Mob File - torilmud/docs GitHub Wiki
The mob file contains all the information on NPCs in an area.
| Mob Format | Example Mob |
|---|---|
| #Vnum | #70000 |
| Keywords~ | leper~ |
| Short Description~ | the &+Wleper&N~ |
| Long Description~ | A &+Wleper&N stands nearby, rotting.~ |
| Description~ | The leper wears a cloth over his face to prevent anyone seeing his deformities or loss of skin. His eyes look at you sadly, almost begging you to give him a quick end to it all.&N |
| ~ | ~ |
| (Action Flags) (Affect1 Flags) (Affect2 Flags) Alignment S | 34 0 0 -200 S |
| Race Height Weight (Hated Races) | PE 0 0 PB.EA.EW.EF |
| Level Thac0 AC (Hit Points) Damage | 12 3 59 12d25+30 2d6+1 |
| Coins Experience | 104.54.1.0 4800 |
| (Loading Position) (Default Position) Sex Class (Magic Resistance) Prestige | 131 131 1 0 50 3 |
| POWER:1 (Optional power line. Only if the mob will have one assigned) | POWER: Melfs Acid Arrow, Spook |
| TEMPLATE: (Optional templates line.) | TEMPLATE: incorporeal, feral, Size+1 |
| FLAGS: name, name | FLAGS: archer, aggressive, sentinel |
| EQUIPMENT: vnum, vnum | EQUIPMENT: 41209, 91237 |
| AFFECTS: name, name | AFFECTS: sneak, hide, fireshield |
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First Line: The following code must always be the first line of the mob file:
<*> File Version 1 <*> - Last line: The mob file must have a blank line at the end.
-
Dev Features:
- EQUIPMENT: This line will automatically equip the item vnums you list in this field, regardless of maxload. Any time the mob loads, it will load whatever you set here.
- FLAGS: This line will automatically assign any flags named in this field, as though they were assigned via the Act/Aff bitvector fields above.
- AFFECTS: This line is like the flags line and will accept flags from Affect1, Affect2, and Affect3.
1: The above is the order for the power, templates, flags, equipment, and affects assignment lines in a mob, if you reverse them they will not work so keep this in mind if you find that something is not appearing correctly on stat or when you switch into it. ↩
The Vnum is a number unique to each mob within the range assigned to your zone.
- The Vnum entry always begins with a hash
#
Keywords are the words that players will use to target the mob with actions.
-
Multiple keywords may be listed, separated by a space on the same line.
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At least one of the keywords should be used in the Long Description below, so that players know how to interact with the mob at first sight.
-
This line ends with a tilde
~ -
There are some special keywords your mobs may use to define a set of specific characteristics. Some examples of these are in the race list others can be found here.
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NOTE: The first keyword will be the one displayed during combat.
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Example:
T: Silvanus TC: excellent E: orc EC: few wounds P: std >
The Short Description is the name of the mob that will be used in sentences such as combat and actions that involve the mob.
- ANSI Color works in this entry.
- This line ends in a tilde
~
The Long Description is a sentence that appears in the room a mob is in.
- Should be a complete sentence, with proper grammar, capitalization, and punctuation.
- Normally contains at least one of the mob's Keywords, so that players can interact with them.
-
ANSI Color works in this entry.
- Always end with a Normalizing ANSI Code
&N
- Always end with a Normalizing ANSI Code
- This line ends in a tilde
~
The Mob Description is a paragraph describing what you see when you take the time to look directly at a mob.
- Should be at least 5 lines.
- Should use complete sentences, with proper grammar, capitalization, and punctuation.
- Indentation is NOT used to begin this paragraph.
- Do NOT include any actions in this entry, those will go in the Soc File as echoes.
- Try to stay as objective as possible in this entry, you don't know whether they will be fighting/sleeping/standing when a player looks at them. So just describe the physical appearance without regard to actions or personality.
-
ANSI Color works in this entry.
- Always end with a Normalizing ANSI Code
&N
- Always end with a Normalizing ANSI Code
- End this entry with a new line consisting of a lone tilde
~
Select all the Action Flags you want for your mob and add them up into a single sum.
Select all the Affect1 Flags you want for your mob and add them up into a single sum. Do the same for Affect2 Flags to create a second sum.
Alignment Scale:
| Alignment | Value |
|---|---|
| Lawful Good | Alignment between 800 and 1000 |
| Neutral Good | Alignment between 600 and 800 |
| Chaotic Good | Alignment between 400 and 600 |
| Lawful Neutral | Alignment between 200 to 400 |
| True Neutral | Alignment between -200 and 200 |
| Chaotic Neutral | Alignment between -400 and -200 |
| Lawful Evil | Alignment between -600 and -400 |
| Neutral Evil | Alignment between -800 and -600 |
| Chaotic Evil | Alignment between -1000 and -800 |
Select your mob's race from the Race Table and place the abbreviation here.
The height and weight fields are no longer used. Simply put a zero 0 for each of them.
Select the races that your mob will attack from the Race Table and list the abbreviations for each one here separated by a period .
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NOTE: Separate each race with a period
., but no spaces, as seen in the above example. -
NOTE2: Hated races must be one of the first 88 races in the table.
Set the mob's level. This will influence many of the mobs stats such as hp and damage.
- Levels 1-59 are possible.
These fields are not normally used. The mob converter generates these values when the game is booted.
- Just input the following to allow the mob converter to determine the values:
0 0 0d0+0 0d0+0
0 0
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NOTE: If you must fine tune one of these values for a particular mob, you can put in specific values here. But if you put a non-zero for one of them, you will need to set them all, as the mob converter will ignore this mob once it sees a non-zero value. You will need to seek approval from an appropriate staff member for making non-standard mobs this way.
- If you decide to fine tune one of these values, you will have to fine tune them all, this means that when you want your mobs to have 0 coins (and if you have that mob involved in coin quests, you MUST do this) you must set them all.
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Damage and HP are defined by dice values 0d0+0 and are essentially (dice num)d(dice size)+(set number, be it damroll, or HPA) Note that on damage
0d0refers to the barehanded damage value. The standard values for Damage and HPs both of these are as follow:- For levels 01-05: Damage dice 1d7+0 Hitpoints (npc level)d20+(npc level) We'll call this variable HPA
- For levels 06-10: Damage dice 1d6+0 Hitpoints (npc level)d20+(npc level)
- For levels 11-15: Damage dice 2d6+1 Hitpoints (npc level)d25+(npc level × 2.5)
- For levels 16-20: Damage dice 2d6+2 Hitpoints (npc level)d30+(npc level × 5)
- For levels 21-25: Damage dice 3d6+3 Hitpoints (npc level)d40+(npc level × 7.5)
- For levels 26-30: Damage dice 3d6+4 Hitpoints (npc level)d55+(npc level × 10)
- For levels 31-35: Damage dice 4d6+7 Hitpoints (npc level)d70+(npc level × 15)
- For levels 36-40: Damage dice 4d6+10 Hitpoints (npc level)d80+(npc level × 20)
- For levels 41-45: Damage dice 6d6+12 Hitpoints (npc level)d90+(npc level × 40)
- For levels 46-50: Damage dice 6d6+25 Hitpoints (npc level)d100+(npc level × 50)
- For levels 51-55: Damage dice 7d6+30 Hitpoints (npc level)d110+(npc level × 80)
- For levels 56-59: Damage dice 7d6+35 Hitpoints (npc level)d120+(npc level × 100)
- Racial Adjustments:
- For dragons HPA = HPA + (50 × npc level)
- For giants HPA = HPA + (5 × npc level)
- For angels, devils and demons HPA = HPA + (20 × npc level)
- For ghosts, spirits, fire and air elementals, the hitpoint dice size and HPA are halved.
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The standard AC values for mobs are the following:
- Base ac:
- For Levels 01-40: ac = (Mob_Level × -3) + 100 <-- this is the base formula.
- For Levels 41-50: ac -= -20 <-- this means subtract that extra amount from the base
- For Levels 51-57: ac -= -30
- For Levels 58-59: ac -= -35
- Racial Extras:
- Anything that's not a Fire Ele: ac -= 10 <-- this should include air elementals, but currently doesn't
- For Angels Demons and Devils: ac -= 15
- For Dragons: ac -= 20
- For Dragonkin: ac -= 10
- For Elves and Drow: ac -= 5
- For Golems Kirin and Possessed: ac -= 15
- Base ac:
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Coins are defined by the total value in coppers. The game then converts this into the appropriate coin types.
- If you want your mob to have 0 coins make sure you mark that: Example
0.0.0.0
- If you want your mob to have 0 coins make sure you mark that: Example
-
The standard experience values for npcs are as follow:
- for mob levels 01 to 10: Level x100
- for mob levels 11 to 20: Level x400
- for mob levels 21 to 30: Level x750
- for mob levels 31 to 40: Level x1000
- for mob levels 41 to 50: Level x2500
- for mob levels 51 to 59: Level x5000
Loading Position is whether it comes into the game standing/resting/sleeping/etc.
Default Position is the position that the mob tries to return to, and will be the position that shows the mob's long description.
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The most common position is
131for standing/normal. -
Add together a Position Value and a Status Value from the table below to get your sum:
| Position | Status | ||
|---|---|---|---|
| Prone | 0 | Dying | 8 |
| Kneeling | 1 | Incapacitated | 16 |
| Sitting | 2 | Sleeping | 32 |
| Standing | 3 | Resting | 64 |
| Normal | 128 |
| Gender | value |
|---|---|
| Neuter | 0 |
| Male | 1 |
| Female | 2 |
You can set one class in this field.
| Class | Value | Class | Value |
|---|---|---|---|
| NONE | 0 | 13 | |
| WARRIOR | 1 | 14 | |
| RANGER | 2 | 15 | |
| 3 | BARD | 16 | |
| PALADIN | 4 | PSIONICIST | 17 |
| BLACKGUARD | 5 | LICH | 18 |
| CLERIC | 6 | ENCHANTER | 19 |
| 7 | INVOKER | 20 | |
| DRUID | 8 | ILLUSIONIST | 21 |
| SHAMAN | 9 | BATTLECHANTER | 22 |
| SORCERER | 10 | ROGUE | 23 |
| NECROMANCER | 11 | ELEMENTALIST | 24 |
| 12 | HEXBLADE | 25 | |
| WIZARD | 26 |
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The classes marked by a
strikeoutare old classes that generally are not supported anymore, most of their skills have been removed from the game. DO NOT USE. -
NOTE: In addition, you can also set general classes in the Action Flags. (Mage/Cleric/Warrior/Thief/Psi)
You can set magic resistance in this field. This is very powerful and should be used sparingly.
- NOTE: Many races have a magic resistance value built into their race, and adding it here will stack.
The amount of prestige that killing this monster will grant a PC.
- NOTE: Since prestige is an unused stat at the moment, you shouldn't really use this without approval from an appropriate staff member.