Building Mobs

To start editing a mob, go to the room you wish this mob to reset in.

Type: edit mob create <vnum> – This will create a new mob.
Type: edit mob <vnum> – To edit an existing mob.
Type: mlist 1/2/3 – To see a list of all the mobs in the area while in the mob editor.
Type: show – to see the current information of the mob, which should look like this:

Keywords: [halloween mask costume costumes burdened ambles peddler elderly elder]
Area: [ 8] Quest Vnums
Template: [human_weak]
Act: [npc stay_area]
Vnum: [ 980]
Sex: [neutral]
Race: [human]
Level: [ 8]
Accuracy +: [0]
Evasion +: [0]
Dam Type: [none]
Hit dice: [20d10 + 250]
Mana dice: [10d30 + 100]
Damage die: [d8]
Affected by: [none]
Armor: [Pierce: 0 Bash: 0 Slash: 0]
Form: [edible sentient biped mammal]
Parts: [head arms legs heart brains guts hands feet fingers ear eye]
Imm: [none]
Res: [none]
Vuln: [none]
Off: [none]
Spells: [none]
Size: [medium]
Start pos: [standing]
Default pos: [standing]
Wealth/Cost: [ 0]
Teaches: [nothing]
Short descr:
a costume peddler
Long descr:
An elderly peddler ambles about burdened with costumes.
Description:
This elderly man wears one of his own costumes, that of a ghost without the hood drawn over his wrinkled features. No more than a mere breadth past five paces he walks about with a small cart burdened down with an assortment of costumes ranging from the exotic to outright gothic.

Mob Templates

The first step to creating a mob is to set the mobs template. What this will do is set all the dice and number stats for you automatically to be consistent with our world and code. Whether it’s a weak giant or a strong pixie, perhaps an Imperium guard, or an average aeromi. These templates are designed to take the number crunching out of mob building. Just define what template suits your mob best, and move on to the next step. Should you require a template that is not listed, feel free to ask an IMP to add it for you.

To see a list of mob templates available, type: ? template
You can also see a list of templates for a specific race by typing: template list <race>

To set a template for your mob, type: template <template>

If the stats seem off, don’t worry about it, we’ll be tweaking and adjusting stats for a while during beta.

Templates set everything from race to size, so anything in between, you should not touch without speaking to a head builder first for approved changes.

Any of these particular settings can be set with the following syntax:
Dam Type: damtype

Keywords: [halloween mask costume costumes burdened ambles peddler elderly elder]
Area: [ 8] Quest Vnums
Template: [human_weak]
Act: [npc stay_area]
Vnum: [ 980]
Sex: [neutral]
Race: [human]
Level: [ 8]
Accuracy +: [0]
Evasion +: [0]
Dam Type: [none]
Hit dice: [20d10 + 250]
Mana dice: [10d30 + 100]
Damage die: [d8]
Affected by: [none]
Armor: [Pierce: 0 Bash: 0 Slash: 0]
Form: [edible sentient biped mammal]
Parts: [head arms legs heart brains guts hands feet fingers ear eye]
Imm: [none]
Res: [none]
Vuln: [none]
Off: [none]
Spells: [none]
Size: [medium]
Start pos: [standing]
Default pos: [standing]
Wealth/Cost: [ 0]
Teaches: [nothing]
Short descr:
a costume peddler
Long descr:
An elderly peddler ambles about burdened with costumes.
Description:
This elderly man wears one of his own costumes, that of a ghost without the hood drawn over his wrinkled features. No more than a mere breadth past five paces he walks about with a small cart burdened down with an assortment of costumes ranging from the exotic to outright gothic.

Mob Actions

Mob actions define what type of mob it is and how it acts in combat, whether it roams the area, whether it’s an org guard, etc.

To see a list of mob actions flags type: ? act

To toggle an action flag on or off type: act <flag>

There is a complete list of what all mob action flags do at: Mob Flags

Keywords: [halloween mask costume costumes burdened ambles peddler elderly elder]
Area: [ 8] Quest Vnums
Template: [human_weak]
Act: [npc stay_area]
Vnum: [ 980]
Sex: [neutral]
Race: [human]
Level: [ 8]
Accuracy +: [0]
Evasion +: [0]
Dam Type: [none]
Hit dice: [20d10 + 250]
Mana dice: [10d30 + 100]
Damage die: [d8]
Affected by: [none]
Armor: [Pierce: 0 Bash: 0 Slash: 0]
Form: [edible sentient biped mammal]
Parts: [head arms legs heart brains guts hands feet fingers ear eye]
Imm: [none]
Res: [none]
Vuln: [none]
Off: [none]
Spells: [none]
Size: [medium]
Start pos: [standing]
Default pos: [standing]
Wealth/Cost: [ 0]

Teaches: [nothing]
Short descr:
a costume peddler
Long descr:
An elderly peddler ambles about burdened with costumes.
Description:
This elderly man wears one of his own costumes, that of a ghost without the hood drawn over his wrinkled features. No more than a mere breadth past five paces he walks about with a small cart burdened down with an assortment of costumes ranging from the exotic to outright gothic.

Mob Sex, Positions, and Wealth

Mob sex should be fairly straight forward. It determines the sex of your mob. You can set it to male, female, neutral, or random.

Neutral makes the mob sexless, and therefor there are no determined features. This is mostly used for like unidentified creatures where determining sex is rather impossible. However, when making a sexless mob, you MUST NOT put any features in the description that would lead one to believe it was male or female.

Random is used for an abundance of mobs, like cityguards in a city. When a mob resets in an area, it will randomly choose male or female, so there is a good mixture of both within the area.

To see a list of mob sex flags type: ? sex

To set the sex of your mob, type: sex <sex>

Starting position is what position the mob is in when they reset. Be it standing, sleeping, sitting. This will manipulate damage, combat, etc. Just make sure it fits the mob and environment.
To see a list of the different positions type: ? position
To set the position of a mob, type: position <position>

Wealth is how much money is on the mob. It should depend on the status of the mob, whether they are rich or poor, the scenario, whether they are shopping, or at home, and should NEVER be on animals.

To set the wealth of your mob, type: wealth <amount>

Keywords: [halloween mask costume costumes burdened ambles peddler elderly elder]
Area: [ 8] Quest Vnums
Template: [human_weak]
Act: [npc stay_area]
Vnum: [ 980]
Sex: [neutral]
Race: [human]
Level: [ 8]
Accuracy +: [0]
Evasion +: [0]
Dam Type: [none]
Hit dice: [20d10 + 250]
Mana dice: [10d30 + 100]
Damage die: [d8]
Affected by: [none]
Armor: [Pierce: 0 Bash: 0 Slash: 0]
Form: [edible sentient biped mammal]
Parts: [head arms legs heart brains guts hands feet fingers ear eye]
Imm: [none]
Res: [none]
Vuln: [none]
Off: [none]
Spells: [none]
Size: [medium]
Start pos: [standing]
Default pos: [standing]
Wealth/Cost: [ 0]
Teaches: [nothing]
Short descr:
a costume peddler
Long descr:
An elderly peddler ambles about burdened with costumes.
Description:
This elderly man wears one of his own costumes, that of a ghost without the hood drawn over his wrinkled features. No more than a mere breadth past five paces he walks about with a small cart burdened down with an assortment of costumes ranging from the exotic to outright gothic.

Short, Long, and Description

Short descriptions for mobs can be set two ways. It can be set as a name, with a capital letter in front and no period at the end, like Crystal Or it can be set like a regular short description such as: a short stocky man, with a lowercase letter in front and no period at the end.

To do either type: short <desc>

Long descriptions are what is seen when entering a room.
For example: A short stocky man stands here, peering out over the harbor.

It should -always- start with an uppercase and end with a period, however our system automatically sets the period for you. Also it must describe what hte mob is doing at that particular time.
To set the long description for a mob type: long <desc>>

Regular descriptions are the long detailed descriptions you see when you look at a mob. To see the commands for entering a mob description, type: desc
This should bring up the menu you see to the left. A description of these options is below:

desc + <desc> – This is the command that allows you to enter in your description. You can enter them in with one large paragraph and then format as needed.

desc insert [starting line] [text] – This command allows you to insert a line into your description. It is especially useful if you have to reword an entire line (see delete below) and replace it with a new line. This will insert the line ABOVE the line number you specify.

desc delete [starting line] [number of lines to delete] – This allows you to delete a line, or a series of lines in a description, starting at the line you specify and below.

desc pretty [starting line] [number of lines to format] – This command allows you to format your description. If you have several paragraphs in your description, but only want to format the first paragraph (assuming it is 3 lines), you would type: ed pretty 1 3, which translates to: format starting at line 1 for the next 3 lines.

desc show – This command allows you to see the description you are currently working on.

Keywords: [halloween mask costume costumes burdened ambles peddler elderly elder]
Area: [ 8] Quest Vnums
Template: [human_weak]
Act: [npc stay_area]
Vnum: [ 980]
Sex: [neutral]
Race: [human]
Level: [ 8]
Accuracy +: [0]
Evasion +: [0]
Dam Type: [none]
Hit dice: [20d10 + 250]
Mana dice: [10d30 + 100]
Damage die: [d8]
Affected by: [none]
Armor: [Pierce: 0 Bash: 0 Slash: 0]
Form: [edible sentient biped mammal]
Parts: [head arms legs heart brains guts hands feet fingers ear eye]
Imm: [none]
Res: [none]
Vuln: [none]
Off: [none]
Spells: [none]
Size: [medium]
Start pos: [standing]
Default pos: [standing]
Wealth/Cost: [ 0]
Teaches: [nothing]
Short descr:
a costume peddler
Long descr:
An elderly peddler ambles about burdened with costumes.
Description:
This elderly man wears one of his own costumes, that of a ghost without the hood drawn over his wrinkled features. No more than a mere breadth past five paces he walks about with a small cart burdened down with an assortment of costumes ranging from the exotic to outright gothic.

Mob Keywords

Mob keywords are the keywords that someone might use to interact with your mob, either by looking, attacking, etc. It should include all the keywords in the short and long descriptions, as well as their race and sex.

Note: Never put the name of a played character as a keyword. They will be unable to login to the game anymore.

To set the keywords for your mob, type: keywords <keywords>

To exit the editor, type: done

And be sure to -always- save your area by typing: edit area, asave area, done

Next check out how to Reset Mobs.