Mobile edit has the following syntax:
medit <vnum> - edit the mobile with number <vnum>
You can only do this in your own zone.
medit save <zone> - save mobs in this zone to disk. This happens
automagically, so this is only if some strange error
should occur.
olc To see if you've saved all your work.
mlist [low high] To list the mobiles in your zone.
The optional arguments are only available to Gods,
and lists the specified range of mob numbers.
The medit command starts the menu based mobile editor - here's a look at a new
mob:
-- Mob Number: [1298]
1) Sex: neutral 2) Alias: testt mob
3) S-Desc: the unfinished mob
4) L-Desc:-
An unfinished mob stands here.
5) D-Desc:-
It looks unfinished.
6) Level: [ 0], 7) Alignment: [ 0]
8) Hitroll: [ 0], 9) Damroll: [ 0]
A) NumDamDice: [ 1], B) SizeDamDice: [ 1]
C) Num HP Dice: [ 1], D) Size HP Dice: [ 1], E) HP Bonus: [ 0]
F) Armor Class: [ 100], G) Exp: [ 0], H) Gold: [ 0]
I) Position : Standing
J) Default : Standing
K) Attack : hit
L) NPC Flags : ISNPC
M) AFF Flags : NOBITS
N) Attacks : 1
S) Script : Not Set.
Q) Quit
And now a step by step walkthrough of the menu items:
-- Mob Number: [1298]
1) Sex: neutral 2) Alias: testt mob
Sets the sex (male, female or neutral), and the aliases for the mob. The aliases
are the words you can use to interact with the mobile, i.e. 'kill', 'look at'.
It should be something reasonably easy to find out when entering the room.
3) S-Desc: the unfinished mob
This is the short description - it's the text you'll see every time the mob
does anything, i.e. 'The unfinished mob picks up some trash', 'You hit the
gateguard very hard', etc.
Note - do not use punctuation or proper case in the short description, as the text
will be put into sentences.
4) L-Desc:-
An unfinished mob stands here.
The long description is seen every time you enter the room the mob is in, and
it's in its default position - more about positions here.
5) D-Desc:-
It looks unfinished.
The detailed description is seen when you 'look at mob', or 'examine
mob'.
Remember to delete the standard text, using either /d1 or /c.
This uses the improved editor.
6) Level: [ 0], 7) Alignment: [ 0]
The level of the mob is used in the 'consider' command, and when
gaining experience. The next lines are all dependant upon the level
of the mob, to a larger or smaller extent. To see how the standard
mob is calculated, see
here.
The alignment of a mobile is determined entirely by you, depending on the type
of area you're creating. The alignment can be from -1000 (extremely evil) to
+1000 (divinely good).
8) Hitroll: [ 0], 9) Damroll: [ 0]
Hit roll makes the mob hit its target more often, while dam roll
gives a higher damage per hit. Again, these are standardized here.
Vary a little and it's ok - vary much and we expect a good explanation.
A) NumDamDice: [ 1], B) SizeDamDice: [ 1]
A human hits for 1d2 bare hand damage - mobs of larger size hits
considerably harder. This is also precalculated here.
Again - variations are in order - but don't vary too much.
C) Num HP Dice: [ 1], D) Size HP Dice: [ 1], E) HP Bonus: [ 0]
This is where the hit points are determined. The dice part makes
sure all mobs have different hit points, while the bonus part makes
sure all have some, even if the dice all roll a 0. This is also
precalculated here.
Again - variations are in order - but don't vary too much.
F) Armor Class: [ 100], G) Exp: [ 0], H) Gold: [ 0]
Armor class ranges from -100 to 100, with -100 being the ultimate armor. It
is extremely difficult to hit a mob with Armor class -100. It is also calculated
from the level of the mob.
Experience points are what everybody wants - don't give them away too cheap.
Gold is another matter entirely - NO GOLD ON ANIMALS!! - now you've seen it.
Depending on the situation, a mob may have all kinds of money on him- but limit
it to 25,000 ready gold. Only the VERY strong can carry gold around in those
amounts. As a general rule - try setting the mobs 'wealth' to correspond to the
strength of the mob.
I) Position : Standing
J) Default : Standing
The first position controls how the mobile is when loaded - it might be
loaded sleeping. The next position controls which position the mobile will
assume after a fight. This is also the position in which the mob will be showing
its long-description.
Possible positions are listed here.
K) Attack : hit
The attack type of the mob. Attack types are listed here.
L) NPC Flags : ISNPC
The mob has a host of different options, which can be set as flags. The flags
are a bitvector.
The flags are listed here.
M) AFF Flags : NOBITS
The affection flags control some different movement and magic options. The
flags are a bitvector.
The affection flags are listed here.
S) Script : Not Set.
This menu point will let you edit which triggers are attached to the mob.
This opens the script menu.
Note, this doesn't make the trigger, it just attaches it.
Make sure to test the trigger via the attach command first.
Q) Quit
And lastly Q quits the editor. If you've changed anything, it'll ask if you
want to save. All changes are saved to disk right away.
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