Valarin
Builder's Tutorial: Building Mob(ile)s

4. Building Mob(ile)s

4 . A

Mob(ile) Commands

All of these commands may not be available depending on the level of the builder.
load mob <vnum>
Load the given mob into the room.
medit <mob vnum>
Bring up the medit screen for the mob that you've specified by its vnum.
medit list
List all the mobs in the zone you are currently building.
medit list <zone num>
List all the mobs in the given zone.
medit list <start vnum> <end vnum>
List all the mobs between the start and end vnums given.
medit save
Saves all mob changes in your zone to the mud database.
medit save <zone num>
Saves all mob changes in the zone number specified.
vnum mob <name>
Shows the mob description and the vnums for all mobs that match the name given.
vstat mob <vnum>
Gives the statistics (ie all the relevant mob information) for mob #vnum.
4 . B

Sample Medit Screen


-- Mob Number:  [2600]
1) Sex: Female           2) Alias: desk clerk
3) S-Desc: the desk clerk
4) L-Desc:-
A clerk is working busily at the desk.
5) D-Desc:-
The desk clerk is wearing a loose fitting white dress, made of some silk-like
fabric.  The dress has a stylized L embroidered into it.    
6) Level:       [   0],  7) Alignment:    [   0]
8) Hitroll:     [   0],  9) Damroll:      [   0]
A) NumDamDice:  [   0],  B) SizeDamDice:  [   1]
C) Num HP Dice: [   1],  D) Size HP Dice: [   1],  E) HP Bonus: [    0]
F) Armor Class: [ 100],  G) Exp:     [        0],  H) Gold:  [       0]
I) Position  : Sitting
J) Default   : Sitting
K) Attack    : hit
L) NPC Flags : SENTINEL ISNPC 
M) AFF Flags : NOBITS 
S) Script    : Not Set.
Q) Quit
4 . C

Building Your First Mob

Mobiles (hereinafter called mobs) are, generally, animate things in the MUD; monsters and people that the player can interact with. Mobs are edited with the medit command.

To get started, choose the type of mob you'd like to create. The mob can always be edited later if you no longer want it around. Once you've chosen the mob you'd like to build, type medit XX00 and hit enter. You will be taken to the medit main screen.

The first thing to set is the mob's sex, you have a choice of male, female and neutral, pick the own you want for this mob.

Next up is the list of aliases. This is comparable to the namelist for oedit. This should be a list of two or more words which identify this mob when the player tries to interact with it. Make sure the words you choose to use here are also in in the S-Desc and L-Desk of the mob.

S-Desc is the short description of the mob and should generally be about three or four words in length. L-Desc is the description the player sees when s/he looks about a room that contains the mob. It should be a short sentance in length. The D-Desc is the detailed description of the mob, it should be about two or so lines in length, just enough to describe the mob in detail without going overboard with facts. Type in the three descriptions for the mob that you are creating.

Now, the medit screen may look daunting because of all the fields that you have to fill in, however the next feature of medit clears most of that up. When you set the level of the mob (option 6), fields 8 through H should be filled in automatically for you. In fact you should not touch these fields after the mob's level has been set because they've been set this way to make all, for example, level 5 mobs the same difficulty throughout the game and to ensure the same rewards come from defeating mobs of the same level.

Field 7, however is not set when you give the mob a level. This value is the mob's alignment based on the following 2000 point scale:

     -1000...-350   Evil
      -349...349    Neutral
       350...1000   Good
The mob's alignment affects the alignment of the player that kills the mob.

The position of the mob is *the position the mob takes when it is created by the MUD. This can be one of several positions. Usually standing is preferred, but sometimes you may have a mob that you'd like to load sitting, sleeping, etc. Your choices for default position are:

 0) Dead              - reseved for interanl use; do not set
 1) Mortally wounded  - reseved for interanl use; do not set
 2) Incapacitated     - reseved for interanl use; do not set
 3) Stunned           - reseved for interanl use; do not set
 4) Sleeping
 5) Resting
 6) Sitting
 7) Fighting          - reseved for interanl use; do not set
 8) Standing

The default position of the mob is 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. The default position can be different from the position if you want, for example, a mob that loads up sleeping but remains awake after a battle (in which the mob was not killed).

The mob's attack allows you to set what descriptions will be used when the mob is fighting a player. You can choose the attack from the following list of possible attacks:

 0) hit
 1) sting
 2) whip
 3) slash
 4) bite
 5) bludgeon
 6) crush
 7) pound
 8) claw
 9) maul
10) thrash
11) pierce
12) blast
13) punch
14) stab

The NPC flags define special attributes of the mob, you set flags as you did in redit, and can remove the flags by selecting them again (as with redit). The possible NPC flags are:

SPEC           This flag must be set on mobiles which have
               special procedures written in C.  In addition to
               setting this bit, the specproc must be assigned in
               spec_assign.c, and the specproc itself must (of
               course) must be written.  Talk to an *Imp for more
	       information.

SENTINEL       Mobiles wander around randomly by default; this
               bit should be set for mobiles which are to remain
               stationary.

SCAVENGER      The mob should pick up valuables it finds on the
               ground.  More expensive items will be taken first.

ISNPC          Reserved for internal use.  Do not set.

AWARE          Set for mobs which cannot be backstabbed. 
               Replaces the ACT_NICE_THIEF bit from Diku Gamma.

AGGR           Mob will hit all players in the room it can see. 
               See also the WIMPY bit.

STAY_ZONE      Mob will not wander out of its own zone -- good
               for keeping your mobs as only part of your own
               area.

WIMPY          Mob will flee when being attacked if it has less
               than 20% of its hit points.  If the WIMPY bit is
               set in conjunction with any of the forms of the
               AGGRESSIVE bit, the mob will only attack mobs that
               are unconscious (sleeping or incapacitated).

AGGR_EVIL      Mob will attack players that are evil-aligned.

AGGR_GOOD      Mob will attack players that are good-aligned.

AGGR_NEUTRAL   Mob will attack players that are neutrally aligned.

MEMORY         Mob will remember the players that initiate
               attacks on it, and initiate an attack on that
               player if it ever runs into him again.

HELPER         The mob will attack any player it sees in the room
               that is fighting with a mobile in the room. 
               Useful for groups of mobiles that travel together;
               i.e. three snakes in a pit, to force players to
               fight all three simultaneously instead of picking
               off one at a time.

!CHARM         Mob cannot be charmed.

!SUMMN         Mob cannot be summoned.

!SLEEP         Sleep spell cannot be cast on mob.

!BASH          Large mobs such as trees that cannot be bashed.

!BLIND         Mob cannot be blinded.

HAS_MOB_PROG   *** Do Not Set - Mob progs are not in use by Valarin ***

Next up are the affects flags. These are special flags that affect the mob's behavior in some way. Your choice of affect flags is:

BLIND          Mob is blind.
INVIS          Mob is invisible.
DET_ALIGN      Mob is sensitive to the alignment of others.
DET_INVIS      Mob can see invisible characters and objects.
DET_MAGIC      Mob is sensitive to magical presence.
SENSE_LIFE     Mob can sense hidden life.
WATWALK        Mob can traverse unswimmable water sectors.
SANCT          Mob is protected by sanctuary (takes half damage).
GROUP          Reserved for internal use.  Do not set.
CURSE          Mob is cursed.
INFRA          Mob can see in dark.
POISON         Reserved for internal use.  Do not set.
PROT_EVIL      Mob is protected from evil characters.
PROT_GOOD      Mob is protected from good characters.
SLEEP          Reserved for internal use.  Do not set.
!TRACK         Mob cannot be tracked.
UNUSED16       Unused (room for future expansion).
UNUSED17       Unused (room for future expansion).
SNEAK          Mob can move quietly without room being informed.
HIDE           Mob is hidden; can only be seen with sense life.
UNUSED20       Unused (room for future expansion).
CHARM          Reserved for internal use.  Do not set.

The last thing with regards to mobs is the script option, which will be discussed below in the triggers section.

There, you've successfully built your two rooms as well as an object and a mob. Now we're going to see how you get mobs and objects into your rooms for the player to interact with them.
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