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MEDIT -- MOBILE EDITOR ENTERING THE MOBILE EDITOR

To enter any editor you simply type the name of the editor you wish to use. To mobile-edit a pre-existing mob you need to know the vnum. Just like you can stat objects and rooms, you can stat mobs and list what mobs are already created in the area you're in.

To edit a pre-existing mobile:

TYPE: medit <vnum>
EXAMPLE: medit 1200 ==>this would let you MEDIT Heimdall

To create a NEW mobile in an area you:

TYPE: medit create <vnum>
EXAMPLE: medit create 100

If you try to create a room that already exists, OLC will give you the message: MEdit: Mobile vnum already exists. To exit any editor:

TYPE: done

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WHAT MOBS ALREADY EXIST AND WHAT IS AVAILABLE

In your assigned VNUM range you can see what mobs have already been started and what VNUMS have not been used for a mob yet in the exact same way you did with objects and rooms. To see what mobs are already created you must first be in the room editor (REDIT). To list mobs:

TYPE: mlist all
OR
TYPE: mlist <name> ==>to see the vnum for a
EXAMPLE: mlist heimdall specific mob

You can also get a list of mobs or objects vnums this way:

TYPE: vnum <name> OR vnum mob heimdall
EXAMPLE: vnum heimdall

You could pull up a list of multiple mobs/objs with similar names, or keywords. An example of this would be if you type: vnum mob guard You would get a different list if you type: vnum obj guard You would get both mobs and objects together if you typed: vnum guard

Regardless of what vnum command you type, a list will appear in VNUM order with the names of each mob/obj following the number. To see what mobile VNUMS are available or open (no need to be in any editor):

TYPE: openmob <low vnum> <high vnum>
EXAMPLE: openmob 100 199 ==> would list all unused
mobs between the the VNUMS 100 and 199.
These are mobiles you can create.

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BUILDING A MOBILE: THE PARTS OF A MOBILE

Start your mob building with your assigned vnum. You don't need to be in the
area to work on a mobile. You can be in any area, any room. In this example mob, enter MEDIT and hit enter a second time. You should see something like the following. DO NOT ALTER ANYTHING YET. Simply look at what you see, type "done" to exit the mob editor, and continue reading these lessons. Complete your reading on MEDIT before beginning to build anything. Blank MEDIT mob:

Name: [no name]
Area: [ 101] Learning Area
Act: [npc]
Vnum: [10789] Sex: [neutral] Race: [human]
Level: [ 0] Hitroll: [ 0] Dam Type: [none]
Hit dice: [ 0d0 + 0] Damage dice: [ 0d0 + 0] Mana dice: [ 0d0 + 0]
Aff1: [none]
Aff2: [none]
Aff3: [none]
Armor: [pierce: 0 bash: 0 slash: 0 magic: 0]
Form: [none]
Parts: [none]
Imm: [none]
Res: [none]
Vuln: [none]
Off: [none]
Size: [medium]
Material: [unknown]
Start pos. [standing]
Default pos [standing]
Wealth: [ 0]
Short descr: (no short description)
Long descr:
(no long description)
Description:


Here is an example of a filled-in MEDIT mob:

Name: [Heimdall]
Area: [ 0] Valhalla
Act: [npc sentinel warrior nopurge]
Vnum: [ 1200] Sex: [male ] Race: [human]
Level: [57] Hitroll: [30] Dam Type: [crush]
Hit dice: [ 1d1 +19999] Damage dice: [ 5d4 + 40] Mana dice: [ 1d1 + 499]
Aff1: [detect_invis detect_hidden infrared dark_vision]
Aff2: [none]
Aff3: [none]
Armor: [pierce: -200 bash: -200 slash: -200 magic: -100]
Form: [edible sentient biped mammal]
Parts: [head arms legs heart brains guts hands feet fingers ear eye]
Imm: [summon charm mental]
Res: [magic weapon]
Vuln: [none]
Off: [area_attack bash battle disarm dodge fast kick parry rescue trip
crush assist_guard]
Size: [large]
Material: [unknown]
Start pos. [standing]
Default pos [standing]
Wealth: [ 0]
Short descr: Heimdall
Long descr:
Heimdall, guardian of Bifrost, stands guard over the Rainbow Bridge.
Description:
Standing over 7 feet tall and muscled as only a god can be, Heimdall keeps his unsleeping gaze over the Rainbow bridge. His trusty Gjallor-horn never leaves his side, and shall remain unwinded until the dread ship Naglfar sails towards Valhalla on the dawn of Ragnarok.


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THE PARTS OF THE MEDIT SCREEN

In order, these are the parts of MEDIT:

NAME:
The first thing you see in MEDIT is name. Name sets the key word names for the mobile, the words that a character would type to get a response from the mobile. Examples are "city guard" or "healer".

AREA:
The next thing listed in the room editor is the "Area" your VNUMS are located in. The area number is automatically generated and assigned, and cannot be altered by you, the builder. The name of the "Area" is listed next to the number.

ACT:
Sets the basic action types for the mobile, a fixed default being "NPC". Things such as aggressive, cleric, or scavenger are under act.

VNUM:
Below "Act" is "Vnum". This is the virtual number assigned to this Specific room by the builder when it was created.

SEX:
To the RIGHT of "Vnum" you see "Sex" This sets the gender of the mobile.

RACE:
This, to the right of "Sex" will set the race of the mob and also set it's various parts so you don't have to.

LEVEL:
This sets the level of the mobile. While the highest level a player can attain is a level 60 IMPLEMENTOR, mobs can be built up to level 69. Generally speaking, mobs shouldn't be built any higher than level 60.

HITROLL:
This sets a hitroll "bonus" for the mob that determines how well his hits land.

DAMTYPE:
Damtype sets the default damage noun of the mobile, if it ISN'T wielding a weapon. These are hte same damage nouns assigned to weapon objects.

HITDICE:
Hitdice sets the hitpoints of the mob, based on a roll of a specific number of x-sided dice. Unlike with weapons, there IS a level chart that you can use when assigning hitdice on mobs.

DAMDICE:
Damdice sets the damage that the mobile can do, based on a dice roll with added bonus. there is also a level chart to refer to when setting this field.

MANADICE:
Manadice sets the amount of mana the mob has. While mobs (even spell-casting mobs) don't use mana, you still need to set the mana level.

AFF1/AFF2/AFF3:
These three fields refer to what spells or skills are affecting the mob, and will affect how it fights.

ARMOR:
This sets the armor class of the mobile. There is a mobile level and stats chart for DR that you can use to help you set armor class for a mob. Armor class refers to how well a mob wearing no equipment can stand up to pierce, bash, slash, and magic attacks.

FORM:
Form sets the form of the mobile, such as sentient (capable of thought) or biped. Many of these will not matter on Dark Risings, and they will be discussed more thoroughly.

PARTS:
Parts sets the parts of the mobile, such as arms, legs, guts, head, whatnot. These are the parts that can "fall off" after you kill a mob.

IMM/RES/VULN:
Sets the immunities, resistances, and vulnerabilities of the mobs. Mobs immunities, resistances and vulnerabilities are best tested with "test mortals" and will be edited by editors.

OFF:
The Offensive determines how the mob acts in a fight, and what skills it uses. It is different that Affects. It includes things like trip, parry..

SIZE:
Sets the size of the mobile, affecting how well it fights against a character, allowing it certain bonuses. Tiny would be a mouse, small for birds, medium for human, large, huge, and giant, for anything else on that sort of scale. Only one size may be set.

MATERIAL:
Sets the material for the mob, such as flesh, skin_and_bones, rock, whatnot. DARK RISINGS does not use the code for Material so this field can always be left blank.

START POS/DEFAULT POS:
Sitting, resting, standing, or sleeping, the four standard positions. The start position is how the mobile will be when it repops, and the default is the position it will return to after a fight.

WEALTH:
Sets the amount of money the mobile is carrying, in silver.

SHORT DESCR:
Sets a short string, that a player sees while fighting, or talking to a mobile.

LONG DESCR:
Sets the long description of the mobile, what the players will see when they walk into a room with the mobile already in it.

DESCRIPTION:
Places the builder into the Text Append mode, like room descriptions, except that this is to set the mobile's description, what the player sees when they type "look [mobile]".

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BUILD A MOB! HOW TO DO IT...

By now, after having build rooms and objects, many of the fields in MEDIT should seem familiar and logical. Each field will be gone over in detail with tips and suggestions. First enter MEDIT and hit enter a 2nd time to show you the MEDIT screen.

NAME
Like with objects, the name of a mob is really a list of keywords that the mob will respond to. For example, if you have in mind a goblin mob named Leena who is also the local baker, you might name that mob "leena goblin baker". When assigning names you should type all of the names in at once:

TYPE: name <names>
EXAMPLE: name leena goblin baker

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ACT

The act field determines some basic behavior about your mob. A list of all the available Act flags for mobs can be called up by typing "? act" but they are also listed here with descriptions of each act. You can set multiple act-flags on a mob. To do this:

TYPE: act <act>
EXAMPLE: act sentinel aggressive stay_area

To turn an act flag off you simply type it again. For example, if I wanted to turn off the aggressive flag in the above, I would:

EXAMPLE: act aggressive

sentinel: mob will not move around in the area, and will stay in one room.
scavenger: random chance the mob will pick something up off of the floor in a room.
aggressive: will attack PC's according to its level.
stay_area: mob will not wander out of its prescribed area.
USE STAY_AREA ON ALL YOUR MOBS, or have a room that is at the "entrances" to your area be flagged "nomob"
wimpy: mob will flee when it reaches a certain hp percentage.
pet: mob is charmed, and someone's pet.
train: ONLY ADD WITH IMP APPROVAL mob can train other players and their stats.
practice: ONLY ADD WITH IMP APPROVAL mob helps characters practice skills.
undead: mob acts as a skeleton, ghost, or other undead, in spells and attacks. Makes mobs immune to necromancer spells,
plague, headache, calm, sleep
cleric: healer or hurter, based on how you want it to act toward you.
mage: can cast mage spells
thief: backstabs, steals, and runs away
warrior: fights as a warrior, strong, many attacks, no magic
weretrainer: DO NOT USE mob helps weres train
nopurge: mob may not be purged by an imm from the room.
indoors: mob can't go into rooms flagged outside
outdoors: mob can't come into any room flagged indoors
healer: ONLY ADD WITH IMP APPROVAL heals characters, for a certain fee.
gain: characters may gain skills at this person.
update_always: used with code updates, buggy, PLEASE DON'T USE.
changer: mob can exchange gold and silver for players.
noapprove: DO NOT USE this has to do with PC (players) and being unapproved. This is not related to NPC mobs

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SEX

To the RIGHT of "Vnum" you see "Sex" This sets the gender of the mobile. To set the sex of a mob:

TYPE: sex <sex>
EXAMPLE: sex random

The sexes available are:

male: Text associated with this mob will you he, his, etc
female: Text associated with this mob will be she, her, etc
neutral: This mob will not have a sex--not recommended unless mob is a strange creature like "blob" or "burning fire"
random: When the mob resets it will be set either male or female
none: Mob will have no sex--also not recommended

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RACE

This, to the right of "Sex" will set the race of the mob and also set it's various parts so you don't have to. It's interesting to note that once you set a mobs race and the parts (hands legs eyes etc) are filled in, and you CHANGE YOUR MIND ABOUT THE RACE, the parts will NOT change to reflect the new race selected. So either be sure of the race you want or be ready to re-evaluate what parts are needed for your changed race. To set the race of a mob:

TYPE: race <race>
EXAMPLE: race ogre

A list of races can be found if you type "race ?". They are also listed here for you. Available races are:

null avariel draconian
drow dwarf half-elf
werekin kine lich
merfolk ogre orc
sylvan troll human
elf bat bear
cat centipede dog
doll dragon fido
fox gnome goblin
halfling hobgoblin kobold
lizard modron pig
rabbit school monster snake
song bird giant water fowl
wolf wyvern unique

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LEVEL

This sets the level of the mobile. While the highest level a player can attain is a level 60 IMPLEMENTOR, mobs can be built up to level 69. Mobs shouldn't be built any higher than level 60 unless you have special permission first and a good reason to build a higher level mob.
To set the level of a mob:

TYPE: level <level>
EXAMPLE: level 40

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HITROLL

Hitroll determines how OFTEN a mob will land a hit. This number is often referred to as a "bonus" although all players and most mobs have a hitroll. Mobs should have balanced hitting ability and damage done, so to balance those two things, the hitroll should be close to the final number in the damdice setting. For example, if the damdice was set to 5d4+40, you might set the hitroll somewhere between 30 and 45. This is a guesstimate. The higher the hitroll, the more the mob lands hits. Keep hitrolls to a modest amount, not a lot higher than the damdice final number, so players have an equal chance at hitting the mob as it has at them. If you had a tough guard, you might set the hitroll to a higher number to reflect his fighting ability. If you have a mob that is a blind begger, you might set that number much lower or even keep it blank to reflect the fact that mobs blindness and weakness. You may even set it to a slight negative number! To add a hitroll to your mob:

TYPE: hitroll <#>
EXAMPLE: hitroll 9

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DAMTYPE

Damtype sets the default damage noun and type of attack a mobile has, if it ISN'T wielding a weapon. These are the same damage nouns assigned to weapon objects. The lists of damage types is quite extensive and will not be listed here. The help files to read to get a list of the damage-type nouns are "? weapon" and "help DAMTYPE_FLAGS". The first help file will give you a simpler list, while the 2nd help file will give you a list that includes the type of damage that noun will cause (holy, slash, bash, pierce, etc). To set the damage-type of a unarmed mob:

TYPE: damtype <damnoun>
EXAMPLE: damntype slap

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HITDICE and DAMDICE

Hitdice sets the hitpoints of the mob, based on a roll of a specific number of x-sided dice. Damdice sets the damage that a mobile can do, based on a dice roll with an added bonus. Unlike with weapons, there IS a level chart that you can use when assigning hitdice/damdice to mobs, which can be found in the the helpfile "help buildmob". This will list the suggested hitpoint values as well as damdice values for a mob and it is reccommended that you stay near these values. To assign a mob a damdice/hitdice value:

TYPE: damdice <#d#+bonus> OR
TYPE: hitdice <#d#+bonus>
EXAMPLE: hitdice 2d10+50 or just copy and paste the value from the help file, which is easier

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MANADICE

You can read about mana dice on the mud here: help manadice While mobs do not use any mana when casting spells, it is still important to set manadice on mobs. There are many spells that when cast by players drain mana from the target and give it to that player. If manadice isn't set on mobs it makes these spells less valuable. The recommended manadice values for mobs is mob level times 10 dice plus a 100 bonus. So for a level 40 mob:

TYPE: manadice <#d#+bonus>
EXAMPLE: manadice 40d10+100

If you reverse it and accidentally type 10d40+100 you WILL end up with a different minimum/maximum/average mana value.

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AFF1/AFF2/AFF3

These three fields refer to what spells or skills are affecting the mob, and will affect how it fights, interacts, and moves about. Dark Risings is in the process of adding to the Affects list (AFF3). Those affects will be added to this help file with explanations when they become available. You can get a list of affects by typing "? aff" and "? aff2". They are also listed here with explanations. You can assign multiple affects to a mob and can do them all at once or one at a time. To assign an affect to your mob:

TYPE: aff <affect> ==>for aff1
TYPE: aff2 <affect> ==>for aff2
TYPE: aff3 <affect> ==>for aff3 when available
EXAMPLE: aff detect_invis sneak hide haste

To remove an affect from a mob simply type that affect again: aff hide This would remove the affect "hide" from the example above. The following is a list of affects and a brief explanation for each affect:

AFF 1

blind: mob is blinded
invisible: mob is affected by the invisible spell.
detect_invis: mob can see invisible people
detect_hidden: mob can see hidden or sneaking people
sanctuary: mob has an aura, and takes half the normal damage.
faerie_fire: mobs Armor Class is lowered based on level
infrared: mob can see in the dark
curse: mob is cursed, making it a little easier to hit with weapons and spells.
poison: mob is poisoned, and will lose some hp during the course of a fight
magicward: mob will take less damage, strangely from physical attacks, not magical ones. Magicward can't be dispelled off a mob like other affects can be.
sneak: mob is sneaking, hard to see him come in or leave.
hide: mob is trying to hide, you need detect hidden to see him
sleep: mob has been put to sleep
charm: mob has been charmed and is now under the control of someone else. They won't really be assigned to anyone as a charmie, but this flag is useful in combination with the spell betray.
flying: mob is affected by the flying spell, lower chance of being tripped
pass_door: mob is affected by pass door, affecting its movement and ability to be bashed.
haste: mob is moving at a high rate of speed, increasing the number of its attacks.
calm: mob less likely to be aggressive and also may hit less.
plague: mob has a disease, and can spread it to others.
weaken: mob has had its strength reduced
dark_vision: mob can see in the dark.
battle: mob is in a frenzy, affecting its hit and damage by a marginal amount. It increases mobs chances of getting more attacks per round.
swim: mob can move through watery terrain.
regeneration: mob can fast heal to gain back hp and mana
slow: mob has had its speed reduced to less than normal, will hit less often.


Aff 2

ghost: mob is a ghost and can't be attacked
mirror: mob has a duplicate of itself that will take the blows of attacks -- DOES NOT WORK PRESENTLY. DON'T USE.
inspire: mob hits harder, more often, and makes it more difficult for spells to land on it.
wildaura: reduces amount of damage but can backfire and do the opposite
fury: Mob "summons a beast inside him" but does not have to be shifted like weres. Mobs can't shift. Fury makes the mob a LOT harder to hit, delivers more damage and hits more absorb: there's a chance that attackers spells will backfire and mob will absorb and gain the mana used to cast that spell
focus: mob is concentrating so much that the level of a cast spell increases. This will only work if mob is set so it can cast spells (see special functions)
celerity: gives a mob another attack.
detectwere: mob can detect weres. This is useful if combined with a mob program (see help mpedit_lessons) that will make a mob do a specific thing if it detects a were.
reflect: mob has a 15% chance of reflecting spells back at the caster


Aff 3
none listed at the time

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ARMOR

On the mud, a helpfile about armor can be found here: help mob_ac This sets the armor class of the mobile. There is a mobile level and stats chart for DR that you can use to help you set armor class for a mob and can be found in "help mob_ac". The list gives values for every 10 levels, so you have to use some common sense and logic to figure out the values for the in-between levels. Armor class refers to how well a mob wearing no equipment can stand up to pierce, bash, slash, and magic attacks. To set a mobs armor:

TYPE: armor <#pierce #bash #slash #exotic>
EXAMPLE: armor -90 -90 -90 5 ==> level 30 mob

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FORM

On the mud, a helpfile about form can be found here: ? form Form sets the form of the mobile, such as sentient (capable of thought) or biped. May of these will not matter on Dark Risings, and they will be discussed more thoroughly. Available forms are listed in "? form". To set the form(s) of a mob:

TYPE: form <form(s)> ==> you can do more than one
EXAMPLE: form edible insect poison

edible: edible makes body parts into food objects instead of trash objects when mob dies
poison: poison makes all body parts poisoned when eaten
magical: NOTHING
instant_decay: NOTHING
other: NOTHING
animal: NOTHING
sentient: NOTHING
undead: NOTHING
construct: NOTHING
mist: NOTHING
intangible: NOTHING
biped: NOTHING
centaur: NOTHING
insect: NOTHING
spider: NOTHING
crustacean: NOTHING
worm: NOTHING
blob: NOTHING
mammal: NOTHING
bird: NOTHING
reptile: NOTHING
snake: NOTHING
dragon: NOTHING
amphibian: NOTHING
fish: NOTHING
cold_blood: NOTHING

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PARTS

Parts sets the parts of the mobile, such as arms, legs, guts, head, whatnot. These are the parts that can "fall off" after you kill a mob. A list of parts can be found if you type "? part". Parts should be self-explanatory. To assign a part(s) to a mob:

TYPE: part <parts>
EXAMPLE: part head heart legs tail

head arms legs heart
brains guts hands feet
fingers ear eye long_tongue
eyestalks tentacles fins wings
tail claws fangs horns
scales tusks

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IMM/RES/VULN

Sets the immunities, resistances, and vulnerabilities of the mobs. Mobs immunities, resistances and vulnerabilities are best tested with "test mortals" and will be edited by editors. Mobs should never be immune to more than a few things, and often are immune to nothing. The same is true for resistances. Some immunities, resistances, and vulnerabilities will also automatically be set when you pick a race. There are logical choices for the various races. For example, Avariels have hollow bones, they can fly, so their bones are very apt to break. Thus they are vulnerable to bashing. But since they fly, they are less likely to be tripped. To assign an imm/res/vuln:

TYPE: imm <imm> or res <res> or vuln <vuln>
EXAMPLE: imm charm portal
EXAMPLE: vuln bash

To remove an imm/res/vuln simply type it again: imm charm would remove
charm from the first example above.

If used: Then mob is immune/resistant/vulnerable to:
summon: being called from one location to a players location
charm: being charmed and controlled by a player
magic: magical attacks or magical weapons
weapon: any kind of weapon
bash: bash weapons or attacks
pierce: pierce weapons or attacks
slash: slashing weapons or attacks
fire: fire weapons or attacks
cold: cold weapons or attacks
lightning: weather spells
acid: acid attacks
poison: ingesting poison and being affected
negative: draining attacks such as "life drain", vampiric weapons
holy: holy weapons and spell attacks
energy: attacks that use suction, wrath, or magic
mental: to attacks of the mind
disease: diseases like the plague
drowning: Nature's Wrath spell
lagskills: attacks that put in a lag -- bash, trip
sound: sound attacks such as some bard spells, and sonic rage attacks
wood: weapons using the dam noun "stake"
silver: weapons using the dam noun "silver bite"
iron: fbite (ferric bite)" and corrosion
gate: being gated to
portal: being portaled to

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OFFENSIVE BEHAVIOUR

The Offensive determines how the mob acts in a fight, and what skills it uses. It is different that Affects. It includes things like trip, parry, etc. You may set multiple offenses on a mob. To do so:

TYPE: off <offenses>
EXAMPLE: off fast kick trip

To remove an offense simply type it again: off fast would remove fast from the above example.

area_attack: mob can hit more than one person at a time
backstab: mob is capable of using backstab skill against characters
bash: mob may bash character
battle: mob may use berserk skill during combat (battle?)
disarm: mob robs character of weapon, laying it to rest on the ground.
dodge: mob is dextrous enough to dodge a character's attack
fade: DOES NOT WORK
fast: mob may take the initiative, getting the first attack in a fight
kick: mob throws out a mildly damaging kick during the fight
dirt_kick: blinds opponents temporarily.
parry: mob can fend off weapons with his own
rescue: DOES NOT WORK
tail: DOES NOT WORK
trip: mob can take someone's feet out from under them
crush: DOES NOT WORK
assist_all: mob will assist anyone on a whim
assist_race: mob will assist players and mobs of the same race
assist_players: mob will assist players that are in a fight
assist_guard: mob will aid guards in seeing to justice
assist_vnum: mob assists only mobs of the same vnum

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SIZE

Sets the size of the mobile, affecting how well it fights against a character, allowing it certain bonuses. Tiny would be a mouse, small for birds, medium for human, large, huge, and giant, for anything else on that sort of scale. Only one size may be set. To set the size:

TYPE: size <size>
EXAMPLE: size large

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MATERIAL

Sets the material for the mob, such as flesh, skin_and_bones, rock, whatnot. DARK RISINGS does not use the code for Material so this field can always be left blank.

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START POS/DEFAULT POS

Sitting, resting, standing, or sleeping, are the four standard positions. The start position is how the mobile will be when it repops, and the default is the position it will return to after a fight. You can set both positions. If you don't set anything the mob will default to standing. To set a position:

TYPE: position <start/default> <position>
EXAMPLE: position start sitting
EXAMPLE: position default sleeping

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WEALTH

Sets the amount of money the mobile is carrying, in silver. when the mob resets the mud will randomly change the amount of silver you assign to a combination of gold and silver. It may not be the same each time the mob is reset.

To maintain a balanced economy on DR, certain guidelines should be followed when assigning wealth to a mob.

* Only two "supermobs" per area (level 55 or higher) can carry their Level*20 in gold. EXAMPLE: level 58 could carry 1160 gold. Convert that to silver now and you would assign that mob a wealth of 116000.

* The top 10% of your area mobs can carry the their level in gold. EXAMPLE: if you have 40 mobs, then the 4 highest level mobs can carry their level in gold. A level 55 could then carry 55 gold. Convert this to silver and that mob would have a wealth of 5500

* The remaining 90% of your area mobs can carry their Level/10 EXAMPLE: If one of your remaining mobs is a level 30 then it could carry 3 gold. Convert to silver and that mob would have a wealth of 300 silver.

Of course this means planning out your mobs in advance and knowing how many mobs you'll have and what levels they'll be. If you build mobs as you go guess on where they'll fall as far as the three points above then tweak them before the final edit to reflect good economy and wealth.

To set wealth on a mob:

TYPE: wealth <silver>
EXAMPLE: wealth 5500

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SHORT DESCRIPTION

Like the short descriptions for an object, these are the words that would be used during a fight. For many mobs, their short is simply their name. If they have no name is might be something like: the butcher, the baker, the candlestick maker, a fuming housewife, etc. Short descriptions are not capitalized, and have no end punctuation. To give a mob a short description:

TYPE: short <short>
EXAMPLE: short a fuming housewife

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LONG DESCRIPTION

Also like objects, the long description describes a mob how the players will see when they walk into a room with the mobile already in it. Long descriptions are complete sentences with punctuation at the end. Long descriptions should be limited to one line long (no wrapping to a second line). Load your mob into the room to see if it's long desc is too long or just right. To give a mob a long description:

TYPE: long <long>
EXAMPLE: long A fuming housewife glares at you.

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DESCRIPTION

Typing "desc" places the builder into the Text Editor, like room descriptions, except that this is to set the mobile's description, what the player sees when they type "look <mobile>". A good mob descriptions is like a good player's description: descriptions don't tell a history, they don't tell you internal thoughts or emotions. They DO tell you what the mob looks like, how tall, color of hair, eyes, what they are wearing, the expression on their face, and clues at anything else they might have in their inventory. A mob does not necessarily have to have ALL these elements. To write a mob's desc type "desc" and that will put you into the editor.

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SPECIAL FUNCTIONS

Special functions are another way to dictate how a mob fights or acts, similar to act, aff, off. These are however, SPECIAL and should not be given to all mobs. "? spec" will list the special functions but they are also listed here with explanations. To assign a special function:

TYPE: spec spec_<function>
EXAMPLE: spec spec_janitor
EXAMPLE: spec none ==> will clear out the function

spec_breath_any: mob will cast any type of breath spell
spec_breath_gas: mob casts gas breath
spec_breath_acid: mob casts acid breath
spec_breath_fire: mob casts fire breath
spec_breath_frost: mob casts frost breath
spec_breath_lighnting: mob casts lightning breath
spec_cast_adept: mob casts adept-level mage spells.
spec_cast_cleric: mob casts cleric spells, like blind.
spec_cast_judge: mob casts the spell "high explosive"
spec_cast_mage: casts mage spells, like fireball.
spec_cast_undead: casts plaguing, undead spells
spec_executioner: mob acts aggro to killers, thieves, and wanted
spec_fido: mob will devour corpses on the ground.
spec_guard: mob is aggro to killers and criminals
spec_janitor: mob picks up things up from the ground
spec_mayor: DON'T USE
spec_poison: mob will poison player, if given the chance
spec_thief: mob backstabs and steals money from a player.
spec_nasty: mob is aggro, can backstab, steal gold and flee
spec_troll_member: THIS DOES NOT WORK
spec_ogre_member: THIS DOES NOT WORK
spec_patrolman: makes mob attack anyone who is fighting
spec_horrifying: mob casts a combo of cleric spells, breath spells and ghost
spec_cast_bard: mob can use spells blindness, battlecry, battle wail, poison, weaken, teleport, dispel, and deathsong.
spec_cast_necro: mob can use spells blindness, blister, weaken, lifetap, curse, change sex, plague, dispel, fester, and atrophy
spec_cast_druid: mob can use spells faerie fire, blind, earthquake, weaken, shocking grasp, dispel, meteor shower, and nature's wrath
spec_cast_psi: blindness, infliction, psychic drain, teleport, psychic crush, warp time, psionic blast, mind whip, and mind blast
spec_cast_warlock: blindness, faerie fire, earthquake, torment, curse, betray, weak, plague, dispel, ravage
spec_ghost: Spec_ghost does energy drains on people
spec_sting: works just like spec_poison but the message that the mob creates in battle says you've been stung.

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ASSIGNMENT #3

*** Use vnums 5900-5999 for this assignment***
***Do not Medit create new mobs***

1. Create 5 mobs of different levels and fill in all fields so each mob is VERY unique.

2. Write a note to the Head Builder(s) that you have completed the MEDIT assignment.

3. Walk through every field of the mobs with the Head Builder when you have finished.

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