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. |