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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