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
ACT2 (flags) : - more special actions
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 weaponSPEC 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