Difference between revisions of "Category:MOBS(BuilderInfo)"
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===Damage=== | ===Damage=== | ||
This should generally be about 1 per level. Divide this value by 4 if the MOB is intended to use a weapon. | 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 | + | *Shopkeepers should have a base damage value about one third of the above recommendations to draw out the length of the fight. |
+ | |||
===Armor=== | ===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. | 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. |
Revision as of 05:20, 12 January 2018
CoffeeMUD |
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Administrator Builder Player |
=CoffeeMUD Builder Information= | |||
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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.
Contents
- 1 Standard MOB types
- 2 GenMOB types
- 2.1 MODIFYING GENMOBS
- 2.1.1 Name
- 2.1.2 Display
- 2.1.3 Description
- 2.1.4 Level
- 2.1.5 Rejuv Ticks
- 2.1.6 Race
- 2.1.7 Alignment
- 2.1.8 Gender
- 2.1.9 Height
- 2.1.10 Weight
- 2.1.11 Clans
- 2.1.12 Actions/Attacks per tick
- 2.1.13 Attack Adjustment
- 2.1.14 Damage
- 2.1.15 Armor
- 2.1.16 Hit Point Bonus Modifier
- 2.1.17 Money
- 2.1.18 Money Variation
- 2.1.19 Abilities
- 2.1.20 Behaviors
- 2.1.21 Effects
- 2.1.22 Dispositions
- 2.1.23 Senses
- 2.1.24 Factions
- 2.1.25 Tattoos
- 2.1.26 Expertises
- 2.1.27 MXP Image filename
- 2.1 MODIFYING GENMOBS
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
GenMOB types
GenMOBs are MOBs that the builder has significant control over their design, equipment, behavior and other special properties.
- GenAuctioneer
- GenBanker
- GenDeity
- GenHorse
- GenLibrarian
- GenMob
- GenPostman
- GenRideable
- GenShopkeeper
- GenUndead
MODIFYING GENMOBS
Name
This is the true name of the MOB. All interactions (such as combat, buying and selling or spell casting) will use this name.
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
Height
Weight
Clans
Actions/Attacks per tick
Attack Adjustment
This should generally be about 1 per level of the MOB. Having 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
Tattoos
Expertises
MXP Image filename
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Pages in category "MOBS(BuilderInfo)"
The following 168 pages are in this category, out of 168 total.
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- Patroller
- Phobias
- PlayerHelper
- PokerDealer
- Pregnancy
- Prisoner
- Prop AbilityImmunity
- Prop AbsorbDamage
- Prop AddDamage
- Prop Adjuster
- Prop AstralSpirit
- Prop ClosedDayNight
- Prop ClosedSeason
- Prop CombatAdjuster
- Prop CommonTwister
- Prop Doppleganger
- Prop Familiar
- Prop Hidden
- Prop ImproveGather
- Prop InstantDeath
- Prop Invisibility
- Prop ItemTransporter
- Prop ItemTransReceiver
- Prop LangTranslator
- Prop LanguageSpeaker
- Prop LocationBound
- Prop MagicFreedom
- Prop MOBEmoter
- Prop ModExperience
- Prop ModFaction
- Prop MoveRestrictor
- Prop MultiEffects
- Prop NewDeathMsg
- Prop NoChannel
- Prop NoCharm
- Prop NoDamage
- Prop NoOrdering
- Prop NoTelling
- Prop PeaceMaker
- Prop PKCorpseLoot
- Prop PracticeDummy
- Prop PropSetter
- Prop QuestGiver
- Prop ReRollStats
- Prop Resistance
- Prop RestrictSkills
- Prop Retainable
- Prop RideAdjuster
- Prop RideEnabler
- Prop RideResister
- Prop RideSpellCast
- Prop RideZapper
- Prop SafePet
- Prop ShortEffects
- Prop Smell
- Prop Socials
- Prop Sounder
- Prop SpellAdder
- Prop SpellReflecting
- Prop StatAdjuster
- Prop StatTrainer
- Prop StayAboard
- Prop Tattoo
- Prop TattooAdder
- Prop TicketTaker
- Prop Trainer
- Prop Transporter
- Prop Uncampable
- Prop Unsellable
- Prop WeaponImmunity
- Prop WizInvis
- ProtectedCitizen
- ProtectedCitizens