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For type S mobs, the type-specific information should be in the following
format:
<level> <thac0> <armor class> <max hit points> <bare hand damage>
<gold> <experience points>
<load position> <default position> <sex>
- Level
-
The level of the monster, from 1 to 30.
- THAC0
-
``To Hit Armor Class 0'' -- a measure of the ability of the monster to
penetrate armor and cause damage, ranging from 0 to 20. Lower numbers mean the
monster is more likely to penetrate armor. The formal definition of THAC0 is
the minimum roll required on a 20-sided die required to hit an opponent of
equivalent Armor Class 0.
- Armor Class
-
The ability of the monster to avoid damage. Range is from -10 to 10, with
lower values indicating better armor. Roughly, the scale is:
AC 10 Naked person
AC 0 Very heavily armored person (full plate mail)
AC -10 Armored Battle Tank (hopefully impossible for players)
Note on THAC0 and Armor Class (AC): When an attacker is trying to hit a
victim, the attacker's THAC0 and the victim's AC, plus a random roll of the
dice, determines whether or not the attacker can hit the victim. (If a hit
occurs, a different formula determines how much damage is done.) An attacker
with a low THAC0 is theoretically just as likely to hit a victim with a low AC
as an attacker with a high THAC0 is to hit a victim with a high AC. Lower
attacker THAC0's and higher victim AC's favor the attacker; higher attacker
THAC0's and lower victim AC's favor the victim.
- Max Hit Points
-
The maximum number of hit points the mobile is given, which must be given
in the form ``xdy+z'' where x, y, and z are integers. For example,
4d6+10 would mean sum 4 rolls of a 6 sided die and add 10 to the
result. Each individual instance of a mob will have the same max number of hit
points from the time it's born to the time it dies; the dice will only be
rolled once when a particular instance of the mob is created. In other words,
a particular copy of a mob will always have the same number of max hit points
during its life, but different copies of the same mob may have different
numbers of max hit points.
Note that all three numbers, the ``d'' and the
``+'' must always appear, even if some of the numbers are 0. For
example, if you want every copy of a mob to always have exactly 100 hit
points, write 0d0+100.
- Bare Hand Damage (BHD)
-
The amount of damage the mob can do per round when not armed with a weapon.
Also specified as ``xdy+z'' and subject to the same formatting rules as Max
Hit Points. However, unlike Max Hit Points, the dice are rolled once per round
of violence; the BHD of a mob will vary from round to round, within the limits
you set.
For BHD, xdy specifies the dice rolls and z is the strength bonus added
both to BHD and weapon-inflicted damage. For example, a monster with a BHD of
1d4+10 will do between 11 and 14 hitpoints each round without a weapon. If the
monster picks up and wields a tiny stick which gives 1d2 damage, then the
monster will do 1d2 + 10 points of damage per round with the stick.
- Gold
-
The number of gold coins the mobile is born with.
- Experience
-
The number of experience points the mobile is born with.
- Load Position
-
The position the mobile is in when born, which should be one of the
following numbers:
0 POSITION_DEAD Reserved for internal use. Do not set.
1 POSITION_MORTALLYW Reserved for internal use. Do not set.
2 POSITION_INCAP Reserved for internal use. Do not set.
3 POSITION_STUNNED Reserved for internal use. Do not set.
4 POSITION_SLEEPING The monster is sleeping.
5 POSITION_RESTING The monster is resting.
6 POSITION_SITTING The monster is sitting.
7 POSITION_FIGHTING Reserved for internal use. Do not set.
8 POSITION_STANDING The monster is standing.
- Default Position
-
The position to which monsters will return after a fight, which should be
one of the same numbers as given above for Load Position. In addition, the
Default Position defines when the mob's long description is displayed (see
``Long Description'' above).
- Sex
-
One of the following:
0 Neutral (it/its)
1 Male (he/his)
2 Female (she/her)
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