Making Mobiles


Note: Parenthesis are only for illustration, do not use when building.
IE: ACT (flag)... would be input as act scavenger etc.

HELP MEDIT :                   - help file for mob creation
EDIT MOB CREATE (vnum) :       - create the mob of vnum specified and
                                 starts you editing the mob.
EDIT MOB (vnum) :              - starts you editing on a mob already
                                 made of the vnum specified.
NAME (string) :                - sets the mob's keyword name
ACT (flag) :                   - sets mobiles's special actions

ACT Explanation
sentinel               - mob will note leave a room on it's on accord
scavenger              - mob will pick up objects in the room
banker                 - no brainer
aggressive_all         - mob is aggressive to all in it's level range
stay_area              - mob won't leave it's area vnum range
wimpy                  - mob will flee upon reaching 20% hp
pet                    - for petshops, mob will be charmed when bought
train                  - mob is a trainer
practice               - mob is a practicioner
aggressive_good        - mob attacks good characters withing level range
aggressive_neutral     - mob attacks neutral characters withing level range
aggressive_evil        - mob attacks evil characters withing level range
undead                 - mob has no intelligence, imm charm etc.
cleric                 - mob can cast cleric spells
mage                   - mob can cast mage spells
thief                  - mob can sneak, backstab etc
warrior                - mob can use warrior skills (regardless of weapon)
                         ie, disarm, bash, parry, etc.
noalign                - mob has no align
nopurge                - mob can't be purged
outdoors               - mob will not enter outdoors
is_safe                - mob cannot be attacked/pushed
indoors                - mob will not enter indoors
questmaster            - mob will give quests
healer                 - mob will heal those of it's align for a fee
gain                   - mob will allow PC's to gain skills
update_always          - mob always active
changer                - mob will trade steel for gold & vice versa
gambler                - mob will gamble (craps) with you
ACT2 (flags) : - more special actions
ACT2 Explanation
repair                 - will repair damaged weapons/armor for fee
mount                  - mob is a mount
announce               - mob does a gecho announcement that soinso killed it
no_brawl               - mob will not brawl, regardless
mortician              - mob can pick up PC (player) corpses
wanderer               - mob will wander at twice the normal rate
undetectable           - mob will not be visible to mortals, ever.
xenophobe              - mob will attack anyone of a different race
tracker                - mob can track who you tell them to.
fish_small             - increase the rooms fpool abundance (more fish) some
fish_large             - increase the rooms fpool abundance (more fish) MORE

Limiting by Sector
water_only             - mob stays in water areas only
underwater             - mob will ONLY move to underwater areas
land_only              - mob stays on land, unless flying or boat for water
                         or waterbreath to go underwater, flying for air.
SHORT (string) : - sets the mob's short name (example: while you are fighting the mob, the mob's name) LONG (string) : - sets the mob's long name (exmaple: A really scary monster is here.) DESC : - takes you into the mob description editor, same commands as the DESC and ED DESC editor in the MAKING ROOMS section above. LEVEL (number) : - sets the level of the mob WEALTH (number) : - sets the amount of gold on the mob ALIGNMENT (number) : - sets the alignment of the mob ((Demonic) -1000 to 1000 (Pure)) AUTO, AUTOHARD, AUTOEASY: - Allows you to set basic stats of a mob via the computer generating them (Always double check this), if the level is already set. Feel free to modify the settings. HITROLL (number) : - sets the hitroll of the mob HITDICE (number) : - sets the hp of the mob Type HELP HITDICE for a guideline. 30000 hp maximum. Done in the format of (number( d (number( + (number( meaning if I set hitdice at 200d3+100, it will roll a 3 sided die 200 times, and add 100 to that number. DAMDICE (number) : - sets the damroll of the mob. Type HELP DAMDICE for a guideline. PIERCE (number) : - sets the ac for pierce on the mob. Type HELP MOB_AC for a guideline. AC # # # # : BASH SLASH EXOTIC MAGIC Armor Class values you set the same way. DAMTYPE (string) : - sets the message for hitting players. IE The golums pound scratchs you.

DAMAGE TYPES:

Piercing attacks (pierce ac): bite pierce sting chomp scratch thrust peck stab Bashing attacks (bash ac): beating crush smash blast peck(peckb) suction pound punch thwack charge slap Slashing attacks (slash ac): claw grep slice cleave slash whip Acid attacks (magic ac): acidic bite (acbite) digestion slime Cold attacks (magic ac): chill freezing bite (frbite) Energy attacks (magic ac): magic wrath Fire attacks (magic ac): flame flaming bite (flbite) Holy attacks (magic ac): divine power (divine) Lightning attacks (magic ac): shock shocking bite(shbite) Negative attacks (magic ac): life drain (drain) MANADICE : sets the manadice, usually "level"d10+100 AFF (flags) : sets the AFFECTED BY flags. Type ? AFF for a list of flags. Flag Explanation berserk - is berserk as in spell. blind - is blinded. calm - calm, won't start fight. charm - is charmed curse - is cursed. dark_vision - can see in the dark. detect_evil - can detect evil characters. detect_good - can detect good characters. detect_hidden - can detect hidden characters. detect_invis - can detect invisible characters. detect_magic - can detect magic. faerie_fire - is outlined with faerie fire. flying - is flying. haste - is hasted. hide - is hidden. infrared - can see PC's by heatsource in dark. invisible - is invisible. pass_door - can walk through locked/closed doors. plague - has the plague. poison - is poisoned. protect_evil - is protected from evil. protect_good - is protected from good. protect_neutral - is protected from neutral. regeneration - regenerates hp. sanctuary - is affected by sanctuary. (Don't overuse) sleep - is affected by sleep spell. slow - is slowed. sneak - is sneaking. swim - can swim. true_sight - can see invisible/sneaking/aura weaken - Mobile is weakened. AFF2 (flag): sets more affected by flags for mobs Type ? AFFECT2 in medit. Flag Explanation detect_neutral - Don't make me explain conceal_align - Idiot proof fear - Mob run away translate - confusion - Drunk mob ;p flameshield - Ouch, I'm on fire ;p silence - No spells generate_fear - Run Forest Run tongues - Knows em RACE (flags) : - there are some preset races on most muds, such as: human, elf, giant, etc, which will toggle certain vunerablities and immunities and resistances. Type 'race ?' for a list. Ansalon races: unique human kender silvanesti qualinesti kagonesti dargonesti dimernesti half-elf neidar hylar aghar minotaur gnome aurak bozak baaz kapak sivak bat bear cat centipede dog doll dragon fido fox goblin hobgoblin kobold lizard mist modron orc pig rabbit school monster snake spider song bird troll water fowl wolf wyvern undead unique SEX (male/female/random/none) : - sets the sex of the mob. SIZE (size) : sets the size of the mob.. ? SIZE for a list of flags. Size Explanation tiny - Birds, Insects, or smaller small - Large birds, rats, gnomes medium - Elves, Dwarves, Humans large - Ogres, Trolls, bigger Humanoids huge - Giants, Small Dragons, Wyverns giant - Monstrous sized, biggest dragons, giants PART (parts) : Adds parts that can be cut off when killed. Part Explanation head - has a head arms - has arm(s) (usually assumed to be 2) legs - has leg(s) heart - has a heart brains - has brains (not all mobs with heads have brains) guts - has intestines hands - has hands capable of manipulating objects feet - has feet fingers - has fingers capable of wearing rings ear - has ear(s) eye - has eye(s) long_tongue - has a _long_ tongue (like a lizard) eyestalks - has eyestalks (it should also have eyes) tentacles - has one or more tentacles fins - has fins wings - has wings tail - has a usable tail (no stubs) claws - has combat-capable claws fangs - has combat-capable teeth horns - has horns, not necessarily dangerous ones scales - is covered with scales tusks - has some teeth elongated into tusks FORM (flags) : Type of mobile Form Explanation amphibian - an amphibian (and able to swim) animal - a "dumb" animal NOTE: Animal will make the creature have int of 3-6 biped - bipedal (like a human) bird - a bird blob - a formless blob (when used with mist, a cloud) centaur - has a humanoid torso, but a beast's lower body cold blood - cold-blooded, cannot be seen with infravis. construct - a magical construct, such as a golem crustacean - a crustacean (i.e. a crab or lobster) dragon - a dragon edible - Mobile can be eaten fish - a fish (and should be able to swim) insect - an insect instant_decay - corpse disappears at death. intangible - immaterial (like a ghost) magical - magic nature causes strange effects when eaten mammal - a mammal mist - a partially material mist other - not flesh and blood (defined by material type) poison - poisonous when eaten (should also be edible) reptile - a reptile (and should be cold-blooded) sentient - capable of higher reasoning NOTE: Sentient will make the creature have humanoid int snake - a snake (and should be a reptile) spider - is an arachnid undead - an undead, and not truly alive at all NOTE: Undead will make the creature have int of 1 To make intelligent undead, also add sentient (or animal as needed) worm - a worm, that is a tube-shaped invertebrate IMM (flags) : sets the mobs immunities. Type ? IMM for a list of flags. Immunity Explanation summon - Summoning and gating magic charm - Charm spells (the beguiling spell group) magic - All magic (be very careful using this flag) weapons - All physical attacks (be very careful using this flag) bash - Blunt weapons pierce - Piercing weapons slash - Slashing weapons Fire - Flame and heat attacks and spells Cold - Cold and ice attacks and spells Lightning - Electrical attacks and spells Acid - Corrosive attacks and spells Poison - Venoms and toxic vapors Negative - Life draining attacks and spells, or unholy energies Holy - Holy or blessed attacks Energy - Generic magical force (i.e. magic missile) Mental - Mental attacks Disease - Disease, from the common cold to the black death Drowning - Watery attacks and suffocation Light - Light-based attacks, whether blinding or cutting Sound - Sonic attacks and weapons, or deafening noises Wood - Wooden weapons and creatures Silver - Silver or mithril weapons and creatures Iron - Iron and steel weapons and creatures VULN (flags) : sets the mobs vulnerabilities. Type ? VUL for a list of flags. Same as IMM above. RES (flags) : sets the mobs resistances against. Type ? RES for a list of flags. Same as IMM above. OFF (flags) : sets the offensive techiniques the mob will use in combat. OFF Explanation area attack - hits all characters fighting against it. Very powerful. assist_align - will assist others with this align. assist_all - will help all other mobs in combat. assist_guard - will act as a cityguard. assist_players - will assist the players in combat. assist_race - will assist the same race in a fight. assist_vnum - should assist the mob with the vnum that follows. backstab - can backstab to start a combat bash - can bash characters off their feet berserk - may go berserk in a fight crush - can crush opponents in its arms disarm - can disarm _without_ a weapon wielded dodge - dodges blows fade - can fade "out of phase" to avoid blows fast - is faster than most others, so has extra attacks kick - can kick in combat for extra damage dirt kick - kicks dirt, blinding opponents parry - can parry _without_ a weapon wielded rescue - may rescue allies in a fight tail - can legsweep with its tail or tentacles trip - trips in combat POSITION START (position) : sets the starting position of the mob. POSITION DEFAULT (position) : sets the default position of the mob. POSITIONS: - sleeping, resting, sitting, standing SPEC spec_(flag) : - sets the spec_fun of the mob, if any. Type ? SPEC for a list. Try not to make too many mobs with spec_funs, as it lags the mud some. EXAMPLE: SPEC spec_breath_gas - Sets the monster to have a gas breath weapon SPEC Explanation breath_any - breathe any type of breath weapon breath_acid - breathe an acid breath weapon breath_fire - breathe a fire breath weapon breath_frost - breathe a frost breath weapon breath_gas - breathe a gas cloud breath weapon breath_lightning - breathe a lightning bolt cast_adept - casts spells as a low level mage. cast_cleric - casts spells as a cleric. cast_judge - high explosive ammo cast_mage - casts spells as a mage. cast_undead - casts spells as an undead. executioner - Will kill KILLER/THIEF flagged characters fido - will eat corpses. guard - attack pc's flagged KILLER or THIEF janitor - picks up trash mayor poison - Will use poisonous bite in combat thief - can steal, backstab etc as a thief nasty - like thief, only worse ;p troll_member - auto-fight ogre members ogre_member - auto-fight troll members patrolman - breaks up fights

SHOP KEEPERS

When making shopkeepers, you must set the following fields: SHOP HOURS (#opening #closing) - set the shop hours, EXAMPLE: shop hours 1 23 - This will make him open at 1 am, close at 11pm. SHOP PROFIT (%buy %sell) : - set the amount of profit the shopkeeper will make. (example: 'shop profit 110 60' will make the shopkeeper sell equipment at 110% of the worth of the object, and buy it at 60%. SHOP TYPE (# 0-4) - This sets the type of equipment the shopkeeper deals in and buys. EXAMPLE: shop type 0 weapon shop type 1 armor this would make the shopkeeper deal in both weapons and armor. While editing mob: shop assign - Set's Mobile as shopkeeper shop profit 110 60 - Price to buy/sell (percentage) shop type 1 (type) - Shop will buy "type" (see TYPE below) (note: to sell items, put object in mob inventory (see RESET below)) *SPECIAL NOTE* For shopkeepers, remember to read the extra note in the RESETS section. When making mobs, balance is key, too hard of a mob and no one wants to play the game, too easy and it's munchkin... This is why we have builders from our players, so you know what IS or isn't a tough/easy mob. Feel free to STAT mobs you wish to emulate, or ask help from another builder if you have questions with statistics.

EXAMPLE of MOB Creation:

edit mob create 32987 - creates mob vnum 32987 name hermit bob - sets the keyname as hermit and bob short Bob the Hermit - sets the mob's short name as 'Bob the Hermit' ..during battle, it will say "Bob the Hermit's punch "damages" you" long Bob the Hermit is here. - sets the long desc for when you enter the room. Use punctuation at the end of the long desc. desc - enters the mob desc editor (You see this when you look at the mob) NOTE: There is a maximum oh how much you can type without hitting enter, somewhere between 3 and 4 lines. You may enter anywhere (dont enter in the middle of a word) then use .f to format the whole description. A little old hermit named Bob stands here looking at you with a lustful eye. - sets the desc .f - formats the description .s - shows me what the description is so far .r "hermit" "sickly looking hermit" - replaces the text .f - formats the description @ - takes me from the desc editor into the mob editor race human - makes him a hoooman (defaults, but use it for autos) form edible biped mammal - makes body parts eatable, 2 arms/legs, etc parts head arms legs - possible parts to get chopped off WEEEEEEEEEEEE! level 20 - sets the level to 20 wealth 100 - gives it 100 gold align -1000 - makes Bob have alignment of -1000. damtype pound - when Bob hits you, it'll say "Bob the Hermit's pound "damages" you!" hitroll 5 - sets the hitroll damroll 3d2+5 - sets the damroll to 3 rolls of a 2 sided dice plus 5 which will be average 9.5 ((3x2)+(3x1))/2 + 5 hitdice 10d2+5 - 10 rolls of a 2 sided dice + 5 pierce -20 - sets the pierce ac to -20 bash -20 slash -20 exotic 10 aff haste sanctuary - puts the mob in haste, and sanctuary sex male - sets the sex to male. "random" will pick a sex randomly each time. Neutral is an 'it' size medium - makes is human sized (defaults to this already) imm weapon - immune to any type of weapon vuln magic - especially vulnerable to magic res heat - resist heat spells or affects off disarm dodge parry crush- makes the mob able to use these skills in combat spec spec_cast_mage - lets the mob cast mage spells act sentinel warrior aggressive - makes the mob stand and not leave the room, a warrior, and aggressive. asave area - saves the area done - takes you back to regular game play