 | Give some thought to how your mobs will
be distributed and how they may wander.
Check out mob chutes. Read the Zone Coding
section carefully! |
 | Mobs play by the same rules as far as
alignment goes
on equipment. A "good" mob cannot wear equipment that is
"anti-good". Mobs can, however, wear equipment
that is above their
level, and they can wear equipment in places that a player
cannot. (For example,
there once was a dryad who wore a tea cup on her body ... and a
villager who wore his
boots on his head.) |
 | Alignment can be used to make a densely
populated zone such as Tynstri or the new drow
zone less of an experience pit. This is particularly true at the
moment for zones where
the mobs are "good". |
 | Mobs are the core of the mud. Without
them, there's nothing to do. This is why it is
very important that the mobs you make are both useful and
interesting. |
 | Not every mob has to be killed. If you
have space, add a few that add flavor to your
zone. An example would be a few peasants in a medieval town, or the
piranhas in the deep
lagoon. |
 | Don't go overkill with sanctuary. Too
many muds have too many creatures running around,
glowing, that don't need to be. If it doesn't make sense that a mob
has sanctuary, don't
give it to them. By the same token, give sanctuary to mobs you want
to have importance in
your zone. It sure makes them harder to kill.
|
 | Always, always consider alignment.
Alignment dictates equipment, and therefore, who can
run the zone. Make alignment make sense. An unspeakably evil
murderer should not be -300
align (neutral w/evil tendencies), because players will be able to
tell. |
 | Be careful what spells you give. Spells
can make a mob a lot tougher than it first
seems. |
 | "A" type mobs makes it easy
to make quick critters, but for some levels, it
isn't terribly effective. This means lots of testing your
mobs! One trick to make
mobs that are balanced is to request a copy of mobs similar to them,
and duplicate those
files as "S" type mobs for you. |
 | Wimpy mobs are annoying. Use them when
necessary. A lot of people don't bother with
wimpy mobs due to the amount of time they need to kill them, so you
can use this to your
advantage by combining good experience with wimpy mobs. |
 | Don't make a mob det-invis or see-dark
if there is no reason for this. I've seen rabbits
that can see invisible people. This is a fantasy mud, but let's be
reasonable. |
 | Don't give the mobs more gold than you
want the players to get. |
 | Hiding and sneaking mobs are
interesting, and if they are placed well, can be kept
hidden from scout as well. You can do this by having a hiding mob in
an up-down corridor.
A good combination, if you want extremely sneaky mobs, is to make
them wimpy and sneaky. |
 | Remember, the percentages refer to how
often a mob will choose to do that attack. The
number of attacks a mob gets is set by the code, but you can change
what attack it does
each time it "swings", whether that is a fireball, a bite,
a claw, a stab, and
so on. |
 | You can make your mob interact with
other mobs in the same room using the mob actions. If there is a wolf den with
several wolves
in it, for example, the wolf might have an action that says "%
10 lick wolf".
Don't overdo it, however, or make the % too high, as it gets very
quickly very annoying! |
 | Generally mobs are tougher than a
player of the same level, i.e. they have lower ac and
thac0, higher hp (even for mages). |
 | HELPER and MEMORY flags can give a extra effect, which can be most interesting |
 | Do not forget that you can give a mob both MR with the R-command and you can give it particular skill and spell resistances by setting then up in the resistance field.
|