Difference between revisions of "Category:MOBS(BuilderInfo)"

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*Zombie   
 
*Zombie   
 
</div>
 
</div>
 +
 +
*In CoffeeMUD 1.0-1.1, all mobs were StdMOBs, and CREATE MOB [x] was the only option for creating mobs.
  
 
=GenMOB types=
 
=GenMOB types=
 
GenMOBs are MOBs that the builder has significant control over their design, equipment, behavior and other special properties.
 
GenMOBs are MOBs that the builder has significant control over their design, equipment, behavior and other special properties.
 
<div style="column-count:6;-moz-column-count:6;-webkit-column-count:6">
 
<div style="column-count:6;-moz-column-count:6;-webkit-column-count:6">
*GenAuctioneer
+
*[[MOBS(GenAuctioneer)|GenAuctioneer]]
*GenBanker
+
*[[MOBS(GenBanker)|GenBanker]]
*GenDeity
+
*[[MOBS(GenDeity)|GenDeity]]
*GenHorse
+
*[[MOBS(GenHorse)|GenHorse]]
*GenLibrarian
+
*[[MOBS(GenLibrarian)|GenLibrarian]]
*[[:Category:MOBS(BuilderInfo)#MODIFYING GENMOBS|GenMob]]
+
*[[MOBS(GenMob)|GenMob]]
*GenPostman
+
*[[MOBS(GenPostman)|GenPostman]]
*GenRideable
+
*[[MOBS(GenRideable)|GenRideable]]
 
*[[MOBS(GenShopkeeper)|GenShopkeeper]]
 
*[[MOBS(GenShopkeeper)|GenShopkeeper]]
*GenUndead  
+
*[[MOBS(GenUndead)|GenUndead]]
 
</div>
 
</div>
  
==MODIFYING GENMOBS==
+
==Balancing MOBs==
===Name===
+
Not all mobs are created equal, and there are a variety of ways of balancing MOBs to provide players with the appropriate level of challengeBelow 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.
This is the true name of the MOB.  All interactions (such as combat, buying and selling or spell casting) will use this name.
 
*It is highly recommended to NOT use color in the name of a mob, since this may create undesirable effects if the MOB uses channels (such as for quests or scripts).
 
 
 
===Display===
 
This is what players see when they enter the room.  The display name should provide a short description of the mob in a sentence describing what they are doing here.  For example, A grumpy human stands here.
 
===Description===
 
This is the long narrative of the mob, which should be used to describe the general attitude of the mob.  If the mob is wearing genarmor, do not normally add it to the description of the MOB, since it can be removed from them.
 
===Level===
 
This is the absolute level of the mob.  Various methods may be used to provide the mob with specific levels of a class, but the combination will never exceed this level.
 
===Rejuv Ticks===
 
This is the number of Ticks (about 4 seconds per tick) before a dead mob will reappear.  By default, lower level MOBs have a smaller reset timer.  Having a low reset timer can increase the difficulty of an area, especially if the MOB has a helper behavior.  Setting this value to 0 would mean the MOB will only respawn on reboots.
 
===Race===
 
===Alignment===
 
===Gender===
 
This is either Male, Female or Neuter.  Females can bear children when [[MATE|mated]] with an appropriate male.  Neuters can never produce (or help produce) offspring.
 
===Height===
 
===Weight===
 
===Clans===
 
===Actions/Attacks per tick===
 
===Attack Adjustment===
 
This should generally be about 1 per level of the MOBHaving a higher value will result in the MOB hitting more frequently.
 
*Shopkeepers should have an attack adjustment of 1 per 2 levels of the Shopkeeper to draw out the length of the fight.
 
===Damage===
 
This should generally be about 1 per level.  Divide this value by 4 if the MOB is intended to use a weapon.
 
*Shopkeepers should have a base damage value about one third of the above recommendations to draw out the length of the fight.
 
===Armor===
 
This is not an intuitive stat, since it was based on second edition Dungeons and Dragons Armor Class.  A perfectly naked human boy standing still would have an armor value of 100.  The more armor the boy puts on, the lower his Armor value becomes...so if he put on a breastplate with 30 defense, his armor would become 70.  Negative values are permitted.
 
*The average armor value is (100-5*Level).
 
*Shopkeepers should have an armor value of (100-10*Level) to draw out the length of the fight.
 
===Hit Point Bonus Modifier===
 
This modifier is used to determine how many hit points the mob will have.  The formula for hit points is:
 
Total Hit Points=((Level*Level) + (Random * Level * Hit Point Bonus Modifier
 
*The average Hit Point Bonus Modifier is 11.
 
*Shopkeepers should have a Hit Point Bonus Modifier of 33 to draw out the length of the fight.
 
===Money===
 
===Money Variation===
 
===Abilities===
 
*If an ability is added to a MOB through the Command Line (CL), then the ability is granted at 50%.
 
*If an ability is added to a MOB through the Grinder, then the ability is granted at 0%.
 
*If an ability is added to a MOB through a Classness behavior (or the MOB has [[CombatAbilities]]), then the ability is granted at 50% + 1% per difference between Mob level and qualifying class level (or lowest qualifying class level for CombatAbilities).
 
===Behaviors===
 
===Effects===
 
*Consider granting Vampire MOBs Prop_WeaponImmunity(+all -wood) and Prop_Resistance(slashing bashing 90%).  Adjust these values for stronger/weaker vampires.
 
===Dispositions===
 
===Senses===
 
===Factions===
 
--add notes about faction--
 
  
To add a faith, use the [[FaithHelper]] behavior, not Faction.
+
{| style="border: 1px solid #c6c9ff; border-collapse: collapse;" cellspacing="0" cellpadding="1" border="1" width="60%" <div class="Left" style="width: auto; Margin-left: auto; margin-right: auto;">
 +
|-
 +
! 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%)
 +
|}
  
===Tattoos===
 
===Expertises===
 
===MXP Image filename===
 
.
 
 
==Common MOB-related issues==
 
==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.
 
*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 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 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 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 should 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 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.

Latest revision as of 17:00, 12 July 2023

CoffeeMUD
Administrator                                                  Builder                                                              Player
=CoffeeMUD Builder Information=
Basics Praetor     Player Support     Commands     Zapper Masks Advanced Races     Classes     Abilities     Socials     Scripting    
Building Behaviors     Properties     Areas     Rooms     Exits     Items     Mobs Systems Achievements     Crafting     Help Info     Ships     Planes of Existence     Quests     Triumphs    

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 168 pages are in this category, out of 168 total.