Chapter 4: Mobile Edit
(Remember to type what it says in each step.) Also for further
reference while on line you can type
commands to see what OLC commands are available or see help olc.
Also to see how your area is
coming along at any time simple type show. To get out of the
editor at any time type done. In this
section if you need more help see help medit.
Below is a look at what it will look like from inside the Mobile
Editor. I have included Notes
inside the *'s of what everything is:
<1000hp 1000m 1000mv> *Once again that wonderful prompt*
*when you hit return inside the editor this next part will be
displayed. I take this example from
the city I am creating*
Name: [Puff]
Area: [ 0] {None } Diku Limbo
Race: [Dragon]
Act: [npc]
Vnum: [ 1]
Sex: [female]
Level: [35]
Align: [1000]
Affected by: [none]
Short descr: Puff
Long descr:
Puff the Fractal Dragon is here, contemplating a higher reality.
Description:
Ok....Now lets begin the lesson with MOBs...
Step 1.) MEDIT CREATE VNUM
example: medit create 400.
This creates the mobile you will be making. IF you already have a
mob and you
want to fix him type the alternate step.
Alternate.) MEDIT VNUM
example: medit 400.
You don't have to do the next section in steps either, just as
long as you follow the basic syntax
for it.
Step 1.) ALIGNMENT [number]
example: alignment -1000
This is what determines the alignment of the mob. Alignments may
range from -1000 to 1000.
Any number in between is fine. Remember that 1000 is a real
goody-goody and -1000 is the devil
himself..
Step 2.) NAME [Names]
example: name Town Guard
This command sets the names of the mobile. Make sure you name it
at least the same thing that
you see when a player sees its long description in the room. This
is what the player must type to
look at the mob. *Note: Never use words like The, A, etc.. in the
Name Field*
Step 3.) SHORT [Desc]
example: short A Town Guard
This sets the mobs short name. This is what players will see when
fighting the mob, or when the mob talks, or walks in.
Step 4.) LONG [Desc]
example: A Town Guard busily partols the city.
This is what players see when the enter the room with the mob in
it. Make sure there is a nice
flavor here. Don't use so and so is standing here, that gets
rather old.
Step 5.) DESC
Simply type this to enter the description editor. This will allow
you to make a description of the
mob when a player looks at it. Make it at least 2 lines. Use this
editor just like editing Room
descriptions.
Step 6.) LEVEL [Number]
example: level 100
This sets the mobs level. In the example I made the mob level
100.
Keep the mob levels withing the level of the area, ie if the area
is for level 30 to 50 all mobs should be level 30 to 50 with a
few rare exceptions.
Step 7.) SPEC SPEC_[Type]
example: spec spec_guard
To see a list of spec types type ? spec. In the example I have
set the mob to be a guard. Here are a
current list of spec types:
Preceed special functions with 'spec_'
breath_any breath_acid breath_fire breath_frost
breath_gas breath_lightning cast_adept cast_cleric
cast_ghost cast_judge cast_mage cast_psionicist
cast_undead executioner fido guard
janitor mayor poison repairman
thief buddha teacher guard_white
kungfu_poison drunk assassin questmaster
all cleric
*Note that spec_questmaster will not be used by anyone but an
IMP...also DO NOT set any mobs
with spec_mayor. These two are unique to the Main city.*
Step 8.)SEX [Male Neutral Femal]
example: sex male
This sets the sex of the mob. Self explanatory.
Step 9.) ACT [Flags]
example: act practice
This sets what the mob is. For a list of flags type ? act for a
list. This is a current list of act flags:
sentinel scavenger healer aggressive
stay_area wimpy pet train
practice banker teacher nokill
*Note each flag should be self-expanatory , and newer flags will
not be listed here*
Step 10.)AFFECT [Affect Flags]
example: affect sanc
This sets what the mob is affected by. For example you can have
the mob all sanced and spelled
up . Use these with caution. Type ? affect for a list. Below is a
current list of affects:
blind invisible detect-evil detect-invis
detect-magic detect-hidden hold sanctuary
faerie-fire infrared curse change-sex
poison protect sneak hide
sleep charm flying pass-door
waterwalk summoned mute gills
vamp-bite ghoul plague earthbind
were-bite
*Note that to make a more realistic MUD...sometimes its fun to
place bad spells on mobs. If you
do sanc up a mob at least have a reason to do it*
Step 11.) RACE [Race Flag]
Example: Race God
This sets what Race the Mob is. Here is a list of available races
in the Realm *This list changes often so check the race list on
the main web page*
Human, Elf, Half Elf, Dwarf, Half Dwarf, Minotaur, Tigran,
Dragon, Werewolf,
Lizard, Hydra, Fish, Worm, Snake, Mist, Object, Mindflayer,
Arachnid, Faerie
Goblin, Rat, Plant, Bat, Elemental, Githyanki, Bear, harpy,
Animal, Insect, Hobgoblin,
Drow, Hobbit, Gnome, Half Kobold, Undead, Vampire,Troll, Kobold,
Orc, Ogre, and Giant
There are more, and I am adding more still, sodon't confine
yourself to this list.
OPTIONAL STEP 12.) SHOP
If you wish that mob to be a shopkeeper please use the shop
command. just type shop for further
details. This is further detailed in the Shops section of this
manual.
This concludes the chapter on mobiles. For more questions please
ask.