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Area Building Documentation: Mobiles

The Mobiles Section

#MOB 100 // Vnum 100  
"mob name"   // 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    

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


Sections in an ARE file
>
>
>
>
>

Header - define your area
Rooms - rooms, resets & progs
Mobiles - monsters & progs
Items - objects & progs
MudProgs - specials


Area List
For a complete listing of areas

Area Builder's Guide
Things to note when writing your area

Download Area Coders' Pack
Includes documentation & sample area

Back to Areas


 


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