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MEdit
(Mob Editor)


NOTE: Hitting enter on a blank line or typing "show" at any time will produce the current information on the mob you are editing.

Mlevel:
syntax:  mlevel <lvl>
This command is available from both within and outside of the Mob Editor.  It is extremely useful when you need to know  what mobs are out there of a certain level.

Entering the Mob Editor:
syntax: medit <vnum>
Where <vnum> is the vnum of an existing mob.

The following commands are available from within the Mob Editor:

Creating a new mob:
syntax: medit create <vnum>
example: medit create 3001
This will create a new mob, vnum <vnum>. To edit an existing mob, type "edit mob <vnum>".
 

Vnum:
The mobile's vnum.  You can't change this once you've created the mob.
 

Area:
The mud automatically sets this.  Don't mess with it.
 

Name:
syntax: name <keywords>
example: name fish goldfish
This will be the list of keywords that the players will use to interact with the mob.  It works best to pick obvious words from the long or short description.  Stick with nouns and adjectives; words like "a", "and" or "the" are unnecessary.
 

Act:
syntax: act <act flags>
example: act warrior pet
There are a variety of options, all of which can be toggled.  The "NPC" flag is automatically set.  Don't remove it.
 
sentinel scavenger hunter aggressive
stay-area wimpy pet train
practice hate repair mountable
undead cleric mage thief
warrior noalign nopurge outdoors
indoors healer gain update-always
changer banker forger

Sentinel mobiles won't wander about; they'll stay where they load unless someone shoves them.
Scavengers will pick up low-value items that they find on the ground and keep them in inventory.
Do not use the hunter flag; it causes all sorts of problems.
Aggressive will make a monster automatically attack any player up to five levels above it that it can see, subject to the 'deter' spell.
Stay-area makes it so a wandering mob will not wander out of its area of origin.  You should use this flag on every mob unless you have a specific reason to let a mobile leave its home area.  Otherwise you're likely to have problems.
Wimpy mobiles will automatically try to flee when sufficiently injured, similar to the player wimpy command.  You cannot change the wimpy value, however.
The 'pet' flag should be set on pet-store mobs and no others.
Train, Practice and Gain allow a critter to perform the guildmaster functions of the same name.  Repair, Healer, Changer and Banker work the same way.
If a mob is set mountable, players with the appropriate skill and equipment will be able to climb aboard and take a ride.  This should be used with caution.
Noalign will disable alignment checks for spells (such as frenzy) which are affected by ethos.  "Generic" pets, such as the low-level ones, should be noalign.  For other pets (and mobiles in general), just go with whatever is appropriate.
Mobs set to "no_purge" will not be destroyed when you purge the room they're in.  Slay will still work.  This flag should usually only be used on mobiles like healers and shopkeepers.  Putting it on everything will just annoy your fellow immortals somewhere down the road.
 

Sex:
syntax: sex <sex>
example: sex female
The choices are male, female, none or random.  The only effect is for proper grammar.
 

Race:
syntax: race <race name>
example: race human
Setting the race automatically sets the ‘form’ and ‘parts’ for the monster, and may set some immunities, resistances, vulnerabilities or offensive attributes.  The default is human, but even if you want the mobile to be human you should manually enter the race anyway, as that'll save you the bother of setting the form and parts yourself.  Your choices are:
 
unique human elf giant
dracon drow half-elf dwarf 
bugbear hobbit sinar bat
dog bear cat centipede
fido doll goblin dragon
fox kobold lizard hobgoblin
orc pig snake water fowl
modron song bird rabbit troll
wolf wyvern unique school monster
faery felar arial wraith
daemonite

The mud won't let you use ‘unique’ in OLC.  Just pick something close and modify parts, vulnerabilities, resistances and immunities to suit the mob.  Also realize that race may become important for mobiles with the ‘assist_race’ offensive attribute.  That can be a good tool for controlling the way combat happens or could cause unexpected problems if you have mobiles of races available to players (elf, dwarf, or human, as the most common examples) who assist those of their own race.
 
 

Level:
syntax: level <level>
example: level 50
The level of the mobile.
 

Align:
syntax: align <number>
example: align -1000
This works the same as for players.  The range is –1000 (satanic) to 1000 (angelic), with a default of 0, neutral.
 

Hitroll:
syntax: hitroll <number>
example: hitroll 75
This directly affects a monster's chance to hit with an attack.  You'll probably need to fiddle with the value to get what you need, but a good starting point is to make the hitroll equal to the mobile's level.  Add from five to fifteen if the monster is a strong warrior type, depending on level.
 

Hitdice:
syntax: hitdice <number> <number> <number>
example: hitdice 1 1 10
This governs the mobile's possible hit points.  The format is XdX+X, and you have to enter the hitdice in that format or the mud won't know what you're doing.  The best way to pick hitdice is to stat a similar-level mob to get a starting point, then adjust up or down when you test the mob.
 

Damage dice:
syntax: damdice <number> <number> <number>
example: damdice 1 1 10
This works the same as for hit dice, and the required format is the same.  It works best to lean towards variety in damage; although 2d6 and 6d2 have the same overall range of possible damage amounts, 2d6 is a better choice.
 

Mana dice:
Right now this has no effect, as mobiles do not use mana to cast spells.
 

Affected by:
syntax: affect <affect flags>
example: affect flying invisible
This makes the monster permanently affected by certain spells.  The possible “affects” are:
 
blind infrared  poison detect_invis
sanctuary sneak invisible detect_evil
faerie_fire charm curse detect_good
haste sleep hide detect_hidden
berserk weaken swim detect_magic
dark_vision slow flying regeneration
plague pass_door calm protect_evil
protect_good

Several bear further explanation:

Blind, detect invis, detect hidden, infrared, sleep, dark vision:  Keep in mind that these may affect how a mob acts if it’s aggressive.  For example, an aggressive blind mobile won't do much unless for some reason someone cures its blindness.
Detect evil, Detect magic, Detect good:  There generally isn't any reason to use these flags, as a mob won't act any differently with or without them.
Poison, plague:  A mob won't shiver and suffer or spread plague if affected by these flags, but their attack strength will be reduced.
Charm:  A mob with this flag will have a (Charmed) aura, and anyone trying to charm the monster will have the same problems as if they were trying to control someone else's pet.  There isn't any other effect.
Pass_door:  Mobs with permanent pass_door will have a translucent aura and, if they're charmed, will follow their master through doors.  However, they won't randomly wander through doors on their own.

Everything else is self explanatory.  As a reminder, not everything under the sun should have sanctuary.
 
 

Affected2 by:
These are additional permanent “affects” that a mobile may have.  Currently available “aff2” options are:
 
mute entangle camoflague
fireshield morph flame of truth
deter visage image
mirror sorcery d-str

Mute, fireshield, entangle, mirror and deter are supported.  Don't use the others.  Deter won't do much, since mobs aren't aggressive against each other, and it’s not recommended that you use permanent entangle.  Mirror should only be used in very rare circumstances, and fireshield should also be used with caution.
 
 

AC (Armor Class):
syntax: ac <number> <number> <number> <number>
example: ac -100 -100 -100 -70
This is how you set a mob's armor class.  The syntax, where the numbers  are the AC you want for bash, pierce, slash and “exotic”, in that order.  For mobs up to level 80, you can check “help mob_ac” to get a good starting point.  For mobs above level 80, just extrapolate from the given numbers or stat a similar-level mob.
 

Form:
syntax: form <form flags>
example: form magical worm
Form has a few subtle effects.  In most circumstances you won't need to change this parameter after setting the race, but in case you do, here are the possible settings and their effects:
 
edible poison magical instant_decay
other animal sentient undead
construct mist biped intangible
centaur insect spider crustacean
blob bird mammal amphibian
worm dragon snake cold_blood
reptile fish

Material:
syntax:  material <material>
Sets the material the mobile is made from.
The possible materials are listed below:
 
none steel stone brass
bone energy mithril copper
silk  marble glass water
flesh platinum granite leather
cloth gemstone gold porcelain
obsidian dragonscale ebony  bronze
wood silver iron bloodstone
food lead wax  adamantium
paper crystal

 

Parts:
syntax: part <part flags>
example: part wings fangs
The only effect of the parts slot is to let the mud know in what ways your mobile can be dismembered.  It's automatically set when you pick a race for the mob, but if you want to tweak it to be more accurate, the options are:
 
head arms legs heart
brains guts hands feet
fingers ear eye long_tongue
eyestalks tentacles fins wings
tail claws fangs horns
scales tusks

 

Imm:
syntax: imm <immune flags>
example: imm summon charm
These are the types of attack or spell that will not affect your mobile at all.  The possible immunities are:
 
summon charm magic weapon
bash pierce slash fire
cold lightning acid poison
negative holy energy mental
disease drowning light sound
wood silver iron steel
mithril adamantium brass bronze

Most are self explanatory, but two deserve comment.

One is summon.  A mob that is immune to summon is also ineligible for automated quests.  This is the result of a fix in the quest code to avoid giving people quests to kill shopkeepers, healers and so on.  If you're making such a mob, you should make them immune to summon (and charm as well).
The other is bash.  While OLC says bash, the mud will reset it to be interpreted as “blunt”, so if you set a mob immune to bash, it will instead be set as immune to all blunt attacks, not just bashing.
A mob can have any number of resistances.  Use these carefully, as you should recognize that a mob immune to almost everything may suddenly start being used as a favorite charm target…
 
 

Res:
syntax: res <resistance flags>
example: res fire charm
A mobile resistant to certain attack types will take less damage when assaulted that way.  Possible resistances are:
 
charm magic weapon bash
pierce slash fire cold
lightning acid poison negative
holy energy mental disease
drowning light wood iron
silver brass bronze steel
mithril adamantium summon sound

Resistances work the same as invulnerabilities
 
 

Vuln:
syntax: vuln <vulnerable flags>
example: vuln steel
A mobile vulnerable to certain attack types will take more damage when hit with such attacks.  Possible vulnerabilities are:
 
magic weapon bash pierce
slash fire cold lightning
acid poison negative holy
energy mental disease drowning
light wood silver iron
steel mithril bronze brass
adamantium summon charm sound

These work the same as immunities and resistances.
 
 

Off:
syntax: off <offensive flags>
example: off disarm backstab
Offensive abilities are attack moves that a mob can use to gain an edge in combat.  Your options are:
 
area-attack backstab bash berserk
disarm dodge fade fast
kick dirt_kick parry rescue
tail trip crush assist-all
assist-align assist-race assist-players assist-guard
assist-vnum mana-drain spin-kick whirl
circle entangle counterattack phase

Mobiles with area attack will be able to attack entire groups, not just one enemy at a time.  This really annoys mages and psionicists.
Backstab, bash, berserk, dirt_kick, disarm, dodge, kick, parry, trip, circle, whirl, entangle and counterattack work essentially the same as the player skills of the same names.  A few notes: First, giving a non-aggressive mobile backstab is pointless.  Second, ‘whirl’ will make the mobile attack players, not other monsters.  It's similar to an occasional, random area_attack.  Finally, entangle is a very powerful effect.  It should be used very sparingly or players will get cranky and won't consider your area worth visiting.
Fade doesn't work, so don't bother using it.
Fast is similar to a permanent ‘haste’ on the mobile, but it can't be dispelled.  This can be a powerful effect, and you should avoid using it on every mob.
Don't bother setting the ‘rescue’ offense flag.  Mobiles will never rescue each other, and any charmed mob can be ordered to rescue anyone/anything they can see.
“Tail” is essentially the same as trip, but does more damage.  Obviously this should only be used on mobiles that have tails or you'll be getting a lot of repetitive “bug” reports. :P
“Crush” will make a mobile do more damage than usual every so often when using a blunt attack.
The “assist” flags will make a mobile jump into combat if it sees someone it considers an ally (according to which flag is chosen) is attacked.  Pay attention when you set these or you may get weird results.
If a mob has mana_drain, it can attempt to drain the magic power of players it fights.
 
 

Size:
syntax: size <size>
example: size small
This sets the size of the mob.
 
tiny small medium large
huge giant

 

Start Position/Default Position:
syntax: startpos <position> or defaultpos <position>
example: startpos standing

sleeping            resting             sitting             standing

“Start pos” is the position a mob will be in when it loads, and “Default pos” is the position it will return to when it’s not fighting, running a special function (like the Mayor's tour of the city), or otherwise active.  If the position is anything but standing, the “aggressive” act flag won't do anything until the mobile is attacked or otherwise incited to get to its feet.  The mob may also be at something of a defensive disadvantage if attacked, depending on the position it’s in.  Obviously, monsters will be nearly defenseless while sleeping.
 
 

Wealth:
syntax: gold <number>
example: gold 456
Where number is a number around which the mud randomly generates a number of coins for a mob to be carrying when it loads.
 

Special Function:
syntax: spec <special function>
example: spec spec_breath_any
 
breath_any breath_acid breath_fire breath_frost
breath_gas breath_lightning cast_adept cast_cleric
cast_psionicist cast_undead cast_mage janitor
cast_judge guard executioner fido
poison thief ogre_member nasty
mayor bitch patrolman assassin
troll_member questmaster flower_shop

Be very careful setting Special functions.  The simplest typo will crash the mud and your area file will have to be manually edited to get it operational again.  This will make your fellow immortals very cranky.  The syntax is: “Spec spec_<whatever>”, such as: “ spec spec_cast_mage”.
The function of breath weapons should be well known.  Additional effects are possible from each type… Acid can damage the victim's equipment, fire can blind with smoke, frost can cause a chill-touch-like strength reduction, gas can poison the target, and lightning may induce temporary shock.  A mobile with spec_breath_any will randomly pick from the five types.  Breath weapons do massive damage, so use them carefully.
Spec_cast_adept will cause the mobile to cast random helpful spells on lowbies, like the helpers in mud school.  This should not be used on mobs that you intend for anyone to fight, and putting it on mobiles that lowbies won't be near is pointless.
The other “spec_cast” functions allow the monster to wield one or more attack spells.  The judge function allows only “general purpose” (“high explosive”).  The others allow a specific group of spells based on a specific class (cast_undead is a mix between cleric and mage).  Be careful about using spec_cast_psionicist, since it includes disintegration.  If the mobile is high enough level, it will be able to cast that most hated of spells.
Executioner and guard functions trigger the protective actions performed by the peacekeepers in town (The Monolith and the various titans, respectively, on Lunar Eclipse.  Lord Trebor’s Statue is also an “executioner”).   They will automatically attack people with “thief” or “killer” flags, and if they are present in a room where combat takes place, they will assist whoever has the most positive (most “good”) alignment.  The “guard” function is fine for about any sentry-type of good alignment (putting it on evil guards may incite them to fight among themselves).  “Executioner” is generally reserved for mobiles that don't wander about.
Mobs with the fido function will devour corpses they come across, leaving the contents on the ground.
“Janitor” will make it so the monster stops anywhere they find stuff on the ground and picks it up.
You should not use Spec_mayor on anything but the mayor of Midgaard.  The function includes commands and actions that won't make sense elsewhere.
The poison setting lets your critter bite enemies and attempt to poison them.  The most obvious monsters for this ability are snakes, spiders, wasps and so on.  However, it can also be used for things like vampires or werewolves.
The “thief” and “nasty” functions let your creation attempt to relieve players of their cash.  The former is for picking pockets, essentially the same as the “steal” skill for players.  Mobiles with the “nasty” function can make a slash at enemy’s coin purse during combat and scoop up the money that falls out.
The troll_member, ogre_member and patrolman settings are disabled.  They don't do anything.
Don't use the bitch function for mobs that load anywhere players might wander into by accident.  Not everyone will be offended, but most will quickly be annoyed by the spam.
“Questmaster” and “flower_shop” call up the automated quest code and the flower shop code in that order.  It's recommended that you put some extra description in the room or look-descript where you're going to use these, as the commands are not intuitive.
Finally, assassin lets the mobile use some of the nastier thief attack abilities.

Only one special function may be assigned to a given mobile, and not every creature should have one.  Use them carefully.
 

Shop:
syntax :  shop hours [open] [close]
                shop profit [%% buy] [%% sell]
                shop type [0-4] [type obj]
                shop type [0-4] none
                shop assign
                shop remove

-  shop hours 0 23 (would set the shop to be always open) 
-  shop profit 200 70 (would mark up the cost by 100% for players buying, and they only get 70% of the cost from the shoppie when they sell stuff to him/her) 
-  shop type 0 drink-container (? type to see valid types.  Use shop type 1, 2, 3, 4 to set more than one type of object that can be bought or sold)) 
-  shop type 0 none (clears the object type set for that slot) 
-  shop assign (sets up a blank shop on the mob) 
-  shop remove (clears all shop stats from the mob) Thanks! Jenna
 

Short Desc:
syntax: short <short description>
example: short a duckling
This is the description that is used in combat, for socials and similar things.  Per its name, you should keep it short, and color should be at a minimum.
 

Long Desc:
syntax: long <long description>
example: long A duckling is here, splashing in the pond.
This is what will show in the room description when someone enters and looks around.
 

Description:
syntax: desc
This is what players see if they ‘look’ at your mobile.  The default is “You see nothing special about him/her/it”.  You should be sure to change it to something more creative… Two or three lines are plenty in most cases.
 

Commands:
syntax:  commands
Displays a list of possible commands associated with MEdit.
 

Done:
syntax:  done
Exits the mobile editor and returns to normal play.

page created by:
Siouxsie and Domino of Lunar Eclipse
© 2000, 2001
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