
 MESSAGE TO ROOM:
 *P is being squeezed to death.
 DISARM IF: 
 IS:                                 TO: 
 NUMERIC: F                             DISARMED: F

** If the player types any of the above phrases, he/she triggers the automaton
and his/her life is damaged.

** Numeric Automaton

 REF:1
 LOCATION: 25                       EFFECT LOC: 25

 IF: G                 IS: <
 THEN/TO: 50
 UPON FAILURE GOTO: 
 NUMERIC: T  DISARM ON TRIGGER: T  DESTROY ITEM\MECH: F  LOOP COMMAND: F

 EFFECT: SUMITEM     TO WHAT: 
 DICE: 0 + 126  TYPE 0
 MESSAGE TO TRIGGERER:
 Since you are so poor, the Gods summon you a free long sword out of pity.
 MESSAGE TO ROOM:
 *P has been blessed.
 DISARM IF: CL
 IS: =                                TO: CLERIC
 NUMERIC: F                             DISARMED: F

** Whenever a player enters room 25, the automaton examines that players GOLD.
If it is LESS THAN [<] 50, then the effect summons an ITEM out of room 999999.
The number 126 in the Dice Plus field, is the REF# of the summoned Item.  The
EFFECT LOC: field is the ROOM where the ITEM will appear.  The DISARM IF: 
field will disarm the automaton if the player's class who enters the room 
happens to be a Cleric.


** Compound Automaton

 REF:1
 LOCATION: 510                       EFFECT LOC: 

 IF: COMMAND                 IS: = 
 THEN/TO: .W.WEST.
 UPON FAILURE GOTO:  
 NUMERIC: F  DISARM ON TRIGGER: F  DESTROY ITEM\MECH: F  LOOP COMMAND: F

 EFFECT: GOTO     TO WHAT: 
 DICE:  + 2  TYPE 
 MESSAGE TO TRIGGERER:
 
 MESSAGE TO ROOM:
 
 DISARM IF: 
 IS:                                 TO: 
 NUMERIC: F                             DISARMED: F

**

 REF:2
 LOCATION: #510                       EFFECT LOC: 

 IF: LV                 IS: >
 THEN/TO: 10
 UPON FAILURE GOTO: 3
 NUMERIC: T  DISARM ON TRIGGER: F  DESTROY ITEM\MECH: F  LOOP COMMAND: F

 EFFECT: GOTO     TO WHAT: 
 DICE:  + 4  TYPE 
 MESSAGE TO TRIGGERER:
 
 MESSAGE TO ROOM:
 
 DISARM IF: 
 IS:                                 TO: 
 NUMERIC: F                             DISARMED: F

**

 REF:3
 LOCATION: #510                       EFFECT LOC: 

 IF: HP                 IS: >
 THEN/TO: 0
 UPON FAILURE GOTO: 
 NUMERIC: T  DISARM ON TRIGGER: F  DESTROY ITEM\MECH: F  LOOP COMMAND: F

 EFFECT: DISPLAY     TO WHAT: MEMO
 DICE:  +   TYPE 
 MESSAGE TO TRIGGERER:
 
 MESSAGE TO ROOM:
 
 DISARM IF: 
 IS:                                 TO: 
 NUMERIC: F                             DISARMED: F

**

 REF:4
 LOCATION: #510                       EFFECT LOC: 

 IF: HP                 IS: >
 THEN/TO: 0
 UPON FAILURE GOTO: 
 NUMERIC: T  DISARM ON TRIGGER: F  DESTROY ITEM\MECH: F  LOOP COMMAND: F

 EFFECT: TELEPORT     TO WHAT: 
 DICE:  + 511  TYPE 
 MESSAGE TO TRIGGERER:
 Since you are an experienced warrior above level 10, you have proceeded.
 MESSAGE TO ROOM:
 *P vanished in a colorful display of bright colors!
 DISARM IF: 
 IS:                                 TO: 
 NUMERIC: F                             DISARMED: F

** The first auto checks the command of the player.  If its = W or WEST, the
auto "Calls Upon" another auto.  To do this, mark the EFFECT as GOTO.  Mark
the dice field as the REF# of the called auto.  Any auto that is CALLED upon
by another Auto has LOCATION: field equal to #RoomNumber.  A called automaton 
in room 5 would have a location typed as, #5.  

The auto with ref:2 checks the players level.  If the their level is greater
than 10, then it is successful, and the effect is to CALL UPON the next auto
having REF#: 4. (GOTO 4).  UPON failure is there in case the auto fails to 
trigger.  In this case, if a player was less than Level 11. (10 and below).

IF a player is less than level 10, the effect calls upon the auto with
REF#: 3.  Auto 3, does a "lazy check."  It checks something we know the player
already has, just to make it trigger and make the appropiate display.  In this
case, it checks the HIT POINTS of the player, If the hp of the player happens
to be greater than 0, (of course the player had to be alive to trigger the
auto anyways, so we know it will trigger), then the EFFECT is DISPLAY MEMO.
The Memo might say something like this:
  
  Sorry! Only players greater than level 10 may pass!

And the player will be brought back to the Mars prompt, without going West.

Back to Auto ref#: 2.  If the Player WAS greater than level 10, the effect
calls upon auto, ref: 4.  This auto does yet another, "lazy check" for HP.
The auto will of course trigger, thus TELEPORTING the player to the specified
room in the DICE field.  And the appropiate Messages to the rooms are 
displayed.



SECTION  -8.3-  Creating Forms...

   Forms are used with the MORPH ability in spells and powers. You create a
form then link it with the spell with its REF#.

  When you create a form you will be asked which type of form. Depending on
  which type of form you choose the appropriate edit screen will appear.
  The edit screens match the ones used normally for players, npcs, and
  mechanicals. See the appropriate sections of creating players, npcs, and/or
  mechanicals for more detail.

       Use EDITFORM # or EF # to edit the appropriate form. Where # is
       the forms REF#.


SECTION  -8.4-  Creating Items...

  Items can be very useful tools or weapons. They can be armor or gloves. 
Players use these to help them through the game. When you create an item you
will get this screen:
 
 REF: 1
 KEYNAME:          SEEN AS: 
 WEIGHT:                          TYPE: 
 PRICE:             MONEY TYPE:                 STORE: 
 AC:                                 READYTO: 
 ATT MOD:                     ATT MDR: 
 CURSED: F                              HANDED: 
 DAMAGETYPE:                           RANGE: 
 DAMAGE:  +                      MULTBY:  TO: 
 AMMO TYPE:           AMMO:     MAXAMMO: 
 CLASS:   
 POWER:            USES:     MAXUSES: 
 POWER:            ROUNDS:   MAXROUNDS: 
 POWER:            MECH ITEM: F
 POWER:            CURWEIGHTHELD: 
 POWER:            MAXWEIGHTHELD: 
 LOCKED: F                              KEYSNAME: 
 IN ANOTHER ITEM: F       INSTORE: F          UNIDENTIFIED: F
 DESCRIPTION:
 
 IF A WEAPON, ATTACK STRING:
 


KEYNAME is the name the player will refer to this item when picking up or
  using it. (Except when unidentified-SEE UNIDENTIFIED KEYWORD)

SEEN AS is what the player will see in the room or in their inventory.
  (Except when unidentified-SEE UNIDENTIFIED KEYWORD)

WEIGHT is how much the item will weight when carried.

TYPE is the type of item, like WEAPON, ARMOR, SHIELD or LIGHT. All items that
  are made to stay within a room like a SIGN for example should be of type
  ROOMITEM. This will keep them from being deleted if a Sysop chooses to use
  the reset functions built into the game.

PRICE is the price a player has to pay if they buy it from a store.

MONEY is the type of money this item is worth. 1 equals currency one and 2
  equals currency two.

STORE is a die roll of how many will be put in the store during 
  restocking.

AC is how much the item will lower the players AC when equipped.

READYTO is the position on the player the item goes when equipped. These
  positions are as follows:
          
           TH  :  TO HEAD
           TN  :  TO NECK
           TB  :  TO BODY
           TW  :  TO WAIST
           TA  :  TO ARM
           TLR :  TO LEFT FINGER
           TRF :  TO RIGHT FINGER
           TF  :  TO FEET
           TAB :  TO ABOUT
           TL  :  TO LIGHT
           TWP :  TO WEAPON
           TR  :  TO RANGED
           TRA :  TO RANGED AMMO

ATT MOD and ATT MDR are the ability if any the item will change upon equipping
and what the amount from 1-9 will do.

      They can be the following:
 
      STR  adds to +DAM ; Internal calulation
      AGL  Each +1 gives a 5% chance to advance/retreat without monsters
           attacking.
      TGH  If +1  Adds 10 Life Points
              +2  Adds 40 Life Points
              +3  Adds 90 Life Points
              +4  Adds 120 Life Points
              +5  Adds 250 Life Points
              +6  Adds 360 Life Points
              +7  Adds 490 Life Points
              +8  Adds 640 Life Points
              +9  Adds 810 Life Points
      I.Q  If +1  Adds 10 Power Points
              +2  Adds 40 Power Points
              +3  Adds 90 Power Points
              +4  Adds 120 Power Points
              +5  Adds 250 Power Points
              +6  Adds 360 Power Points
              +7  Adds 490 Power Points
              +8  Adds 640 Power Points
              +9  Adds 810 Power Points
      WIS  Every +1 lowers power point costs by .01%
      APP  Life normally, gives better prices at stores.
      SPD  Each +1 gives a 5% chance to run from the room without monsters
           attacking.
   IMMUNE  Adds the type of attack to the wielder's immunties.
VULNERABLE Adds the type of attack to the wielder's vulnerabilties.


CURSED is whether or not the item is cursed. If cursed the item cant be 
  unequipped.

HANDED is whether the item is 1 or 2 handed when wielded.
     One can equip:
     1 one-handed melee and 1 one-handed ranged    OR
     1 one-handed melee and a shield               OR
     1 one-handed ranged and a shield              OR
     1 two-handed melee                            OR
     1 two-handed ranged

DAMAGETYPE is the type of damage the weapon does. This can be from 0-9 of the
  preset types or you can make new ones with any ASCII character.

RANGE is the range of the item if its a ranged weapon.

DAMAGE and + are the damage roll and whats added to it when the weapon hits.

MULTBY is the number the damage is multiplied by if what is hit matches
  the TO: field.

TO is the counterpart of MULTBY. If the race of what is hit matches this 
  field it does the damage times MULTBY.

AMMO TYPE is the type of ammo a ranged weapon uses or a ranged ammo holder is.
  An item that holds the ammo of this type must be TYPE: HOLDER and the AMMO
  TYPE should match on both the weapon and ammo holder.

AMMO is the actual number of shots this item has loaded.

MAXAMMO is the maximum number of shots a item can hold.

CLASS is the number of the classes which can use the item.
       EXAMPLE: .1.3.6.   1 = mage, 3 = fighter, 6 = thieve
                  .0. will equal all classes.
     
 To get a list of classes and their respective numbers use the LISTCLASSES or
   LC commands.

POWER is the spell, power, or skill that is within the item that can be used
  with the USE command. There is space for up to 5 spells per item.

USES is the number of times any POWER on the item can be used.

MAXUSES is the maximum uses the item can have.

ROUNDS is the number of light rounds the item has when equipped.

MAXROUNDS is the maximum rounds the item can have.

MECH ITEM is whether this is a mechanical item or not.

CURWEIGHTHELD is the weight the item is carrying currently.

MAXWEIGHTHELD is the maximum the item can hold. Item needs a
              MAXWEIGHTHELD to hold other items.

LOCKED is whether the item is locked if it can hold other items.

KEYSNAME is the name of the key that can unlock or lock the item if you
         want it to be lockable and if it holds other items.

IN ANOTHER ITEM is whether the current item is in another item.

INSTORE is whether the item is in a store currently.

UNIDENTIFIED is whether the item is unidentified or not. If you want the item
             to be unidentified then you must put the real name of the item
             in the SEENAS: field and what its basic catagory is like SWORD in
             the KEYNAME: field. When identified it will copy the SEENAS field
             to the KEYNAME field.

DESCRIPTION is what the player will see if he/she examines the item. Also
  you may set it up to display a text or ansi file by putting:
         
         FILE:filename.ext ......in the description field.

INSTORE is whether this item is in the possession of a storeowner. For the
 most part it is there for Avatars in case an item gets stuck between being in 
 a store and somewhere else and this field is set to T and it isnt in a store.

IF A WEAPON, ATTACK STRING is the string that will be shown when a hit is made
  with this weapon. *See FIG-1 for more details*

 *NOTE* Ranged weapons damage and attack string are used from the ranged
        weapons ammo not from the weapon itself. This is so you may have,
        say ARROWS, FLAME ARROWS, IRON ARROWS+1, etc that can all be used
        with a bow.

SECTION  -8.5-  Creating Items for Random Item Files(R.I.F.'s)...

   Items created for R.I.F.'s(Random Item Files) are made to be randomly
dropped when npcs are killed. When you go to create a RANDOM it will list
the first 20 R.I.F. files already in existense. Then it will ask you if you
want to (A)DD TO FILE, (C)REATE NEW FILE, OR ANY OTHER KEY TO CONTINUE. Each
file holds different items for perhaps different area monsters or just
different npcs. Once you decide on the file you wish to add to or the if you
want to create a new file it will bring up the normal item screen to let you
create the new item.


** Example of an Item in M.A.R.S. **

 REF: 1
 KEYNAME: Sword of pain         SEEN AS: Sword of pain
 WEIGHT: 25                         TYPE: WEAPON
 PRICE: 200            MONEY TYPE: 1                STORE: 1d6
 AC: 0                                READYTO: TWP
 ATT MOD:                     ATT MDR: 
 CURSED: F                              HANDED: L
 DAMAGETYPE: 1                          RANGE: 
 DAMAGE: 2d6 + 0                     MULTBY:  TO: 
 CLASS: .1.5.7.9.    
 AMMO TYPE:  AMMO:     MAXAMMO: 
 POWER:            USES: 
 POWER:            MECH ITEM: F
 POWER:            CURWEIGHTHELD: 
 POWER:            MAXWEIGHTHELD: 
 POWER:            KEYSNAME: 
 ROUNDS:                          LOCKED: F
 IN ANOTHER ITEM: F       INSTORE: F         
 DESCRIPTION:
 A single edged sword with a sapphire embedded in the handle.
 IF A WEAPON, ATTACK STRING:
 *P swings at *N, with *G sword of pain, causing *D damage.


 * This item is a weapon.  It attacks with 2 rolls of a 6 sided die.  In the
   classes field, you can see how your classes are to be ranged.  This
   particular sword can be equipped by those classes matching 1, 5, 7 and 9.
   You can always check to see which classes are which by typing the command
   LC (list classes).  Using the key .0. will make the item usable by all
   classes.

** Another Example of an Item in M.A.R.S. **

 REF: 1
 KEYNAME: Wooden shield         SEEN AS: Wooden shield
 WEIGHT: 23                         TYPE: ACCESSORY
 PRICE: 15            MONEY TYPE: 1                STORE: 2d5
 AC: 1                                READYTO: TA
 ATT MOD:                     ATT MDR: 
 CURSED: F                              HANDED: 
 DAMAGETYPE:                           RANGE: 
 DAMAGE:  +                      MULTBY:  TO: 
 CLASS: .0.    
 AMMO TYPE:  AMMO:     MAXAMMO: 
 POWER:            USES: 
 POWER:            MECH ITEM: F
 POWER:            CURWEIGHTHELD: 
 POWER:            MAXWEIGHTHELD: 
 POWER:            KEYSNAME: 
 ROUNDS:                          LOCKED: F
 IN ANOTHER ITEM: F       INSTORE: F         
 DESCRIPTION:
 A fine carved sheild made of oak.
 IF A WEAPON, ATTACK STRING:
 

  * This item is made to be a protection rather than an attack item.  As you
    can see, the item is a wooden shield, with an AC modification of 1, 
    which means that 1 armor class point will be dropped while this item is
    weilded on the player.  TA simply means the armor is placed TO ARM.  There
    is no need for an ATTACK STRING for this item, because it is not a weapon.
    Also, note that ALL classes can use this item. (.0.)



SECTION  -8.6-  Creating Mechanicals...

   Mechanicals can be many different things so these few fields will give them
shape as to what they are. When you create a mechanical you will get this 
screen:
 
 REF:1
 KEYNAME:       RACE: 
 MAXHPs:                      ARMOR CLASS: 
 COCKPIT: F                             KEYSNAME: 
 LOCKEDSTORAGE: F                       LOCKEDCOCKPIT: F       
 MAXWEIGHT:                         CURWEIGHT:  
 TOTALPASSENGERS: 0                     #PASSENGERS: 0
 MECHSIZE:  0         MECHSONBOARD:  0            PRICE:          0
                                                  MONEY TYPE: 0
 VULNERABLETO:                IMMUNETO: 

       FLYING: F           INVISIBLE: F         WATER/BRE: F
 DAMAGE:                          INSTORE: F
 BASE ATTACK STRING:
 


KEYNAME is what is seen by players as its name.

RACE is the race of the mechanical. Like a more broad name for it or class.

MAXHPs is the mechanicals maximum life points.

ARMOR CLASS is the AC of the mechanical. Lower is better.

COCKPIT is whether the mechanical has a cockpit to conceal and protect the
  controller and passangers of it.

KEYSNAME is the name of the key that locks and unlocks the mechanicals
  storage compartment AND/OR cockpit, if one is present.

LOCKEDSTORAGE is whether the storage compartment is locked.

LOCKEDCOCKPIT is whether the cockpit is locked.

MAXWEIGHT is the maximum weight the mechanical can carry in its storage 
compartment.

CURWEIGHT is the current weight the mechanical is carrying.

TOTALPASSANGERS is the total number of players that can get in or on the 
  mechanical.

#PASSANGERS is the total number of passangers on the mechanical now.

MECHSIZE is a number representation of size from 1 - 99. This is the size 
  accordingly for this mechanical. When this mechanical attempts to GETON or 
  GETIN another mechanical this size will be compared to the mechanicals 
  MECHSONBOARD rating to see if it can hold this mech. Its basically like a
  weight rating for mechanicals.

MECHSONBOARD is the number of mechanical space upon this mech from 1 - 99.
  This mech can only hold a total number of mechanicals with a MECHSIZE
  totaling up to this number.
 
PRICE is the price needed to be paid to purchase from a store.

MONEY TYPE is which type of money is the price. 1 for currency one and 2 for
  currency two.

VULNERABLETO is what the mechanical is vulnerable to.

IMMUNETO is what the mechanical is immuneto.

FLYING is whether this mechanical can fly.

INVISIBLE is whether this mechanical is invisible

WATER/BRE is whether this mechanical can breath water.

DAMAGE is the base weapons damage.

INSTORE is T if the mechanical is in a store, F otherwise.

BASE ATTACK STRING is the string used for showing that the mechanical has made
  a successful hit. *See FIG-1 for more details*

  To edit a mechanical use the EDITMECH or EM commands.


** Example Of A Mechanical In M.A.R.S.

 REF:1
 KEYNAME: Pearled Unicorn      RACE: Pegasus
 MAXHPs: 500                     ARMOR CLASS: 2
 COCKPIT: F                             KEYSNAME: 
 LOCKEDSTORAGE: F                       LOCKEDCOCKPIT: F       
 MAXWEIGHT: 200                        CURWEIGHT: 0 
 TOTALPASSENGERS: 2                     #PASSENGERS: 0
 MECHSIZE:  20        MECHSONBOARD:  0            PRICE:       9500
                                                  MONEY TYPE: 1
 VULNERABLETO:                IMMUNETO: 

       FLYING: T           INVISIBLE: F         WATER/BRE: F
 DAMAGE: 2D20+5                         INSTORE: F
 BASE ATTACK STRING:
 *P rears its hooves at *N causing *D damage from the pounding weight.

** A cockpit does not allow another player to see who owns the current mech.
If both the cockpit and storage are locked, the same key is used to lock and
unlock both compartments.  

A mech is a small version of an Npc, except that you can Geton/Getin one, and
control it by using commands beginning with the letter "M".  To have a mech
attack a Goblin, the Synax would be: MATTACK Goblin.  MSTAT.  MACT neighs!



SECTION  -8.7-  Creating Npcs...

  Npcs are non-player characters that are not mechanicals. They can be against
a player or be helpful. These can be monsters, guards, even animals that would
not be mechanicals. After creating this npc it will be in the room with you.
When you create an npc an edit screen will come up like this:


 REF: 1
 KEYNAME:          LEVEL: 
 RACE:             EXPERIENCE: 
 ALIGNMENT:            ARMOR CLASS: 
 MAXLIFE:                     CAST%:
 SUMMONED: F                            STOREOWNER: F
 AGGRESSIVE: F                          STATIONARY: F
 AREA:      GOLDonDEATH:     DROP%:     R.I.F.: 
 VULNERABLETO:          IMMUNETO: 
          FLYING: F           INVISIBLE: F          WATER/BRE: F
 CLOSE ATTACK STRING:

                     HIT:   DAMAGE:  +  TYPE: 
                         RANGED DAMAGE:  TYPE: 
 RANGED ATTACK STRING:

 SEEN_AS:


                          Immunities & Vulnerabilities
           1 = Electricity & Static Types    2 = Fire & Heat Types
           3 = Water & Steam Types           4 = Ice & Cold Types
           5 = Physical Types                6 = Light Types
           7 = Weapon Types                  8 = Turn to Stone Types
           9 = Poison Types                  0 = Entanglment Types


KEYNAME is the name used to reference this npc, such as examining or for
  attacking. 
  
LEVEL is the level of the npc.
  
RACE is the race of the npc.
  
EXPERIENCE is the experience a player gets upon hitting this npc.

ALIGNMENT is the alignment of an npc. This can be any of the 7 alignments,
  Lawful Good, Good, Chaotic Good, Neutral, Lawful Evil, Evil, Chaotic Evil

ARMOR CLASS is the armor class of the npc.
  
MAX LIFE is the maximum number of life points the npc can have.

CASTON is the percentage chance that the npc will cast.

SUMMONED is T or F as to whether this npc is summoned by a spell using the
  SUMMON effect.

STOREOWNER is T or F as to whether this npc is a storeowner or guildmaster.

AGGRESIVE is T or F deciding whether the npc will attack without being 
provoked.
  
STATIONARY is T or F to whether this npc moves from room to room when killed.

AREA is the area to which this npc will inhabit or if STATIONARY is T this is
 the room number for which it will reappear upon ressurection.

GOLDonDEATH is the dice roll for money the npc will give upon it's death.
   Example: 1d20 would give somewhere from 1-20 gold upon death. Gold is just
   used for referenceing examples.

DROP% is the chance percentage that the monster will drop an item from a
      R.andom I.tem F.ile.

R.I.F. is the number for the R.andom I.tem F.ile to pull a random item from.

VULNERABLETO are the types of attacks an npc can be more vulnerable to then
  normal. This field can be left blank if you do not wish the npc to have a
  vulnerability or can be filled with 1234567890 and be made vulnerable to 
  every type of attack or any variation of attacks.

IMMUNETO are the types of attacks an npc can be immune to. This field can be 
  left blank if you do not wish the npc to be immune to anything. It can also
  be filled with 1234567890 and would then be immune to everything but it's
  not advisable on npc's.
  
FLYING is T or F as to whether this npc has flying abilities.

INVISIBLE is T or F as to whether this npc is invisible.

WATERBREATHING is T or F as to whether this npc has waterbreathing abilities.

CLOSE ATTACK STRING is the string used to show this npc is attacking in melee
  and hitting.  *See FIG-1 for more details*

HIT is the plus given to the npc's chance to hit

DAMAGE is the dice roll of how much damage the npc does on a successful hit in
  melee. Example: 1d8 a player would lose 1-8 life points.

+ is the amount added to the damage randomly made from the DAMAGE field.

TYPE is the type of damage that is done in melee.

RANDED DAMAGE is the damage a npc does with a successful ranged attack.
  Example: 1d12 a player would lose 1-12 life points from a successful hit.

TYPE is the type of damage that is done with a ranged attack.

RANGED ATTACK STRING is the string used to show this npc is attacking with a
  ranged weapon and hitting.  *See FIG-1 for more details*

SEEN_AS is what the player will see when entering a room where this npc is.

  If at any time you want to edit an NPC, find the NPC's REC# with the SN or
SEEKNPC command and use EDITNPC REC# or EN REC# to edit.


** Example Of An NPC In M.A.R.S.
** Monster
 
 REF: 1
 KEYNAME: Black Dragon         LEVEL: 20
 RACE: Dragon            EXPERIENCE: 5000
 ALIGNMENT: Evil           ARMOR CLASS: -5
 MAXLIFE: 6500                    CAST%:
 SUMMONED: F                            STOREOWNER: F
 AGGRESSIVE: T                          STATIONARY: F
 AREA: 5    GOLDonDEATH: 3D500    DROP%:     R.I.F.: 
 VULNERABLETO: 9         IMMUNETO: 280
          FLYING: F           INVISIBLE: F          WATER/BRE: F
 CLOSE ATTACK STRING:
*P claws at *N fiercly inflicting *D damage.
                     HIT: 15  DAMAGE: 2D30 + 10 TYPE: 5
                         RANGED DAMAGE: 1D15 TYPE: 2
 RANGED ATTACK STRING:
*P breathes fiery flames at *P causing *D damage.
 SEEN_AS:
A Black Dragon can be seen laying quietly on the ground here.

                          Immunities & Vulnerabilities
           1 = Electricity & Static Types    2 = Fire & Heat Types
           3 = Water & Steam Types           4 = Ice & Cold Types
           5 = Physical Types                6 = Light Types
           7 = Weapon Types                  8 = Turn to Stone Types
           9 = Poison Types                  0 = Entanglment Types

**  If you want to give the Monster a Spell, enter the CAST% field.  Notice
the REF# of the NPC.  Its 1.  Create a Spell.  In the LOCATION: Field of the
Spell editing menu, enter a minus sign then the NPC's REF#.  Now, the Spell
is valid to any NPC with the same REF#, in case you have copies of the NPC
made.

NPCs don't have to have a ranged attack, it may be left blank.  

If you wanted the NPC to drop an Item from its Inventory, do the following.
Set the DROP% field to the chance out of 100 you want it to drop an item, 1-
100. Now in the R.I.F. field you must specify the file number of the R.I.F.
(Random Item File) you created or thats already created that you wish it to
"pull" the item from. If you havn't created an R.I.F. file or want an explan-
ation see SECTION 8.5.

The lowest AC for any NPC is -99.  The lower the better.  If any numerical 
field surpasses its allotted limit, it flips to infinite (***).  

** ShopKeeper

 REF: 1
 KEYNAME: Lothar         LEVEL: 10
 RACE: Human            EXPERIENCE: 0
 ALIGNMENT: Good           ARMOR CLASS: -99
 MAXLIFE: 9999999999                    CAST%:0
 SUMMONED: F                            STOREOWNER: T
 AGGRESSIVE: F                          STATIONARY: T
 AREA: 1     GOLDonDEATH: 0    DROP%: 0    R.I.F.: 0
 VULNERABLETO:          IMMUNETO: 
          FLYING: F           INVISIBLE: F          WATER/BRE: F
 CLOSE ATTACK STRING:

                     HIT:   DAMAGE:  +  TYPE: 
                         RANGED DAMAGE:  TYPE: 
 RANGED ATTACK STRING:

 SEEN_AS:
Lothar smiles warmly after taking notice of you entering here.

                          Immunities & Vulnerabilities
           1 = Electricity & Static Types    2 = Fire & Heat Types
           3 = Water & Steam Types           4 = Ice & Cold Types
           5 = Physical Types                6 = Light Types
           7 = Weapon Types                  8 = Turn to Stone Types
           9 = Poison Types                  0 = Entanglment Types

** It is vital to mark the STATIONARY field as T for Shopkeepers.  They will
follow a player out of a shop otherwise.



SECTION  -8.8-  Creating Passages...

  Passages connect the many rooms throughout the game. Without connecting
passages, players could not go from room to room. Below is the edit/create
screen for them:

 ROOM: 1                
 FROM:   TO:  DIRECTION:   OPENED: T LOCKED: F BLOCKED: F
 OPEN/FROM:
 
 CLOSE/FROM:
 
 OPEN/TO:
 
 CLOSE/TO:
 

 DOOR NAME:                 KEY NAME: 
 LOCKPICK CHANCE:                          ONE-WAY: F
 BLOCKLIFE: 
                     
ROOM is just the reference number for this room. It can not be edited.

FROM is the room number this passage starts at. This will be automatically
  inserted when created AT THE SAME TIME AS A ROOM.

TO is the room number this passage connects to. This will be automatically
  inserted when created AT THE SAME TIME AS A ROOM.

DIRECTION is the direction this passage goes from the FROM room. This would be
  N,S,E,W,U,D,NE,NW,SE, or SW.

OPENED is whether the passage is open. For use with doors.

LOCKED is whether the passage is locked. For use with doors.

BLOCKED is whether the passage is blocked. A certain spell effect can block
  passages with an unknown force only removed by attacking it and depleting
  all its life points or a counter-spell.

OPEN/FROM is the description line shown to those within the FROM room when 
  this passage is opened.

CLOSE/FROM is the description line shown to those within the FROM room when
  this passage is closed.

OPEN/TO is the description line shown to those within the TO room when this
  passage is opened.

CLOSE/TO is the description line shown to those within the TO room when this
  passage is closed.

DOORNAME is the name the door is referenced by. Ex. Iron Gate.

KEYNAME is the name of the key that can only lock or unlock this passages
  door.

LOCKPICK CHANCE is the amount substracted from the chance to lockpick this 
  passage when closed and locked.

ONE-WAY is whether the passage only goes one direction. This means players can
  go from the FROM room thru to the TO room but not vise-versa.

BLOCKLIFE is the Life Points of any unknown force put upon this passage to 
  block it. Depleting these points removes the block.


** Example Of A Passage In M.A.R.S.

 ROOM: 1                
 FROM: 101  TO: 102 DIRECTION: W  OPENED: T LOCKED: F BLOCKED: F
 OPEN/FROM:
 You may continue along the dark corridor, west.
 CLOSE/FROM:
 
 OPEN/TO:
 You may return back east from here.
 CLOSE/TO:
 

 DOOR NAME:                 KEY NAME: 
 LOCKPICK CHANCE:                          ONE-WAY: F
 BLOCKLIFE: 

** Same Passage, Except Adding A Locked Door.
 ROOM: 1                
 FROM: 101  TO: 102 DIRECTION: W  OPENED: T LOCKED: F BLOCKED: F
 OPEN/FROM:
 You may continue along the dark corridor, west.
 CLOSE/FROM:
 An iron gate blocks the passage west.
 OPEN/TO:
 You may return back east from here.
 CLOSE/TO:
 An iron gate blocks the passage east.

 DOOR NAME: IRON GATE                KEY NAME: GATE KEY
 LOCKPICK CHANCE: 99                         ONE-WAY: F
 BLOCKLIFE: 

** If you create a LOCKED door, it is usual to make the corresponding Key.
Simply Create an ITEM, and mark the KEY NAME the same as the key for the door.

Instead of a door, you may add a "Wall" instead.  Mark the BLOCKED field "T",
and give the Wall its life under the BLOCKLIFE field.  The Player can only 
pass after the Wall has been killed.  Example,  "Attack W" (Attack West).
The same "Wall" effect CAN be created on passages with the "Wall" spell
effect.


SECTION  -8.9-   Creating Resetables...

            RESETABLES SETUP: 

         RESETABLE TYPE: 
         RESETABLE REF#: 
         RESETABLE TO: 
         RESETABLE AS: 

         Arrows or J and K to view/Enter to edit
   
         CAN BE EITHER: PASSAGE, ITEM, MECH, or AUTOMATON
         
              PASSAGE SETUP:
           RESETABLE TYPE: is PASSAGE
           RESETABLE REF#: is the REF# of the FROM field of the passage.
           RESETABLE TO  : is the REF# of the TO field of the passage. 
           RESETABLE AS  : is LOCK, UNLOCK, OR BLOCK#
                         * IF RESETABLE AS = BLOCK, # would be the number of
                           life points the magic block should have.


              ITEM SETUP:
           RESETABLE TYPE: is ITEM
           RESETABLE REF#: is REF# of the original item you created for the
                           game to copy from.
           RESETABLE TO  : is what location you want the item to be reset to.
                           Location 999999 if the item is to be summoned by an
                           automaton.
                         * If you want it on an npc, take the npc's REF# and
                           make it a negative number and place it here.
           RESETABLE AS  : KEYNAME, LOCK, or INITEM

                           KEYNAME: is if just being replaced in a room or
                                    on an NPC.
                           LOCK: if its an item set up with a key to be
                                 locked.
                           INITEM: if its to be put in an item setup to hold
                                   other items.


              MECH SETUP: 
           RESETABLE TYPE: is MECH
           RESETABLE REF#: is the REF# of the original mech you created for
                           the game to copy from.
           RESETABLE TO  : is the room you want the mech to be placed in. 
                           Location 999999 if the mech is to be summoned by an
                           automaton.
           RESETABLE AS  : is the keyname of the mechanical.



              AUTOMATON SETUP:
           RESETABLE TYPE: is AUTOMATON
           RESETABLE REF#: is the REF# of the automaton.
           RESETABLE TO  : is blank
           RESETABLE AS  : is either ARM or DISARM. To arm or disarm the auto.

    To edit a resetable find it with the SEEKRESET command and then use
  EDITRESET or EE and the REC# given with the SEEKRESET.


SECTION  -8.10-  Creating Rooms...

  The game is made up of many rooms to create an imaginary realm. These are
the main components to a realm. These rooms must be put in a collection 
together called an AREA. This will control what npcs are in there and define 
an area of the realm. When you go to create a room it will prompt you:

 Which direction(N,E,W,S,U,D,SE,SW,NE,NW)?

 Type the direction you want the room to be from your current location. Then
you will get a screen like so:


 ROOM: 1
 TITLE: 

 AREA:   0          DARKNIGHT: F        INAIR: F            UNDERWATER: F
 MECHONLY: F        NOMECH: F           NOPOWER: F          DARK: F
 NO SHOOTING: F                         NO PLAYER KILLING: F
 TITLE COLOR:  USE NIGHT DESCRIPTION: F OWNER: 

 IF NO KILLING MARKED TRUE, FILL IN BELOW WITH THE NPC THAT WILL STOP PLAYERS:
 NPC DESCRIPTION:
 
 NPC ATTACK STRING:
 

EXPLANATION OF FIELDS:

ROOM NUMBER is the reference number of the room your are creating and can't be
edited. 
   
TITLE is the header before the description comes up for the room. 
  
INAIR, UNDERWATER, and MECHONLY , all require something of the player to enter 
 the room. 
   
 INAIR requires the player to be flying or the player to be in a mechanical 
   that can fly. 
   
 UNDERWATER requires the player to be water breathing or to be in a mechanical 
   that can breath water as long as the mech has COCKPIT: T. 
   
 MECHONLY just requires the player to be on or in a mechanical. 
   
DARKNIGHT and DARK pertain to light. 
   
 DARK makes the room dark to players all the time who dont have some sort of 
   light. 
   
 DARKNIGHT makes the room only dark without light during the nighttime hours 
   of the game. 
   
   HOW TIME IN GAME IS FIGURED
     The games time is based on 1/2 hour of real time. Each 1/2 hour is a game 
     day. Approximatly 1 minute 15 seconds equals 1 hour in the game. This can 
     add an effect of night and day to an area.
   
NOMECH and NOPOWER disallow certain things within the room.  
   
 NOPOWER will stop any spells from being cast, any powers from being used.
   Skills are not effected by this. 
   
 NOMECH will not allow any mechanicals within the room unless teleported or 
   summoned within it. 
   
AREA is the number for the group of rooms you want this room grouped within.

TITLE COLOR is the color you want the room title to be on display. Options for 
  this field are:      
               
               SETUP IS LIKE THIS: *COLOR*/N
               REPLACE *COLOR* WITH one of the following.

               GR+ = YELLOW        EXAMPLE: GR+/N
               GR  = BROWN
               R+  = BRIGHT RED
               R   = RED
               G+  = BRIGHT GREEN
               G   = GREEN
               W+  = BRIGHT WHITE
               W   = WHITE
               RB+ = BRIGHT PURPLE
               RB  = PURPLE
               B+  = BRIGHT BLUE
               B   = BLUE
               BG+ = BRIGHT CYAN
               BG  = CYAN

USE NIGHT DESCRIPTION is T or F. Only if the DARK field is T or the DARKNIGHT 
 is T and its night within the game will the description change to the night 
 description. This will also turn the display dark grey. The Night description 
 is a secondary description to be shown.

   After you are done inputing all the information needed it will prompt you:
  
   Do you want to edit the room description(Y/N)?

   If you wish to edit the room description answer Y and you will enter the
  built in Memo-editor. 

   Then it will prompt with this if you have USE NIGHT DESCIPTION: T:

   Do you want to edit the night description for this room(Y/N)?

   If you wish to edit the night description answer Y and you will enter the
  built in Memo-editor.

NPC DESCRIPTION is used only if NO PLAYER KILLING is marked True. If it is
  marked true it will show this description just like a npc's description in
  the room when a player looks or enters it. Only difference is this line will
  be in yellow. Basically letting them know their is something there to stop
  them.

NPC ATTACK STRING is the same as an npc's attack string(SEE NPCS), except that
  you must put the attackers name in, as the *P insert will not work with this
  attack string.

   To edit a room just type EDITROOM or ER in the room you want to edit. If
  you just want to edit the room description you can use EDITDESC or ED in the
  room you wish to edit.

** Example Of A Room In M.A.R.S. **

 ROOM: 1
 TITLE: Lothar's Armory

 AREA:   1          DARKNIGHT: F        INAIR: F            UNDERWATER: F
 MECHONLY: F        NOMECH: F           NOPOWER: F          DARK: F
 NO SHOOTING: F                         NO PLAYER KILLING: T
 TITLE COLOR: R+/N USE NIGHT DESCRIPTION: F OWNER: LOTHAR

 IF NO KILLING MARKED TRUE, FILL IN BELOW WITH THE NPC THAT WILL STOP PLAYERS:
 NPC DESCRIPTION:
 Serenity Guards stand watch in this area.
 NPC ATTACK STRING:
 The Guards strike at *P causing *D damage for attempting an attack here.

  
SECTION  -8.11-  Creating Spells, Skills, and Powers...

   Spells, powers, and skills are partial abilities that players can have if
their class or race allows it. The abilities can give them some powers the
Avatars have with some restrictions. When you create a spell, power or skill
you will get the edit screen as follows:
 

 SEEN AS:       LEVEL: 
 KEYNAME:       VALIDTO: 
 LOCATION:                        INSTORE: F
 EXPERIENCE:                      POWER: 
 TYPE:                                 EFFECT: 
 EFFECTWHAT: 
 DICE:  + 
 PERLEVEL: F
 TRANSFER: F                            CONE: F
 GROUP: F                               AREA: F
 EXPIRE DICE:                      EXPERLEVEL: F
 RANGED: F                              KIND: 
 RANGE:                                 RGPERLEVEL:
 DESCRIPTION:
 

 SHOWN WHEN CAST OR USED:
 

   
SEEN AS is what the players will see on there spells list or in a guild.

LEVEL is the level the player needs to be to cast the spell or use the power.

KEYNAME is the actual name the player must type to use it.

VALIDTO is the class or race this spell, power, or skill belongs to.

LOCATION is who has this spell, power, or skill. This number is the owners 
  REF# but in negative form. If given to a CLASS for roll-up this number will
  be a positive number. As each class given spell should be numbered from 1 up
  and none 2 numbered the same. Otherwords 1, 2, 3, 4, etc.

INSTORE is T if it is given to a Guildkeeper to distribute or sell. Its
  F otherwise.

EXPERIENCE is the amount of experience the user gets upon completing it.

POWER is the amount of power the spell, power, or skill takes to do.

TYPE is the type of attack it is if it actually is one. This can be from
  0 thru 9. Look to Npcs to see the list of what each is.

EFFECT is what the spell, power, or skill will actually do. It can be one
  of the following:

       BLESS: Bless will bless the target. The dice and plus fields will be
              how much it will add. The expire dice is the rounds it will last.
              If the experlevel is T it will be times the casters level. In the
              effectwhat field put one of these keywords:

              MH        : Adds to Maximum Life points
              MP        : Adds to Maximum Power points
              STR       : Adds to Strength
              AGL       : Adds to Agilty
              TGH       : Adds to Toughness
              I.Q       : Adds to I.Q
              WIS       : Adds to Wisdom
              APP       : Adds to Appearance
              SPD       : Adds to Speed
              AC        : Adds to Armor Class
              HPA       : Adds to Life point Adjustment
              PA        : Adds to Power point Adjustment
              HA        : Adds to To hit Adjustment
              DA        : Adds to plus to damage
              RA        : Adds to Healing rate
              MW        : Adds to Maximum Weight
              IT        : Adds an Immunity 
     
       BLIND: Blind will blind the target. The dice and plus fields equal the
              number of rounds this effect will last.
      
       CURSE: Curse will curse the target. The dice and plus fields will be
              how much it will subtract. The expire dice is the rounds it will
              last. If the experlevel is T it will be times the casters level.
              In the effectwhat field put one of these keywords:

              MH        : Subtracts from Maximum Life points
              MP        : Subtracts from Maximum Power points
              STR       : Subtracts from Strength
              AGL       : Subtracts from Agilty
              TGH       : Subtracts from Toughness
              I.Q       : Subtracts from I.Q
              WIS       : Subtracts from Wisdom
              APP       : Subtracts from Appearance
              SPD       : Subtracts from Speed
              AC        : Subtracts from Armor Class
              HPA       : Subtracts from Life point Adjustment
              PA        : Subtracts from Power point Adjustment
              HA        : Subtracts from To hit Adjustment
              DA        : Subtracts from plus to damage
              RA        : Subtracts from Healing rate
              MW        : Subtracts from Maximum Weight
              VT        : Adds a Vulnerability
       
       DAMAGE: Damage will hurt the target for the specified damage. The 
               dice and plus field equal the damage done. The type field 
               equals the type of damage done. The effectwhat field is what 
               it damages. Keywords for this field are as follows:
            
               EXP   : Subtracts from Experience
               POWER : Subtracts from Power points
               LIFE  : Subtracts from Life points
               STEAL : Randomly Subtracts and transfers either MONEY1
                       or MONEY2. Also with a chance of failure which
                       is determined by the EXPIREDICE and EXPERLEVEL.
                       This was setup mainly for thief types.
       
       DISARM: Disarm will attempt to disarm the automaton designated with the
               same keyword as this. If the user knows the autos number. The
               effectwhat field must match the appropriate automatons
               effectloc field. The dice and plus fields will be the chance
               to disarm the automaton. Lower the number, less the chance.
               Higher the number, better the chance. Anything over 100 in the
               roll would be disarmed everytime.

       DISPEL: Dispel will subtract rounds from specified abilities or in-
               flictions. In effect dispelling the ability or infliction. The
               dice and plus fields are the amount subtracted. The effectwhat
               field contains the keyword of what to dispel. The keywords used
               are as follows:

               ENTANGLED :  Subtracts from the targets Entanglment.
               CURSE     :  Subtracts from the targets Curseing.
               POISON    :  Subtracts from the targets Poisoning.
               STONE     :  Subtracts from the targets Stoneing.
               WALL      :  Subtracts from the targets Unknown force.
               SILENCE   :  Subtracts from the targets Silenceing.
               BLIND     :  Subtracts from the targets Blinding.
               ALL       :  Subtracts from the all the above targets
                            inflictions not including WALL. WALL is used alone
                            only.


       DETECT: Detect will attempt to detect an automaton designated with the
               same keyword as this. The effectwhat field must match the
               appropriate automatons effectloc field. If successful it will
               reveal the automatons(traps) number needed to disarm. The dice
               and plus fields will be the chance to detect the automaton.
               Lower the number, less the chance. Higher the number, better
               the chance.
       
       ENTANGLE: Entangle will entangle the target. The dice and plus field is 
                 the life points of the entangle. The expire dice field is the 
                 number of rounds the entangle will last. The experlevel field
                 is whether the expire dice is multiplied per level.
       
       FLYING: Flying will give the target the ability of flight. The dice 
               and plus field are the number of rounds the ability will last.
       
       HEAL: Heal will heal the target for the specified amount of damage. 
             The dice and plus field are the amount it will heal. The 
             effectwhat field will tell it what to heal. Keywords for this 
             field are:
           
             EXP   : Adds to Experience
             POWER : Adds to Power points
             LIFE  : Adds to Life points
             
           * HEAL will not heal anything with life below 0 unless you set
             it up as a ressurect spell.  The way to do this is to mark the
             TRANSFER as T. By doing this it allows it to bring the target
             above 0 life.
        
       HIDE: Hide will take the caster and put them in a semi-invisible state
             something like hiding in shadows. They will be invisible as long 
             as they DON'T move or take action in anyway. They can LOOK, STAT,
             and WHO but can't attack, shoot, etc. They can move a direction
             without being seen in the room as leaving but will be seen in the
             other room they are entering. The dice and plus fields are the
             chance to hide. Lower the number, less the chance. Higher the
             number, better the chance.

       IDENTIFY: Identify will attempt to identify an unidentified item. The
                 dice and plus fields equal the chance out of 100 it will be
                 identified.
           
       INVISIBLE: Invisible will give the target invisibilty. The dice and 
                  plus fields equal the number of rounds the ability will 
                  last.
       
       LIGHT: This will produce light rounds and put them in the targets
              light rounds field. The dice and plus fields equal the number
              of rounds.
       
       MORPH: This will let the player change his name, race, and class to 
              something different. You as an Avatar make the forms and preset
              the spells to what forms to use. The plus field is the form REC#
              to use with the spell. The expire dice field is the number of
              rounds the morph will last. The experlevel is whether the expire
              dice is per level.
       
       MULTIPLE: This will basically loop the attack command a number of times
                 designated by the DICE and PLUS fields. Whatever numeber 
                 rolled up on those fields will equal the number of attacks. 
                 If this number exceeds 99 it will be replaced with 99. 99 is 
                 the limit put within the program. Its up to you as an Avatar 
                 to control how large this number becomes. To make this a
                 multiple shoot just mark RANGED with T.

       POISON: Poison will poison the target. The dice and plus fields is the 
               damage the target will take per round. The expire dice field is 
               the number of rounds the poison will last. The experlevel is 
               whether the expire dice is per level. The effectwhat field is 
               what will be effected by the poison. The keyword for this field 
               are as follows:
           
               POWER: Subtracts from Power points
               LIFE : Subtracts from Life points
       
       RECHARGE: Recharge will recharge the target item. The dice and plus 
                 fields are the amount recharged. This includes light rounds 
                 and item charges. The keywords for the effectwhat fields is
                 as follows:

                 CS : Adds to Charges
                 RS : Adds to rounds

       SILENCE: Silence will silence the target. The dice and plus fields will
                equal the number of rounds it will last.

       SNEAKATTACK: This is an attack that can only be done from with in a 
                    HIDE. This attack will use the weapon equipped by the 
                    caster and do one of 2 things. Triple damage or instantly
                    take the target to -1 life. The chance of one or the other
                    is set up by the EXPIRE DICE and EXPERLEVEL fields. If the
                    random roll from 1-100 is below the number rolled from the
                    2 fields it will instantly kill. Otherwise it will just do
                    triple the damage.

       STEAL: Steal gives the user the ability to steal items from non-dead
              characters. The dice and plus fields are the chance to
              successfully steal. A random number is rolled from 1-100 if the
              dice and plus roll is over the random roll then it is successful

       STONE: Stone will stone the triggerer. The dice and plus field is the
              number of rounds it will last.
       
       SUMMON: Summon will summon a specified npc. The dice and plus fields
               are the number of rounds the summoned npc will be under control
               The effectwhat field is the race of the creature to summon.
               * A player cant summon an npc of greater level then themselves.

       SURESHOT: This will attack or shoot once with an extra chance to hit.
                 The DICE and PLUS fields will roll up the number subtracted
                 from the roll to hit. In doing the substraction from the roll
                 rather then adding it to the number needed you can hit 
                 anything if this gets high enough even -99. Plus once high
                 enough it will take the roll low enough to always hit and do
                 critical damage. To make this a ranged shoot mark RANGED 
                 with T.
                
       TELEPORT: Teleport will teleport the player to a specified memorized
                 location. Nothing needs to be put in the dice, plus or 
                 effectwhat fields.

       THIRDEYE: Thirdeye is the counterpart to teleport. This memorizes the
                 location the player is within as to let them teleport back
                 later. Nothing needs to be put in the dice, plus or 
                 effectwhat fields.

       UNLOCK: This will attempt to unlock a locked passage. The plus field is
               the percentage chance out of 100 minus the passages lockpick
               modifier.
       
       WALL: Wall will put an invisible force over the target passage. The 
             dice and plus fields are the life points of the wall.

       WATER: Water will give the target the ability of water breathing. The
              dice and plus fields will equal the number of rounds it will 
              last.
       
PERLEVEL makes the effects per the level of the user. Ex: 1d4+1 x 2(2nd level)  
  
TRANSFER will make damage transfer the points from the target to the caster. 
         If effect is heal this will make the heal ability a RESSURECT 
         ability and bring life above 0.

CONE will prompt the caster if they wish to cast it forward(towards 90') or
     backwards(towards 0') and then it will hit anything(Npc,Player, or Mech)
     next to the caster to the end of the ranges(0' or 90' depending).

GROUP will make the effect go through everyone in the room, npcs, mechanicals, 
and players. The player is prompted on which they want the effect to go on.

AREA will make the effect go through the room like GROUP except they are not
prompted thus everything is hit no matter what.

EXPIREDICE is for certain spell effects and is the dice roll of how long the 
desired effect will last.

EXPERLEVEL is whether the EXPIREDICE field will be multiplied by the caster's 
level.

RANGED is whether the spell is capable of ranged attacks.

KIND is what the type is: SPELL, SKILL, or POWER.

RANGE is the actual range of the spell. 10-180

RGPERLEVEL is whether the range is per level or not.

DESCRIPTION is a brief description which is what the player will see
if the spell or power is in a guild.

SHOWN WHEN CAST OR USED is the actual action description of what the spell or 
power does when used. It can have insert parameters for inserting names or
damage, etc as follows:

          FIG-1 : Insertion Parameters, these parameters will be
          replaced with the particuler things listed below. 
         --------------------------------------------------------
            *P : Is the caster, attacker, or triggerer.
            *N : Is the target.
            *G : Is the gender word. Inserts HIS/HER/ITS depending.
            *D : Is the damage/rounds done.

  To edit a spell use the EDITSPELL or EL commands.

** Example Of a Skill, Power, or Spell, In M.A.R.S.

 SEEN AS: Blizzard      LEVEL: 15
 KEYNAME: BLIZZARD      VALIDTO: CLERIC
 LOCATION: 1                       INSTORE: T
 EXPERIENCE: 200                     POWER: 50
 TYPE: 5                                EFFECT: DAMAGE
 EFFECTWHAT: LIFE
 DICE: 1D5 + 6
 PERLEVEL: T
 TRANSFER: F                            CONE: F
 GROUP: T                               AREA: F
 EXPIRE DICE:                      EXPERLEVEL: F
 RANGED: T                              KIND: 
 RANGE:  40                             RGPERLEVEL:
 DESCRIPTION:
 An elemental attack that hits any target of your choosing within 40 feet.

 SHOWN WHEN CAST OR USED:
 *P summons an icy hail storm and pounds *N with ice shards causing *D damage.

** A Spell given to a Monster, such as a Black Dragon.

 SEEN AS: Stone Breath      LEVEL: 1
 KEYNAME: STONE BREATH      VALIDTO: 
 LOCATION: -126                       INSTORE: F
 EXPERIENCE:                      POWER: 1
 TYPE: 8                                EFFECT: STONE
 EFFECTWHAT: 
 DICE: 1D10 + 0
 PERLEVEL: F
 TRANSFER: F                            CONE: F
 GROUP: F                               AREA: F
 EXPIRE DICE: 15                     EXPERLEVEL: F
 RANGED: F                              KIND: 
 RANGE:                                 RGPERLEVEL:
 DESCRIPTION:
 A spell for Black Dragons.  -126 is the negative form of the NPC's REF#.

 SHOWN WHEN CAST OR USED:
 *P breaths a poisonous gas at *N, turning you into stone for *D rounds.



SECTION  -8.12-  Creating Storefronts...

    Stores and guilds are places to purchase and sell items or learn spells, 
powers, or skills. When you try and create a store or guild you will get asked
if you are standing in the room or if you want to make the room. After that
when you get to the actual store screen you will see this:


 LOCATION:                        STORE NPC: 

 STORETYPE:                  BRANCH: 

          BUY: F              SELL: F             %COST: 


LOCATION is the room the store or guild is in.

STORE NPC is the npc who runs or owns the store.

STORETYPE is the type of store it is. This can be one of the following:

    ITEM        SPELL        SKILL       ROOM       AUTO        AMMO
    MECH        POWER        HEAL        BANK       TRAIN
            
BRANCH is a smaller class of the Storetype. This can be one of the following          
  
     If Storetype is ITEM:
         Branch can be any specific type of item
          Examples: Light, Armor, Shield, etc.
       *NOTE will also IDENTIFY items.

     If storetype is MECH:
        Branch can be any race of mechanical that would be sold or bought.

     If storetype is SPELL, POWER, or SKILL:
        Any class in the game that has spells, powers, or skills.

     If storetype is HEAL:
        Branch would be either LIFE or POWER to specify which it heals.

     If storetype is ROOM:
        Branch would be either ADDITION or FORSALEREF#...(REF# is the
        storeowners REF#)

     If storetype is BANK: 
        Branch doesnt need any keyword.

     If storetype is AUTO:
        Branch just needs to be a KEYWORD you decide on to match the EFFECTLOC
        field of all sellable Automatons.

     If storetype is AMMO:
        Branch doesnt need any keyword.

BUY is whether the player can buy from the store.    
  
SELL is whether the player can sell to the store.

%COST is the number that will be multiplied times the price of the 
  merchandise being sold. 1 is needed to make it match what is put on the item

  To edit a store you must be in the location of the store or guild. Then use 
  the command EDITSTORE or ES.


** Example of a Storefront in M.A.R.S. **

 LOCATION: 175                       STORE NPC: Monty Robinson

 STORETYPE: ITEM                 BRANCH: ACCESSORY

          BUY: T              SELL: F             %COST: .5

  * The example shows the store being built in room number 175.  The owner
    of the store is Monty Robinson (Make sure you make an NPC with the name
    listed in your storefront).  He specializes in Items that have the branch
    name of ACCESSORY, which would be helmets, boots, etc.  This particular
    storeowner will only BUY items for half price (.5) and will not SELL any
    items back.



SECTION  -9-  Copying: Simplifing an Avatars life.  

   Copying abilities will save an Avatar time and energy when needing an item
or NPC. Also if whats needed is even close to an already made item or NPC.
Use these commands below to make duplicates. If you duplicate an NPC the
REF# will be the same tho.

  COPYNPC (CN)  : will duplicate an npc you specify by REC#.

      EXAMPLE: COPYNPC 100 or CN 100

  COPYITEM (CI) : will duplicate an item you specify by REC#.

      EXAMPLE: COPYITEM 55 or CI 55


SECTION  -10-  Destroying creations.

  You have the ability to destroy just about anything within the game except
spells and rooms. These 2 things for the most part can be edited and re-used
for other things. If you destroy a player all spells connected to the player
will be destroyed automatically. To destroy anything you must be within the
same location as the specific thing being destroyed. Depending on what your
going to destroy you would use one of the following commands:
         
         DESTROY (DE) - Use this with with the appropriate name to destroy
                        Players, Npcs, Mechanicals, Items, and Passages. 
                        Passages would just be N, S, E, Etc, as the name.
         DESAUTO (DA) - Use this command stand alone and all Automatons 
                        effecting the location will be listed. Choose which
                        you wish destroyed.
         DESTORE (DS) - Use this command stand alone and it will destroy any
                        store/guild within the location.
         DESFORM (DF) - Use this command with the REF# of the morph form you
                        wish to delete.

** Examples of Destroying in M.A.R.S. **

 When destroying a player, please make sure that the player is OFFLINE when
 doing so.  Destroying a player when ONLINE may cause problems in the game.
 You cannot destroy anything unless it is in the room with you, so make sure
 you are in the correct room before attempting to destroy.

 For items, mechanicals, players and NPC's, simply type out the name of the
 item to be destroyed.

 DE NAKITA
 DE SWORD OF PAIN
 DE HORSE

 For Passageways, simply type in the direction.

 DE S  Destroys the passage to the south
 DE N  Destroys the passage to the north
 DE SW Destroys the passage to the southwest



SECTION  -11-  Casting, carrying, etc.: Interesting facts about NPCS!

   NPCs can cast just like player characters and in the sense of fair play
they can also cast healing spells at themselves also. If the spell effect
is HEAL the game will automatically make the spell be cast at the npc.

   NPCs can also carry items and they will be dropped automatically when they
are killed.

   NPCs that are non-aggressive and that are attacked will automatically be
changed to aggressive for approximately 10 rounds.


SECTION  -12-  Startup Items: Setting items to be given to new players. 

   If you want to assign certain items to be given to newly rolled up players
like maps, etc., you can use the SETITEM command. Just make the item if it is
not already created and find its REC#. Then issue the command with the REC#
like follows:

    SEEKITEM M

    R#[12     ] Map of Serenity                      [      1] In Room


    SETITEM 12


SECTION  -13-  Editing Player Characters.

  When you attempt to edit a character you will see the following screen:

 REF: 1                                 HANDLE: 
 CHARACTER:              CLASS: 
 RACE:                    LASTON: 02/04/96
 TITLE: 
 STR:  0             LIFADJ:  0           PRIVILEDGE: 
 AGL:  0             POWADJ:  0           ALIGNMENT: 
 TGH:  0             HITADJ:  0           AGE:   0
 I.Q:  0             DEFADJ:  0           HEIGHT: 0'0"
 WIS:  0             REGADJ:  0           WEIGHT:   0       CURRENCY1:
 APP:  0             AC:   0              GENDER:  INHAND:          0
 SPD:  0             LEVEL:   1                          INBANK:          0
 LIFEPTS:          0 EXPER:          0    CWEIGHT:    0     CURRENCY2:
 MAXLIFE:          0 NEXTL:          0    MWEIGHT:    0  INHAND:          0
 POWERPT:          0 RCADJ: 0.00          CLADJ: 0.00    INBANK:          0
 MXPOWER:          0 
 FLYING:    F             FLYINGROUNDS:    0          INMECH:        F
 WATER/BRE: F             WATERROUNDS:     0          LIGHTROUNDS:      0
 ENTANGLED: F             ENTANGROUNDS:    0          VULNERABLETO:
 STONED:    F             STONEROUNDS:     0          IMMUNETO:
 BLESSED:   F             BLESSROUNDS:     0          MORPHED:       F
 CURSED:    F             CURSEROUNDS:     0          MORPHROUNDS:      0
 INVISIBLE: F             INVISROUNDS:     0          POISONED:      F
 POISONROUNDS:    0       POISONWHAT:          SILENCED:      F
 BLINDED:   F             BLINDROUNDS:     0          SILENCEROUNDS:    0


HANDLE is the players handle on the BBS.

CHARACTER is the name of this players character.

CLASS is the characters class.

RACE is the characters race.

LASTON is the last time this character was uses online.

TITLE is the characters title which is shown after the characters name.

STR is the characters strength value.

AGL is the characters agility value.

TGH is the characters toughness value.

I.Q is the characters I.Q value.

WIS is the characters wisdom value.

APP is the characters appearance value.

SPD is the characters speed value.

LIFADJ is the players Life Points bonus upon level raising.
  
POWADJ is the players Power Points bonus upon level raising.
  
HITADJ is the players bonus to hit upon attacking.
  
DEFADJ is the players bonus to Armor Class.
  
REGADJ is the players healing rate.

PRIVILEDGE is the characters level of priviledge is any.

ALIGNMENT is the characters alignment.

AGE is the characters age.

HEIGHT is the characters height.

WEIGHT is the characters weight.

AC is the characters Armor Class value.

GENDER is the characters gender.

LEVEL is the characters level from 1 to 180.

CURRENCY 1 INHAND is the amount of currency 1 on the character.

CURRENCY 1 INBANK is the amount of currency 1 in the characters bank account.

CURRENCY 2 INHAND is the amount of currency 2 on the character.

CURRENCY 2 INBANK is the amount of currency 2 in the characters bank account.

LIFEPTS is the current life points of the character.

MAXLIFE is the full life points of the character.

POWERPT is the current power points of the character.

MXPOWER is the full power points of the character.

EXPER is the amount of experience the character has.

NEXTL is the amount of experience the character needs to achieve the next
  level.

CWEIGHT is the current weight the character is carrying.

MWEIGHT is the maxium weight the character can carry.

RCADJ is the multiple from the players race to experience per level.
  
CLADJ is the multiple from the players class to experience per level.
  
INMECH is T if player is in a mechanical and F if they are not.
  
FLYING is T if the player has a flying ability.
  
FLYINGROUNDS is the number of rounds the flying ability will last.
  
WATER/BRE is T if the player has water breathing ability.
  
WATERROUNDS is the number of rounds the water breathing ability will last.
  
INVISIBLE is T if the player is invisible.
  
INVISROUNDS is the number of rounds the invisibility will last.
  
ENTANGLED is T if the player is entangled.
  
ENTANGROUNDS is the number of rounds the entanglement will last.
  
STONED is T if the player is Turned to Stone.
  
STONEROUNDS is the number of rounds the stoned effect will last.
  
BLESSED is T if the player is blessed in some way.
  
BLESSROUNDS is the number of rounds the blessing will last.
  
CURSED is T if the player is cursed in some way.
  
CURSEROUNDS is the number of rounds the curse will last.
  
MORPHED is T if the player is morphed into something else.
  
MORPHROUNDS is the number of rounds the morph effect will last.
  
POISONED is T if the player is poisoned.
  
POISONROUNDS is the number of rounds the poison will last.
  
POISONWHAT is what type of poisoning it is. LIFE or POWER poisoning.
  
SILENCED is T if the player is silenced.
  
SILENCEROUNDS is the number of rounds the silencing will last.
  
BLINDED is T if the player is blinded.
  
BLINDROUNDS is the number of rounds the blindness will last.


** Example of a Player in M.A.R.S. **

 REF: 1                                 HANDLE: LITTLE BRAT
 CHARACTER: Nakita             CLASS: Cleric
 RACE: Elf                   LASTON: 02/04/96
 TITLE: Beware the wind storm
 STR: 15             LIFADJ: 21           PRIVILEDGE: ............
 AGL: 18             POWADJ: 20           ALIGNMENT: Lawful Good
 TGH: 11             HITADJ: 19           AGE:  97
 I.Q:  9             DEFADJ: 21           HEIGHT: 5'1"
 WIS: 15             REGADJ: 14           WEIGHT:  97       CURRENCY1:
 APP: 17             AC:   4              GENDER: Female INHAND:       1234
 SPD: 16             LEVEL:   1                          INBANK:        451
 LIFEPTS:         37 EXPER:         12    CWEIGHT:  125     CURRENCY2:
 MAXLIFE:         37 NEXTL:       4000    MWEIGHT:  350  INHAND:        234
 POWERPT:         51 RCADJ: 3.45          CLADJ: 2.34    INBANK:       3421
 MXPOWER:         51 
 FLYING:    T             FLYINGROUNDS:   -1          INMECH:        F
 WATER/BRE: F             WATERROUNDS:     0          LIGHTROUNDS:     -1
 ENTANGLED: F             ENTANGROUNDS:    0          VULNERABLETO:
 STONED:    F             STONEROUNDS:     0          IMMUNETO:
 BLESSED:   F             BLESSROUNDS:     0          MORPHED:       F
 CURSED:    F             CURSEROUNDS:     0          MORPHROUNDS:      0
 INVISIBLE: F             INVISROUNDS:     0          POISONED:      F
 POISONROUNDS:    0       POISONWHAT:          SILENCED:      F
 BLINDED:   F             BLINDROUNDS:     0          SILENCEROUNDS:    0


SECTION  -14-  Sysop & High Avatar Menu: Options for the SYS Menu.

   If you have access to this menu you will have 5 options. 
    
   1) Complete Sweep and Reindex of All files
   2) Restock Stores or Particular Store
   3) Reset All Stationary Npcs & Resetables   
   4) Destroy Unused Characters From Given Time 
   5) Configure game to your own specifications


SECTION  -14.1-  Reindexing Files...

   This will do just that, clean out the files and reindex them.

SECTION  -14.2-  Restocking Stores/Shops...

   This will restock all the stores in the game or restock a particular 
   store of your choice. Whichever you choose off the submenu.
        
SECTION  -14.3-  Resetting Npcs & Resetables...

   This will reset all stationary npcs that do not return on their own 
   to their proper locations. Also it will reset any Resetables that 
   are identified in the CONFIGURE THE GAME TO YOUR OWN SPECIFICATIONS 
   submenu.
        
SECTION  -14.4-  Destroying Unused Characters...

   This will destroy and delete all players who have not played after
   the number of days back, from the preset day, that you specify.
        
SECTION  -14.5-  Configuring Game To Your Specifications... 

    This gives you options such as these.
           
     Edit Game Title  -  Enter your own title for game. 
     Edit Game Money  -  Enter your own currency name for the game.
     Edit Game Races  -  Edit any races already within the game.
     Edit Game Classes  -  Edit any classes already within the game. 
     Add Game Race   -  Add a new race to the game.  
     Add Game Class   -  Add a new class to the game.
     Edit Resetables   -  Edit any resetables within the game.
     Add Resetables   -  Add a new resetable to the game.
            
SECTION  -14.5.1-  Editing Game Title...
            
     Game Title is straight forward just enter a name.

SECTION  -14.5.2-  Editing Game Money...

     Identify the 2 types of money within the game. Both do not need to be
used, if the second type of money is left blank then only the first will be
used. 

         Game Money   :   pieces = 1 lbs.
         Game Money2  :   pieces = 1 lbs.
         Bank Interest: %       Bank Conversion: 

         Game money 1 and 2 is where you define the names of the money.
         Then you specify how many coins/credits/etc. equal a pound for each
           type of money.
         Then specify the percentage of the money that a player has in the
         bank/treasury is added to that money per day.
         Lastly specify how many coins/credits/etc. of money type 2 equal 1
         coin/credit/etc. of money type 1.


SECTION  -14.5.3-  Adding & Editing Game Races...

     Add or edit Game Races
 
 Race Name: 
 Starting Room:   <- The room this race will start in. Can be any.
 Possible Classes:  <- List the classes numbers this race can be. EX: .1.2.4.
 
 StrAdj:    ------|
 AglAdj:          |
 TghAdj:          |
 I.QAdj:          |
 WisAdj:          |---- +'s or -'s to each appropriate attribute.
 AppAdj:          |
 SpdAdj:          |
 LifAdj:          |
 PowAdj:          |
 AC.Adj:    ------|
 Flying: F     -------|
 Water Bre: F         |____ T or F whether the the race automatically gets
 Invisible: F         |     each ability permenantly.
 DrkVision: F  -------|
 RaceExpAdj: 1.00
             1.00 would equal the preset levels in the level database.
             You can lower or raise it with this figure.

 Edit the race description that the players see or DELETE this entry(Y/N/D)?
            

SECTION  -14.5.4-  Adding & Editing Game Classes...

     Add or edit Game Classes

 Class Name:                 1 = Lawful Good
 Alignments:  EX: .1.2.4.    2 = Good
 StrAdj:    -------|                       3 = Chaotic Good
 AglAdj:           |                       4 = Neutral
 TghAdj:           |                       5 = Lawful Evil
 I.QAdj:           |                       6 = Evil
 WisAdj:           |                       7 = Chaotic Evil
 AppAdj:           |                       0 = All
 SpdAdj:           |
 LifAdj:           |---  +'s or -'s to each appropriate attribute.
 PowAdj:           |
 AC.Adj:    -------|
 Special Ability1:   ----|
 Special Ability2:       |____ LOCATION of any spells/powers/skills this
 Special Ability3:       |     class recieves automatically upon rollup.
 Special Ability4:   ----|     These spells LOCATION should be 1, 2, etc.
 ClassExpAdj: 1.00
              1.00 would equal the preset levels in the level database.
              You can lower or raise it with this figure.

 Edit the class description that the players see or DELETE this entry(Y/N/D)?


SECTION  -15-  Creation Guidelines

Guidelines: NPCS

 Experience: PlayerLevel * 50 * (playerlevel/2)          
 LifePoints: PlayerLevel * 30           
 ArmorClass: 10-PlayerLevel*+PlayerLevel
 HitDamage:  (PlayerLevel * 4)+50%
 GoldDrop:   PlayerLevel * 50           
 +ToHIT      PlayerLevel / 10
                                               
 EXAMPLE 1         LEVEL 1
 Experience       1*50*=25                     
 Lifepoints        1*50=50                     
 ArmorClass       10-(1*)=9                   
 HitDamage         1*4+50%=6  
 GoldDrop          1*50=50
 +ToHIT            1/10=0
                                               
 EXAMPLE 2         LEVEL 20
 Experience     20*50*10=10000                  
 Lifepoints       20*50=1000                  
 ArmorClass       10-(20*)=0                 
 HitDamage       20*4+50%=120                    
 GoldDrop         20*50=1000                  
 +ToHIT            20/10=2



Guidelines: EQUIPMENT

  -^  =  Rounded up

 ARMOR ITEMS           ARMOR CLASS
 ToBODY:      10+(PlayerLevel/10)-^ Limit: 20
 ToABOUT:     2+(PlayerLevel/30)-^  Limit: 10
 ToHEAD:      2+(PlayerLevel/30)-^  Limit: 10
 ToNECK:      1+(PlayerLevel/30)-^  Limit: 8
 ToARM:       3+(PlayerLevel/30)-^  Limit: 12
 ToHANDS:     2+(PlayerLevel/30)-^  Limit: 10
 ToFEET:      2+(PlayerLevel/30)-^  Limit: 10
 ToLFINGER:   1+(PlayerLevel/50)-^  Limit: 5
 ToRFINGER:   1+(PlayerLevel/50)-^  Limit: 5
 ToWAIST:     1+(PlayerLevel/30)-^  Limit: 8

Because of the wide range of levels in M.A.R.S. it is really hard to cover
the levels with better things without reaching a limit of -99. The best
way to do this because people will want to find things and the AC of the
items will be the same or perhaps lower then the store items, I suggest
making them special in there own way so those who want its specialties get
something out of it.

In M.A.R.S. , do not worry about them coming close to -99. If you follow these
guides a good player will come close to -99 but not go to *'s. Also if they
get -99 or close to it they will not be impossible to hit. The way I made
M.A.R.S., -99 makes it more difficult but never impossible. Specially when the
hardest monsters in the realm should have a nice +ToHit to go against their AC


  WEAPONS                     DAMAGE
   Melee:     PlayerLevel*10    EXAMPLE: Level 10*10 = 100 Damage
Melee/Ranged: PlayerLevel*8     EXAMPLE: Level 10*8  = 80 Damage
  Ranged:     PlayerLevel*6     EXAMPLE: Level 10*6  = 60 Damage


