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S Type MobsThe S type mob offers lots of opportunities to make the mob an individual. Here's the prototype and a sample mob.
Each time a mob is created, the mud computes the number of hit points that mob will have based on a dice roll. You code the number and size of the dice, and you can code a constant to be added to the results. For example:
HP are always coded in the format xdy+z, where x, y and z are always whole numbers (integers). Because it's a dice roll, each time a mob is loaded, it's hp may be slightly different. If you want the results to always be the same, code the number of dice to 0. For example:
Once you know what level you are building for and you have decided you need to code "S" type mobs, get an idea of the HP, Thac0, gold, exp and dam for your mob from doing a "vstat mob mob#" or "stat mob" of your favorite mobs of a similar difficulty on the test site. Or ask one of the world-imms to do this for you! The sample mob stats file has a guideline
for coding all of
the S type mob stats. Part of the approval process will be to
compare your mobs
against this standard.
|
| 400 | hit | 401 | bludgeon |
| 402 | pierce (backstab) | 403 | slash |
| 404 | blast | 405 | whip |
| 406 | no_bs pierce | 407 | claw |
| 408 | bite | 409 | sting |
| 410 | crush |
Damage Dice
The random number of damage the mob gives must be defined in the form
"xdy+z"
where x, y, and z are integers. For example, 4d6+10 would mean sum 4
rolls of a 6 sided
die and add 10 to the result. Note that all three numbers, the 'd' and
the '+' must always
appear, even if some of the numbers are 0. For example, if you want
every copy of a mob to
always hit for exactly 100 you would code => 1d0+100
Example - this mob ALWAYS bites, doing 13-158 hp damage each time:
408 500 100 5d30+8 -1
Spell
attack:
Code at least one physical attack first. Frail as he may be,
the mob
still can hit!
You can't code more than 10 attacks (physical + magical).
<spell number> 0
<percent chosen> <
spell dice>
Spell dice:
The format for the spell dice is xd
0+z
The first number is the target of the spell:
1 - Offensive spell, cast on enemies
2 - Defensive spell, cast on self
The second number, determines the SKILL to which the mob has the
spell, or how
frequently the mob successfully casts it.
For example:
28 0 50 2d0+75
This mob casts heal (spell #28) 50% of the time. He casts it on
himself, and 75%
of the time, the spell works.
In the example below, the mob will cast the "harm" spell
(spell #27) 50% of the
time at the player, with a 95% chance of the spell being cast
successfully. (even mobs
"lose concentration" sometimes!):
27 0 50 1d0+95
Percent
Chosen
This number is the percent this line is chosen. When all the attacks
(physical AND spell
AND skill) have been entered, this column
needs to add up to 100.
If you have one entry, it is 100. If you have two or more entries, then
you have to decide
how often one is used over the other normally. For example, Bob the mob
fighter is armed
with a dagger (off hand) and a sword, on hand so you want Bob to hit
with the sword maybe
85% of the time and the dagger 15% of the time. This is a trade off you
have to make. Of
course since you assign damage, you may want to simulate a different
type of sword, where
it pierces for more damage 10% of the time and slashes the remaining 75%
. All three
entries still comes up to 100%.
Skill
Attacks
Skill attacks are similar to spell attacks.
<skill number> 0 <percent chosen> 0d0+0
Useful skills to code?
| 323 | kick | 373 | pugilism | 324 | bash (only works if you give the mob a shield) |
| 345 | disarm foe |
After the attacks, you may list the innate skills the mobs have and to what degree they have them (seen as a percentage). The mob will be given many skills based on their level, class and race, however you can also specify skills such as parry and unfair_fight. If you code a skill attack such as kick, you must also code it in this section.
The format for the "non-fighting list", or skill set, is
<skill number> <% effective> <
skill number> <%effective> .... -1
You are limited to 10 skills.
Please note that a mob with many skills will cause local lag,
especially if there are several of them in the same room.
So use the set skills to a minimal extent.
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Resistances
You can code resistances to damage-causing spells such as dragonbreath
or magic missile. These are coded in the same way you code skills in the
section above. For example:
32 100 -1
would give 100% resistance to magic missile. There are two cautions, however:
1) You cannot provide resistance to more passive spells, such as blindness.
2) When you code these resistances, the ones the mud gives the mob by
default (charm, summon and sleep) are removed.
3) You are limited to 10 spell resistances.
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Gold
You must give mobs at least 1 gold coin. The amount should
depend on the mob, not his level or difficulty. A nobleman would,
for example, have more gold than a peasant.
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Experience
Generally, this number is three times the amount of experience points
the mob is worth. A mob worth 100,000 experience points (to the
player) is coded with 300,000.
Position
Load position is the position the mob is in when loaded. Default
position is the one he goes back to after a battle. The room description
is only displayed when the mob is standing ...
| 0 | Dead | Reserved for internal use. Do not set. |
| 1 | Mortally Wounded | Reserved for internal use. Do not set. |
| 2 | Incapacitated | Reserved for internal use. Do not set. |
| 3 | Stunned | Reserved for internal use. Do not set. |
| 4 | Sleeping | |
| 5 | Resting | |
| 6 | Sitting | |
| 7 | Fighting | Reserved for internal use. Do not set. |
| 8 | Standing |
Magic Resistance is currently added in a similar way to mob actions. You must add two lines just AFTER any mob actions, of the following form: R <1> <2> <3> <4> <5> where 1,2,3,4+5 are the different resistances. Currently 1-4 do not work and should be set to -1. This tells the mud to set them to default levels. 5 is magic resistance which works the same way it does for mortals, i.e. it is a percentage chance of taking effect. If it happens, damage caused by magic is halved. If you don't want to add any magic resistance just leave this section out.