Area Building Documentation: Mobiles
The Mobiles Section
#MOB 100 |
// Vnum 100 |
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"mob name" |
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// name |
"mob short description" |
// short description |
"mob long description" |
// description in room |
"mob description" |
// description when you look at it |
50 1000 "huge" |
// level 50, align 100, size
huge |
// Optional information as follows.
// If not specified, the defaults are the values
show here. |
|
Dam |
"typeless" |
// damage type |
Pos |
"standing" |
// initial position |
Sex |
"none" |
// sex |
Flags |
"" |
// ACT flags |
Aff |
"" |
// list of affects |
Resist |
v1 v2 v3 v4 v5 v6 v7 v8 |
// resistance |
Spec |
"" |
// mob specials - see below |
Shop |
<see below> |
// shop - see below |
#END |
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Valid Size:
"tiny" "small" medium" "large" "huge" "giant"
As a reference, pixies are "tiny", humans are "medium" and giants
are "huge".
Type of Damage:
"typeless" "fire" "water" "earth" "wind" "lightning" "holy" "evil"
"poison"
If unspecified, the default is "typeless" (unless the area has an
inclination... then the mob's damage will follow the area inclination).
Valid Sex:
"male" "female"
If no sex, no need to specify.
Valid Flags:
"sentinel" |
- mob stays in the same room |
"scavenger" |
- picks up stuff off the floor |
"aggressive" |
- attacks players in the room |
"wimpy" |
- mob flees when attacked |
"pet" |
- pet mob |
"nopurge" |
- mob won't be purged by immortals'
purge command |
"train" |
- mob allows training of stats and
gaining of levels |
"practice" |
- mob allows practising of skills |
"gan" & "tinker" |
- not used |
Valid Affects:
Any skill - although being affected by some skills makes no sense
(e.g. a mob affected by fireball?) If it has some values, it will
be calculated based on the mob's level, as if the mob had cast it
on itself for an infinite duration.
Example:
Aff "prot fire" "prot water" "sanctuary" "fireshield" "mimic"
Resist:
Defines the resistance of the mob. If you do not specify this field,
all resistance will be pre-calculated according to the level of
mob.
v1 to v8 corresponds to fire, water, earth, wind, lightning, holy,
evil and poison. Negative values implies vulnerability. And if you
leave the any of the value as zero, it will be pre-calculated. Thus,
if you want to specify neutrality, then put 1 or -1.
-100 to 0 |
- vulnerable taking % more damage |
0 to 100 |
- resistance taking % less damage
(until 100 which is invulnerable) |
100 to 200 |
- absorb % damage becoming hp |
Spec:
The spec list is similar to what we have from HOTL 2:
"spec_breath_any" "spec_breath_acid" "spec_breath_fire" "spec_breath_frost"
"spec_breath_gas" "spec_breath_lightning" (Dragons)
"spec_cast_cleric" "spec_fight_warrior" "spec_cast_judge" "spec_cast_mage"
"spec_cast_psionic" "spec_cast_undead" "spec_executioner" "spec_hunt_executioner"
"spec_thief"
"spec_cast_adept" ( For healers only )
"spec_angel" ( Newbies angel )
"spec_fido" "spec_puff" "spec_guard" "spec_janitor" "spec_mayor"
Please feel free to ask for any special things if you cant do it
with MudProgs.
Shops:
Shop requires 9 parameters. The first five are 5 different strings
which specify the type of item (See Item
section: type of item) which the shop keeper will buy. You may
leave it as "" if the shopkeeper buys less than 5 types
of item. This is followed by the profit_buy (increase in cost when
selling) and then profit_sell (decrease in cost when buying). The
last two values are the opening and closing hours for the shop.
Example:
Shop "armor" "weapon"
"" "" "" 150 80 6 23
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