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.
|