RAEdit |
(Race Editor)
How to create a race: Beginning notes:
Race creation command:
To create the new
race you must then ‘create <new>’ while in the raeditor.
Name:
The name will simply
be the name of the race (human, elf, dwarf etc.)
Who Name:
The ‘Who Name’ is
what characters will see on the ‘Who List’ of the MUD. This is usually
limited to a number of figures, depending on how the ‘Who List’ is set
up.
Race PC:
Race PC will determine
if the race is available as a choice to the players or if it is simply
a type of race to be used in building MOBs.
Act:
This will determine
how the race will act. This is NOT used when creating a player race,
only a race used for MOBs.
Aff:
Example2: aff flying
haste berserk
Aff2:
The affect2 slot is
the same as the affect but with different spells/skills to choose from.
Usually with spells/skills more original to the MUD. Again they should
be used reasonably when creating a player race.
Off:
Offenses are the skills/spells
a race will have when fighting. This is NOT used in player
races.
Imm:
In a player race,
an immunity should be chosen carefully (if not at all) and within reason,
of course, with the race being created.
Res:
Making a race resistant
to something decreases the amount of damage it will take by the chosen
flag. These should also be chosen carefully and not overdone.
Vuln:
This determines what
a race if vulnerable to. If they are vulnerable to iron, they will take
more damage from an iron weapon than one of steel. If they are vulnerable
to holy, they are weak against many cleric attacks rather than the magical
ones of mages.
Form:
Form will show what
the race is made of. There will almost always be more than one flag used
when determining the form of the race. Certain flags will have an affect
on the parts. If the form is poison, the parts will be poisonous if eaten.
If the form is construct, the parts are not edible.
Part:
The parts are basically
the variety of things that may be chopped off a MOB or player when they
die. Depending on the form and the part will determine if the part is edible
or not, and if it is, if it is poisonous or not.
Points:
Points is NOT used
when creating a MOB race. The points are the creation points the race will
cost. A player race that has more immunities/affects/skills or better attributes
will cost more than one that has less.
Size:
Only one size may
be chosen for a race. The size is how big or small the race is from
a human point of view.
CMus:
CMus are the class modifiers. These must be done for each class existing on the MUD. They are NOT necessary for the MOB races, only the player races. Explanation of CMu
listing for a faery race with a cost of 6 creation points (cps):
Name = Name of the
class
* Because a Faery is a race created for more magical classes, such as mages or clerics the CMus are lower. The race is not intended for the physical classes, therefore the CMus are much larger. A faery mage takes less experience than a faery warrior. * 100 CMus is the
default number. Humans will have 100 CMus for each class. CMus may
be any number 100+, preferably not higher than 200 depending on the MUD.
Minimum Stats:
This will determine
the minimum attributes for the race. This is NOT needed when creating a
MOB race. The attributes must be typed in using their three letter abbreviations
(str, int, wis, dex, con, per).
Maximum Stats:
This will determine
the maximun attributes for the race. This is NOT needed when creating
a MOB race. The attributes must be typed in using their three letter abbreviations
(str, int, wis, dex, con, per).
Skills:
The skills you list
under here, starting with number 0 and up, will make the skill a default
to the race you are working on. If you give drows hide and sneak,
any class that chooses drow as its race will automatically get hide and
sneak at a level determined for the race.
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created by:
Siouxsie and Zinla of Lunar Eclipse © 2000, 2001 |
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