Medit - Mobile Editing
Mobiles should be balanced: a fairly hard fight should harvest a player around 200 exp. A VERY tough fight might give the player from 300 to 800 exp. The experience that a player will get from a mobile is determined by the level of the player Vs the level of the mob). The toughness of the fight is determined by the hitpoints, damage, hitroll, other flags, spec_functions, and the weapon the mob may or may not be carrying (which affects the mob's damage). When determining the hitpoint and damroll to put on your mobile, keep in mind how many IMMUNITIES and RESISTANCES you are also adding, and what ACT_FLAGS you are adding, as well as any spec_functions you might be giving that mobile. The more IMMUNITIES and RESISTANCES a mobile has, the tougher it is. If the mobile has a special combat function it is also tougher. If so, you might give it a hitpoint setting at the lower end of its level range. On the other hand, if the mobile has few IMMUNITES and RESISTANCES and no special function for combat, plus lots of VULNERABILITIES, you might give it hitpoints at the higher end of the hitpoint range.
Name: [Nuvynen storyteller historian man scholar] Area: [ 0] Limbo Act: [npc sentinel mage warrior ranger] Languages: [elven dwarvish giant faeril halflen orcish goblinese gnomish minotaurian ogrish] Vnum: [ 5] Sex: [male] Group: [ 0] Race: [human] Level: [100] Hitroll: [5] Dam Type: [punch] Hit dice: [100d10 + 999] Damage dice: [10d2 + 20] Mana dice: [100d10 + 999] Affected by: [detect_invis detect_hidden farsight dark_vision] Shields : [ice fire shock sanctuary] Armor: [pierce: 500 bash: 500 slash: 500 magic: 460] Form: [edible sentient biped mammal] Parts: [head arms legs heart brains guts hands feet fingers ears eyes] Imm: [none] Res: [none] Vuln: [none] Off: [none] Size: [medium] Start pos. [standing] Default pos [standing] Wealth: [ 0] Short descr: Nuvynen the scholar Long descr: Nuvynen the scholar sits here, intently studying a book. Description: This human is nondescript in every way, average height, average hair color, average size, average face. There are no distinguishing marks on him. His clothes are average, neither rich nor poor, though he does not take good care of them. He always carries a book with him, which he turns to constantly.
MOBPrograms for [ 5]: Number Vnum Trigger Phrase ------ ---- ------- ------ [ 0] 4 GRALL 80
1) NAME
Syntax: name
Example name Nuvynen storyteller historian man scholar
It's best to have more than one name per mobile. This stat value is will determine what the Player needs to type to do any action with the mob.
Ex: look ‘snail’
kill ‘snail’
2) ACT FLAGS
Syntax: act
Help: ? act
Example act sentinel mage warrior ranger unkillable
Act is short for "action" - Determines the in-game behavior of your mobile with ACT flags. Following is a listing of act flags:
FLAG Description
NPC Mobile is an NPC (set automatically by the game)
Mobile Movement
Sentinel Mobile doesn't wander
stay_area Mobile will not leave a zone (this should be set)
stay_sector Mobile will not leave the type of sector (this should be set)
Mobile Classes
ranger Mobile has ranger skills
druid Mobile has druid skills
vampire Mobile has vampire skills
cleric Mobile has cleric casting powers
mage Mobile has mage casting powers
thief Mobile has thief combat skills (backstab, etc.)
undead Mobile has special undead powers (i.e. life draining)
warrior Mobile has warrior combat skills (disarm, parry, etc.)
necromancer Mobile has necromancer skills and spells
knight Mobile has knight skills
alchemist Mobile has alchemist skills and spells
Mobile Activities
Scavenger Mobile picks up items on the floor
aggressive Mobile attacks any character in the same room (see the section dealing with aggression)
wimpy Mobile will flee when badly hurt
surrender Mobile will accept your surrender
noalign Mobile is unaligned (unintelligent animals, golems, etc.)
outdoors Mobile will not wander outside a building
indoors Mobile will not wander into a building
healer Mobile can heal characters (i.e. the heal command)
gain Mobile can grant new skills (i.e. the gain command)
train Mobile can train statistics
practice Mobile can help practice (guildmaster)
banker Mobile is able to store player's money in the bank
unkillable Mobile cannot be attacked
theft_proof Mobile cannot be stolen from
quest_master Mobile offers quest items for quest points
Mobile Specials
pet Mobile is a pet
mount Mobile is a mount and can be ridden and claimed by a player
no_body Mobile will not leave a corpse (shadows, wraiths, etc.)
nobd_drop Mobile will drop everything at death (use with no body)
nopurge Mobile isn't removed by the purge command
update_always Mobile is always updated, even in idle zones (rarely needed)
Please use the ACT_CLASSES! Do not for common little things, but higher level mobs should all be some sort of class! See "Help Act" when in medit for mobs.
When building a shopkeeper, trainer, healer, or other mob that people shouldn't pick on, add act unkillable.
3) SEX
Syntax: sex
Help: ? sex
Example sex male
Mobile sex (as in gender, mobiles don't reproduce) can be none, male, female, neutral, or random. It has no real game effects, but does add color. It's a good idea to make generic mobiles (i.e. rabbits) sex 'random', just for variety. Of course, when you write a description for a 'random' gender mobile, be sure to not use any gender specific pronounds.
4) RACE
Syntax: race
Help: race ?
Example race human
Every mobile should have a race, whether it be goblin, orc, troll, or whatever. See the list below for some of the races that already exist. If you feel your race is sufficiently distinct to merit creation of a new one, include a note containing the abilities the race should have to the immortals you are working with so that they may see if it’s needed to add to the list. Each race specified also has a set list of their form and parts with them. I did not list them due to the fact that you can see them when you flag the mob a particular race.
unique human elf
dwarf giant pixie
halfling halforc goblin
halfelf gnome minotaur
ogre avian draconian
centaur gnoll heucuva
kenku satyr titan
bat bear cat
centipede dog doll
dragon fido fox
hobgoblin kobold lizard
modron orc pig
rabbit school monster snake
song bird troll water fowl
wolf wyvern deer
fish shellfish horse
insect bull bigcat
skeleton undead frog
demon squirrel
5) LEVEL
Syntax: level
Example level 100
This is a very important statistic, as it determines the recommended values for your mobile's combat abilities. Try and make the level choice reasonable to believe. Just as a level 2 Ancient Blue Wyrm makes no sense, neither does a level 90 snail. Look over the recommended values for the level and please try to stay fairly close to them, otherwise your mobile may well be out of balance with the others in the game. It determines the mob’s thaco, hp, Ac, Exp given, and others. Please put much thought into this before making mobs. The mob levels range from 1 – 150. A good guideline is that a tough fight for a single player is a mob ten levels above their level, fifteen if they are second tier. A 40 - 50 area should have level 50 - 60 mobs for first tier.
6) LANGUAGE
Syntax: language
Help: ? language
Example language elven dwarvish giant faeril halflen orcish goblinese gnomish minotaurian ogrish
Just like players, mobiles can know languages. A mob set to a sentient race automatically knows that race's language, this allows for builders to set other languages that mobs such as scholars, historians, or traders would also know well. A mob cannot speak in a language they do not know, even in a trigger.
7) HITROLL
Syntax: hitroll
Example hitroll 5
This statistic is normally 0, but in mobiles with exceptional (and I do mean exceptional) combat abilities it may be higher. Clumsy mobiles may deserve a -1 or -2.
****No more than 1 hitroll for every 10 levels****
Example: A level 90 mob can have a MAX of 9 hitroll.
Remember that this is only if the mobile is an exceptional fighter, otherwise the ACT_CLASS flag will take care of hitroll and ThacO.
8) DAMAGE TYPES
Syntax: damtype
Help: ? weapon
Example damtype punch
A mobile's damage type defines three things:
  1. What message is seen when it attacks in combat
  2. What armor class is used to defend against the attack
  3. What type of resistance or vulnerability affects the damage received from the attack.
The following damage types are supported, listed by the type of attack and the damage messaged sent (if a name follows the damage message, you should use that name in your area file, otherwise just use the message itself). If you have a suggestion for a new type, send it to the immortals along with which type of attack it is (piercing, bash(blunt), slash, magic)
Piercing attacks (pierce ac):
bite pierce sting
chomp scratch thrust
peck stab
Bashing attacks (bash ac):
Beating crush smash
Blast peck(peckb) suction
Pound punch thwack
Charge slap
Slashing attacks (slash ac):
claw grep slice
cleave slash whip
Acid attacks (magic ac):
digestion slime acidic bite (acbite)
Cold attacks (magic ac):
chill freezing bite (frbite)
Energy attacks (magic ac):
magic wrath
Fire attacks (magic ac):
flame flaming bite (flbite)
Holy attacks (magic ac):
divine power (divine)
Lightning attacks (magic ac):
shock shocking bite(shbite)
Negative attacks (magic ac):
life drain (drain)
The acceptable kinds of damage (some with no damage messages as yet) are:
summon charm magic weapon
bash pierce slash fire
cold lightning acid poison
negative holy energy mental
disease drowning light sound
wood silver iron earth
wind
Summon, charm, harm, disease, and poison are generally used only on spells, but are included here on the outside chance that a mobile might need them.
9) HITPOINTS
Syntax: hitdice
Example hitdice 100 d 10 999
Hitpoints are determined as a roll of the dice: e.g. 2d10+100 would give that mobile a hitpoint range, on reset, of 100 to 120 hitpoints.
*Please view the Mob HP page (http://mdhavian.servegame.org/building/mobhp.html) for their damage values*
10) DAMAGE
Syntax: damdice
Example damdice 10 d 2 20
Affects how HARD the mobile will hit you. This value will be augmented by the average damage of the weapon the mobile is carrying if you use the Object Reset in the resets section to give the mobile a weapon.
*Please view the Mob HP page (http://mdhavian.servegame.org/building/mobhp.html) for their damage values*
11) MANA
Syntax: mana
Example mana 100 d 10 999
Mana is also determined as a roll of the dice, and give it the amount of mana a cleric or warrior player (depending on the mobile) at that mobiles level, might have. Stat players on the mud for their mana stats. If you don't want to bother with this just put in leveld11+10 for all mobiles, in the mana section. A mob should have mana if it’s supposed to! Just don’t disregard this section. Some spells deliberately sap a mob’s mana.
12) AFFECT FLAGS
Syntax: aff
Help: ? affect
Example aff detect_invis detect_hidden farsight dark_vision
Affect flags are used to assign various spell and spell-like effects to a mobile, such as hidden, or detections. The following list contains all usable affect flags:
detect_evil Mobile can sense evil
detect_invis Mobile can see invisible. **
detect_magic Mobile can see magic
detect_hidden Mobile can see hidden (sneaking/hiding) characters
detect_good Mobile can sense good
faerie_fire Mobile is surrounded by faerie fire (a hindrance)
infrared Mobile can see heat sources in the dark
farsight Mobile has farsight (can see details in scan)
sneak Mobile is sneaking (hard to detect while moving)
hide Mobile is hiding (cannot be seen without detect hidden)
flying Mobile is flying
pass_door Mobile can walk through closed doors
haste Mobile is affected by a haste spell
dark_vision Mobile can see in the dark without a light source
swim Mobile is swimming (or capable of swimming)
regeneration Mobile recovers hit points and mana faster than usual
slow Mobile is affected by a slow spell
weaken Mobile is affected by a weaken spell
berserk Mobile is berserk – same as frenzy spell
plague Mobile has the plague and can infect players
calm Mobile is affected by a calm spell
charm Mobile is permcharmed unless dispelled
makes mob ‘cute and cuddly’ and impossible to attack
sleep Mobile is affected by a sleep spell
poison Mobile is infected with poison
curse Mobile is cursed
blind Mobile is blinded (can't see to retaliate)
grip Mobile has a firm grip on any weapon
bandage Mobile is bandaged (improves health regeneration)
ready_weapon Mobile is able to ready a weapon (not really useful)
entangled Mobile is tangled up, unable to move unless untangled
** Detect Invis and Hidden is often overused, so please be careful with it. Not every mobile should be able to see invisible, or the spell is worthless. If a mobile has it, you better have a dern good reason for that mobile
13) SHIELD FLAGS
Syntax: shield
Help: ? shield
Example shield ice fire shock sanctuary
Shield flags are used to assign various shield effects to a mobile, such as sanctuary. The following list contains all usable shield flags:
invisible Mobile is invisible
ice Mobile has an ice shield
fire Mobile has a fire shield
shock Mobile has a shock shield
sanctuary Mobile is protected by a sanctuary spell. **
protect_voodoo Mobile is protected from voodoo (don't set)
blade_barrier Mobile is surrounded by whirling blades (cleric spell)
ethe_hands Mobile is protected by ethereal hands (necro spell)
thorn_envelope Mobile is protected by an envelope of thorns (druid spell)
imp_invis Mobile cannot be seen by a mortal (Don’t use please without consent from the head builder(s))
** Sanctuary is often overused, so please be careful with it. Not every hard mobile should have a sanctuary spell.
Example: a glowing ghost might have faerie fire and flying. There is no limit to the number of affect flags that may be set on a mobile.
14) ARMOR CLASS
Syntax: armor
Example armor –200 –200 –200 -110
In order, the 4 armor class values for a mobile are piercing (i.e. daggers and spears), bashing (i.e. clubs, rocks), slashing (swords and axes), and magical (everything else). Usually the first three will be fairly close to each other (it's nice to have them be a little different, however), and the magical AC will be considerably weaker. This value is also affected by an armor you give your mobile to wear, using the Object reset to give eq to your mobile in the RESETS section. Don't make all values the same. Use the MobAC chart for these values
*Please view the Mob HP page (http://mdhavian.servegame.org/building/mobhp.html) for their damage values*
15) FORM FLAGS
Syntax: form
Help: ? form
Example form magical
The forms flag is used to define a body form for your mobile and also related data like what happens to its corpse when it dies, and whether or not it is edible. A lot of these Form fields, as well as the Parts are pre-set when you select a pre-made race. If you decided not to pick a race, you should select Forms and Parts as you see fit. Please be as thorough as possible when defining your mobile. The acceptable flags for body form are as follows:
Corpse-related flags:
edible Mobile can be eaten
poison Mobile is poisonous when eaten (should also be edible)
magical Mobile's magic nature causes strange effects when eaten
instant_decay Mobile vanishes after death (i.e. a wraith)
other Mobile is not flesh and blood (defined by material type)
Form-related flags:
animal Mobile is a "dumb" animal
sentient Mobile is capable of higher reasoning
undead Mobile is an undead, and not truly alive at all
construct Mobile is a magical construct, such as a golem
mist Mobile is a partially material mist
intangible Mobile is immaterial (like a ghost)
biped Mobile is bipedal (like a human)
centaur Mobile has a humanoid torso, but a beast's lower body
insect Mobile is an insect
spider Mobile is an arachnid
crustacean Mobile is a crustacean (i.e. a crab or lobster)
worm Mobile is a worm, that is a tube-shaped invertebrate
blob Mobile is a formless blob (when used with mist, a cloud)
mammal Mobile is a mammal
bird Mobile is a bird
reptile Mobile is a reptile (and should be cold-blooded)
snake Mobile is a snake (and should be a reptile)
dragon Mobile is a dragon
amphibian Mobile is an amphibian (and should be able to swim)
fish Mobile is a fish (and should be able to swim)
cold blood Mobile is cold-blooded, cannot be seen with infravis.
16) PARTS FLAGS
Syntax: part
Help: ? part
Example part wings feet
The body parts flag is used to detail what limbs and organs a creature has. In the future, body parts may determine what can be worn by the creature in question, what kinds of things can be done to corpses by them (skinning, plucking, etc), and special attacks (i.e. the tail attack which requires a tail) that the mobile may do, so please do try to be thorough in describing your mobile's body parts. Tail should only be set if the tail is strong enough to be used as a weapon, for example a dragon should have tail set, but not a donkey. Suggestions for additions to the list should be sent to the immortals.
head arms legs heart
brains guts hands feet
fingers ear eye long_tongue
eyestalks tentacles fins wings
tail claws fangs horns
scales tusks hooves feathers
beak
17) IMMUNITIES, RESISTANCES and VULNERABILITIES.
Syntax: imm|res|vuln
Help: ? imm
Example imm charm acid
Mobiles have different immunities, resistances, and vulnerabilities both to better explain certain creatures (i.e. dragons) and to make fighting them take a little more strategy than just mindlessly pumping out damage. Most normal mobiles probably won't have much in the way of these flags, so don't add flags without sound reason. Choose a few that reflect the nature of the creature. It's important to make shopkeeper-type mobiles (as well as guild masters, healers, etc.) immune to summon, charm, magic, and weapons just to insure that they cannot be killed. Similarly, weak, low-level mobiles (goblins, for example) might be made vulnerable to magic just to accent their weakness. All three flags share the same fields, which are as follows:
summon Summoning and gating magic
charm Charm spells (the beguiling spell group)
magic All magic (be very careful using this flag)
weapons All physical attacks (be very careful using this flag)
bash Blunt weapons
pierce Piercing weapons
slash Slashing weapons
Fire Flame and heat attacks and spells
Cold Cold and ice attacks and spells
Lightning Electrical attacks and spells
Acid Corrosive attacks and spells
Poison Venoms and toxic vapors
Negative Life draining attacks and spells, or unholy energies
Holy Holy or blessed attacks
Energy Generic magical force (i.e. magic missile)
Mental Mental attacks (such as a mind flayer's mind blasts)
Disease Disease, from the common cold to the black death
Drowning Watery attacks and suffocation
Light Light-based attacks, whether blinding or cutting
Sound Sonic attacks and weapons, or deafening noises
Wood Wooden weapons and creatures
Silver Silver or mithril weapons and creatures
Iron Iron and steel weapons and creatures
Earth Earth based spells and attacks
Wind Wind based spells and attacks
Note: Resist the temptation to make "Achilles Heel" style mobiles, that is creatures that are immune (or almost immune) to all but a single attack type. Such mobiles are extremely boring to fight, and ultimately not very hard to defeat. Strive to make a balanced mobile, with no flags that aren't explainable by its nature. True immunities should be relatively rare, and vulnerability can be countered by resists.
Example: a fire demon might be immune to fire and negative energy, resistant to mental attacks and weapons, and vulnerable to holy attacks as well as cold.
18) OFFENSIVE FLAGS
Syntax: off
Help: ? off
Example off area_attack dodge trip
Offensive flags control mobile behavior in combat -- allowing some variety in how your mobiles fight back against players. A typical mobile should have a few (2-3) attack abilities and one or none defensive abilities, more skilled mobiles may have more, but try not to make them too flexible.
The following offensive flags are available, although not all are currently active (please use them anyway if they are appropriate, as they will be enabled at some future date):
area attack Mobile hits all characters fighting against it. Very powerful.
backstab Mobile can backstab to start a combat
bash Mobile can bash characters off their feet
berserk Mobile may go berserk in a fight
disarm Mobile can disarm _without_ a weapon wielded**
dodge Mobile dodges blows
fade Mobile can fade "out of phase" to avoid blows
fast Mobile is faster than most others, so has extra attacks
kick Mobile can kick in combat for extra damage
dirt_kick Mobile kicks dirt, blinding opponents
parry Mobile can parry _without_ a weapon wielded**
rescue Mobile may rescue allies in a fight
tail Mobile can legsweep with its tail or tentacles
trip Mobile trips in combat
crush Mobile can crush opponents in its arms
assist_all Mobile will assist anyone being attacked
assist_race Mobile will assist anyone of its race who is attacked
assist_players Mobile will assist a player who is attacked
assist_guard Mobile will assist guard Mobiles
assist_vnum Mobile will assist other Mobiles of its vnum
** warrior and thief mobs (see ACT flags) can disarm and parry with a weapon wielded automatically
***NOTE: Offensive flags and the mobile’s class should go hand in hand. A warrior mobile can probably disarm, bash, parry, etc, while a cleric should not have these flags…but maybe the cleric will have kick, while in conjunction with their cleric special function(explained later).
Assisting by race and vnum are by the far the most common assist types.
Notes: The area attack and fast flags are quite powerful, and mustn't be overused. Only the most powerful mobiles should be capable of area attack, and only mobiles that really are faster than most should be fast. Proper assist flag setting can greatly enhance the cooperation within an area.
Example: An orc might have bash, kick, and dirt_kick (it will probably be a warrior, so will parry and disarm if armed), and will assist by race and vnum. There is no limit to the number of offensive flags that may be set on a mobile.
19) SIZE
Syntax: size
Help: ? size
Example size medium
The size of the mobile has many game effects, and should be chosen carefully. If the mobile is based off Dungeons and Dragons, the Monster Manual will list the mobile's size. The acceptable sizes are as follows:
tiny: small birds and anything smaller
small: large birds (ducks and up) to halflings
medium: elves and dwarves to humans
large: ogres, gnolls, and other large humanoids
huge: giants, small dragons, and wyverns
giant: for VERY large critters, i.e. titans, and the biggest giants
colossal: for ENORMOUSLY large critters, i.e. dragons, dinosaurs, and other creatures
20) START and DEFAULT POSITION
Syntax: position
Help: ? position
Example position start standing
The start position is the position a mobile will be loaded in, the default position is the position it returns to after a fight. These are often the same, but a sleeping mobile (for example) is not likely to go back to sleep. The acceptable positions are:
sleeping tethered resting sitting
standing
21) SILVER
Syntax: wealth
Example wealth 500
Don't load your mobile up with money. The code works with silver. A good rule of thumb is:
*A mob should have no more than 33 silver per level*
This should be the MAX a mob would have if they were rich. Also, if the Mob is unintelligent, it is likely to have no valuables, and hence, not have any money to sack. Unintelligent mobs should have a money value of Zero!(Example: any common mammals, undead, etc.) Shopkeepers that are able to buy things from player should have several thousand silver, but that also depends on how rich the surrounding area is, and how wealthy the shop is likely to be. It is legitimate to make some shopkeepers have very little or no money to buy things back with, they then only have money to buy after someone else has purchased something.
22) SPECIAL FUNCTIONS
Syntax: spec
Help: ? spec
Example spec spec_cast_mage
Special functions for your mobile. Keeps in mind that giving your mobile special functions may make it anywhere from a little to a LOT tougher.
Of the combat special functions, the least nasty are the spec_breath ones. Harder yet is the special_cast_cleric function. Mobiles with special_cast_mage and spec_cast_undead are very tough!, and because of the possibility of players being drained, should be given these special functions only if they are a prize to fight..e.g. they hold the key to a treasure, or guard the gateway to an area, or wear powerful equipment. New specials can be requested, but don't rely on someone else being willing to code one for you. At this time, no mobile may have more than one special procedure. A list of special functions available, and what spells they contain is below:
spec_breath_any Mobile may use any breath weapon
spec_breath_acid Mobile breathes acid in combat
spec_breath_fire Mobile breathes fire in combat (area attack)
spec_breath_frost Mobile breathes frost in combat (area attack)
spec_breath_gas Mobile breathes poison gas in combat (area attack)
spec_breath_lightning Mobile breathes lightning in combat
spec_cast_adept Mobile casts helpful spells on low-level players
spec_cast_cleric Mobile casts clerical spells (ALWAYS cleric act flag)
spec_cast_judge Mobile fires bullets (for Mega-City One only)
spec_cast_mage Mobile casts mage spells (ALWAYS set the mage act flag)
spec_cast_undead Mobile casts spells appropriate for the undead
spec_executioner Mobile attacks Killers and Thieves
spec_fido Mobile devours corpses
spec_guard Mobile protects people from attack
spec_janitor Mobile cleans up junk lying on the ground
spec_poison Mobile has a poison attack
spec_thief Mobile steals gold (ALWAYS set the thief act flag)
spec_nasty Mobile attacks, robs, and runs (ALWAYS set thief flag)
spec_dog_pee Mobile will occasionally take a leak on someones leg.
spec_cast_clan_adept Mobile casts spells
The following specials are coded, but should NOT be used because they are tailored to specific mobiles. Check them out online for examples of unique or area-specific specials that can possibly be coded for your mobiles:
spec_mayor Mobile has the midgaard mayor spec (Don't use)
spec_patrolman Mobile tries to break up fights (gangland mobs only)
23) SHORT DESCRIPTION
Syntax: short
Example short Nuvynen the scholar
The short description is seen when the mobile fights or performs actions. It should be kept fairly short, preferably 20 characters or less. Unless it is a proper name, it should start with a or an in lower case (it is automatically converted to upper case when it starts a sentence).
Example: "A busy bee" hops up and down.
Here in the quotes is what the short description is. "a busy bee"
24) LONG DESCRIPTION
Syntax: long
Example long Nuvynen the scholar sits here, intently studying a book.
The long description is seen whenever a character looks at the room a mobile is in (provided, of course, that they can see the mobile in question).
Example: The busy bee flies around here happily.
Ideally it should be one line in length, but in some cases two line or longer long descriptions are justified.
25) MOBILE DESCRIPTION (look)
Syntax: desc
Example desc
This is the equivalent of a character's description, and is seen when you look at a mobile. It can be as long as you like, but 1-5 lines is probably best. Try and make it at least a little descriptive, players should feel rewarded for looking at a mobile.
26) SHOPS
Syntax: shop
Help: shop ?
Help: ? type
Example shop assign
A. Shop hours: First Open hour - Last Open hour
The first and last hour of the day at which the shop is open. The shop will open at the beginning of the first open hour and close after the end of the last open hour. Legal values for both fields are numbers from 0 (midnight) to 23 (the last hour before midnight). For a shop to be open all the time, code 0 and 23, but really now, not many do that. You can also have a shop open from 20 to 6 for those night owls.
B. Shop profit: Sale markup
The percentage of the object's nominal value (as coded into the value field of the object) at which the shop will sell the item. Code 130 if you want the shop to make a 30 percent profit. A general guideline is that the sale markup should not be less than 125 percent. Note that the HAGGLE skill may allow some players to get better prices than those you establish here. Do not code a percent sign! And never code a value less than 100!
C. Shop profit: Buyback rate
This is the percentage of the object's nominal value at which the shop will buy such an item if a player sells it to the shop. A general guideline is that the buyback value should not be more than 75 percent. Note that the HAGGLE skill may allow some players to get better prices than those you establish here. Do not code a percent sign! And never code a value greater than 100!
D. Shop type: Types of items a shop will buy
There can be up to five different types of items that a shopkeeper will buy back from a player. Enter them using 0 through 4 and the same item type as used in oedit (? type will show the current list). Not all shopkeepers need this set, as they will sell everything loaded into their inventory.
27) MOBPROGS
Please see Kwirlie’s guide to mobprogs or Joxtur for this ;)
28) Questmaster Items
Syntax: addquestreward vnum questpoints
Example addquestreward 10000 500
Questmasters need to have act flags questmaster and unkillable set. Their item list is built completely from the list added to the mob using addquestreward. If you need to remove an item from the list, use delquestreward number.
And don’t forget!
SAVE! SAVE! SAVE! SAVE! SAVE! SAVE! SAVE! SAVE! SAVE! SAVE! SAVE! SAVE!
(asave changed)