Category:MOBS(BuilderInfo)

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MOBs are the creatures that walk the MUD. They come in many forms, but the GenMOB family is the most versatile.

Standard MOB types

Standard MOBs are hard-coded for most of their attributes, and only have a few builder-adjustable parameters (primarily level). Standard MOBs cannot be saved with equipment, additional behaviors or effects. As such, Standard MOBs are best used for summoning spells.

  • AngryCitizen
  • Ape
  • Assassin
  • Beaver
  • Bee
  • BlackBear
  • BlackDragon
  • BlueDragon
  • BrassDragon
  • BronzeDragon
  • BrownBear
  • BrownSnake
  • Buck
  • Buffalo
  • Bugbear
  • Bull
  • Cat
  • Centaur
  • Centipede
  • Cheetah
  • Chicken
  • Chimp
  • Citizen
  • Cobra
  • CommonBat
  • CopperDragon
  • Cougar
  • Cow
  • Coyote
  • Crocodile
  • Deer
  • DireWolf
  • Doe
  • Dog
  • Doppleganger
  • Dragon
  • DrowElf
  • DrowPriestess
  • DrowWarrior
  • DrowWizard
  • Duck
  • Elephant
  • Falcon
  • FireGiant
  • FlyingInsect
  • Fox
  • Frog
  • FrostGiant
  • GardenSnake
  • GiantBat
  • GiantScorpion
  • Gnoll
  • Goat
  • GoatDoe
  • Goblin
  • GoldDragon
  • Gorilla
  • GreenDragon
  • Hawk
  • HeavenlyServent
  • HillGiant
  • Hornet
  • Horse
  • InvisibleStalker
  • Jaguar
  • Kitten
  • LargeBat
  • Lion
  • Lizard
  • LizardMan
  • LizardManShaman
  • Minotaur
  • Monkey
  • MountainLion
  • Mouse
  • Naga
  • Ogre
  • Orc
  • Owl
  • Panther
  • Parakeet
  • Pegasus
  • PegasusGreater
  • Penguin
  • Pig
  • Puppy
  • Python
  • Rabbit
  • Rat
  • Rattlesnake
  • Raven
  • RedDragon
  • Scorpion
  • Sheep
  • SilverDragon
  • Skeleton
  • Spider
  • Squirrel
  • StdAuctioneer
  • StdBanker
  • StdDeity
  • StdFactoryMOB
  • StdLibrarian
  • StdMOB
  • StdPostman
  • StdRideable
  • StdShopKeeper
  • StoneGiant
  • StoneGolem
  • Teacher
  • Tiger
  • Toad
  • Troll
  • Turtle
  • UmberHulk
  • Undead
  • Vulture
  • WhiteBear
  • WhiteDragon
  • WildEagle
  • Wolf
  • Wolverine
  • Worm
  • Wyvern
  • Zombie
  • In CoffeeMUD 1.0-1.1, all mobs were StdMOBs, and CREATE MOB [x] was the only option for creating mobs.

GenMOB types

GenMOBs are MOBs that the builder has significant control over their design, equipment, behavior and other special properties.

Balancing MOBs

Not all mobs are created equal, and there are a variety of ways of balancing MOBs to provide players with the appropriate level of challenge. Below is a table of some sample modifications to MOBs and how much difficulty (expressed as an approximate XP boost) that sort of MOB represents to players, as well as some alternatives to balancing out the MOB without providing bonus experience.

Difficulty Behavior/Property Notes on Balancing
BASE Basic MOB A Generic MOB is the basis for all XP and rewards.
+1/2 CombatAbilities with a handful (2-6) useful abilities Prop_ModExperience(+50%)
+1 Classness (IE, Mageness) Prop_ModExperience(*2)
0 Worn Armor or Weapons Deduct score from base mob stats (IE, increase the MOBs Armor value by the same number as the worn armor, or decrease MOB's damage value by half the Weapon's damage value)
0 Defensive Stats (hits +40/lvl, armor -(lvl) more than normal) Decrease offensive stats (half attack and damage values)
+1/4 Helper behavior (Brotherhelper, Racehelper, etc) Prop_ModExperience(+25%)
+1/4 Aggressive behavior Limit aggression to specific parameters, or add 25% experience
+1/2 MobileAggressive behavior Prop_ModExperience(+50%)
+1/4 Added health (20 hp/lvl), or added armor (-lvl), or added attack (+lvl) or added damage (+lvl/4) Prop_ModExperience(+25%)
+1/4 Gear that provides 40 hp/lvl, -2*lvl armor, +2*lvl attack or +lvl/2 damage Prop_ModExperience(+25%)

Common MOB-related issues

  • When editing MOBs in the command line, be very cautious of any random variables the MOB has. RESET ROOM before modifying the mob, and pay close attention to Money and Money Variation, as well as any items that have less than a 100% chance of spawning on the MOB. If you modify the mob without resetting the room first, then you may inadvertently increase the Money value on the MOB or lose random-chance items from the MOB's inventory.
    • Best Practice is to make command line changes within 1 minute of resetting a room that you are modifying. If big changes are required, use GMODIFY or the Grinder.
  • Mobs may only be affected by one script at a time. Therefore, if they are affected by a quest script, they may temporarily lose a scripted behavior.
  • Players can manipulate MOBs in a variety of fashions that can make the game less enjoyable for other players. Consider this list for your mobs:
    • Players can kill mobs. If a MOB, such as a guildmaster or questgiver, is intended to be a permanent fixture, consider granting them PROP_SAFEPET.
      • Players may still be able to drown/suffocate the mob with various affects. You may wish to adjust the rejuv on the mob to a short period of time (if the mob is of particularly low level so as to not provide players with a great source of XP), or provide them with protection such as SPELL_WATERBREATHING (for air-breathers), CHANT_LANDLUNGS (for water-breathers) or ALLBREATHING.
    • Players can summon mobs away from their rooms. If a MOB, such as a GenShopkeeper, is intended for all players to use, consider providing them with PROP_RESISTANCE(Teleport) or SPELL_ANCHOR to avoid this. MOBs won't reset if they are still alive, so a summoned mob will remain in the new location until something causes them to reset. Note: PROP_SAFEPET may protect from summonings, but in general, GenShopkeepers should not have PROP_SAFEPET so that they may be interacted with (such as robbery or haggle).
    • Players can charm and/or command mobs. This is a normally fine action, but if the MOB is supposed to be available for other players, you may consider granting the mob PROP_RESISTANCE(Mind) or better yet, PROP_NOCHARM and PROP_NOORDERING.
    • WanderHomeLater is an excellent property to get mobs back to their start room after being manipulated by players, if it is important for the mob to be near their start room.
  • Players notice naked humanoid mobs. Try to equip them appropriately, or at least order them to do an OUTFIT command and save them with basic gear.
    • TEMPLATE is an excellent method of saving basic cloths for a specific area.
  • When making class guildmasters, carefully consider whether you wish to provide them classness in addition to mobteacher behavior. The mobteacher behavior will enable them to train the specified classes, while classness will provide them some additional artificial intelligence to use their abilities. This may result in some undesired effects as your thief guildmaster spams a pirate ditty or your druid guildmaster protects his grove with Charm Area (preventing his students from leaving).
    • Consider placing guildmasters in rooms with prop_peacemaker.
    • Consider placing guildmasters in rooms with Prop_RestrictSpells for abilities that are a nuisance to players, such as Chant_CharmArea or Song_PirateShanty.

Pages in category "MOBS(BuilderInfo)"

The following 167 pages are in this category, out of 167 total.