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Building Guide
MOBILES or MOBS
OLC: Down and Dirty in the MUD
MEDIT
MEDIT stands for 'mobile editing.' It might seem to be a little complicated, but it's not.
There are just a lot of fields to assign and little rules to remember to make sure your mobs are balanced.
EDITING A MOB FROM SCRATCH
Type:
edit mob create
example:
edit mob create 1000
this
will create a single mobile without any attributes or specific stats
MEDIT
FIELDS
name
- syntax: n or name
the keywords used to target the mob
area
- syntax: automatically assigned area the mob was created / is used in
act
- syntax: act
this also toggles them the action of the mob. to see the list type ? act.
Here is the list of the descriptions and purposes:
sentinel - the mob will stay where it resets. It will not wander in the area
scavenger - the mob will be a 'janitor.' It will pick up things laying on
the ground.
forger -
aggressive - the mob will attack players unprovoked, upon entry to the room
the mob is in
stay_area - the mob will wander within the area it is reset in
wimpy - the mob will flee when it is damaged enough
pet - this slates the mob as a pet for a petshop
train - this allows the mob to act as a trainer
practice - this allows the mob to act as a practice instructor
banker - this slates the mob as a banker
undead - the mob will be undead and act as such
cleric - this mob will perform clerical skills / spells
mage - this mob will perform mage skills / spells
thief - this mob will perform thief skills / spells
warrior - his mob will perform warrior skills
noalign - regardless of outside influences this mob will remain without
an alignment
nopurge - immortals cannot purge this mob from a room (not recommended to
use)
outdoors - this mob will remain outdoors and be affected by it
indoors - this mob will remain indoors and be affect by it
healer - this mob will perform the healer services
gain - this mob will accept and perform the gain features of practicing
and training
update_always - the mob will be updated each tic
changer - this mob will behave as a money changer
vnum
- syntax: automatically assigned the mob's vnum
sex
- syntax: sex
type ? sex the mob's sex it can be: male
female neutral random none
each
time the mob loads it will load as the designated sex
race
- syntax: race
type ? raceforthe list of updated available races the mob can be
level
- syntax: level
the level of the mob
align
- syntax: align
values: 0 being absolute neutral, -5000 satanic and 5000 angelic
hitroll
-
this is an additional hitroll value use this field in special cases only!
dam
type - syntax: damtype
type ? damlist for the different types
hit
dice - syntax: hitdice #d# + # (see hit dice table for the level
values) hit variable of the mob
mana
dice - syntax: manadice
d10+100 the mana value for the mob
dam
dice - syntax: damdice #d# + # (see dam dice table for the level
values) damage variable
affected
by
- syntax: aff
this also toggles them off an on. a permanent affect on the mob
also
affected by -
armor
- syntax: # # # # (see the
armor tables for the level values) the AC rating of the mob
form
- syntax: form
type: ? form for the list, some of the mob types have certain
attributes and more than one can be assigned to a mob
parts
- syntax: part
etc. type ? part for the list. parts of the mob that can be left
behind when it is killed
imm
- syntax: imm
type ? imm for the different types of immunities a mob can possess.
use these sparingly. It is better practice to use the resistance value for mobs
res
- syntax: res
type ? res for the different types of resistances a mob can possess
vuln
-
syntax: vuln
type ? vuln for a list of the different kinds of vulnerabilities a
mob can have
off
- syntax: off
type ? off for a list of offensive skills a mob
can use during combat
size
- syntax: size
type ? size for a list of available sizes a mob
can be
material
-
syntax: material
what the mob is made of
start
pos - syntax: position start
type ? position for the list of the
the positions a mob starts in when it loads in a room
default
pos - syntax: position default
the default position of the mob
(make it the same as the start position)
wealth
- syntax: wealth <# value> the amount of coins a mob has
short
desc - syntax: short
the desc players see when they are
fighting it
long
desc - syntax: long
the desc you see when the mob is in a room
desc
- syntax: desc
this enters you into the description
editor. Enter the description of the mob that players see when they look at the
mob
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