MOBS(GenMob)
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= |
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GenAuctioneer GenBanker GenDeity GenHorse GenLibrarian GenMob GenPostman GenRideable GenShopkeeper GenUndead |
GenMobs are the basic, builder-definable mobs with many settings. It is generally preferable to use a GenMob over a Standard Mob (StdMob) when you wish to add detail to the mob. StdMobs are useful for quick, easily reproducible affects, but have many fewer settings. The GenMob settings extend to other types of generic mobs as well, such as the GenAuctioneer or GenLibrarian. Each of the editable fields are listed below.
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.
- 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).
- Avoid using a plural name, such as crickets. Instead, consider using the singular of a group of crickets. This will avoid noun-verb mismatches in mudchat and other behaviors.
See the World Building Guide for more considerations on naming conventions.
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.
- Since the display should be a complete sentence, it should end in a period.
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 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 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
Senses are all or nothing detections that a mob may have. They toggle TRUE/FALSE:
- Can see in the dark
- Can see hidden
- Can see invisible
- Can Detect Sneakers
- Has infravision
- Can see good
- Can see evil
- Can see magic
- Is Mute
- Is Deaf
- Is Blind
Factions
--add notes about faction--
To add a faith, use the FaithHelper behavior, not Faction.
Tattoos
Expertises
MXP Image filename
Notes
- Sleeping and Sitting dispositions are a starting-position only. Once disturbed from that disposition, the MOB will not reset to that position until their next load (after the die) or commanded to that position in some fashion (such as by a player with an appropriate ability, or via a script).
- MXP Image filename is not automatically changed when a MOB is changed, even if the file appears linked to a race or class (it's not).
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