Building on Ack!mud - Part #3. Updated 10/21/98
by Kobaan@CiP (Chaos in Paradise)
original builder files from Michlotixlan@AA (Ancient Adventures)
**** MEDIT AND MOBILES ****
You can either edit an existing mobile by typing "medit <vnum>", or you can
create a new mob using "addmob <vnum> <keyword>". Just as with rooms
you can type "list" to see how the object is built. As usual, things are
different about mobiles, and are discussed here.
Mobile Basics
Mobiles is the longer and more proper way of saying "mob". Mobiles are
different from objects in that they are capable of reacting in various
ways. Usually, mobs are placed in ackmud as things to be killed for
experience, but not always.
When an mobile is first created, a keyword must be supplied with the object.
You can change the keyword using the command "name <keyword>". You can also
give the mob several keywords using the command
"name <keyword1> <keyword2> <keyword3> ...ect". Remember, ALL keywords must
be included whenever you change the keyword(s), otherwise previous keywords
will be lost.
Example- You use the following command to name the object:
name evil goblin
These are but some of the commands players can use to interact with
the mob: kill goblin; look evil
!!!WARRNING!!! - Do NOT use color in the keyword. It is incorrect and will
confuse players.
You can set the level of the mob with the simple and almost obvious
command: "level <level>"
This primarily determines how difficult the mob will be.
You then need to set the short and long descriptions. The short description
is the one seen by players in combat. You should include the keyword(s) in
this description, otherwise players will have a hard time interacting with
it. "short <description you want>" sets this descrip. Players see long
descriptions when the mob is in the current room. You can set this using
"long $edit". You will then go into the text editor where you can edit this
description. It is necessary to format the description properly, otherwise
cloaks and shields may appear incorrectly, and several incorrect descriptions
may actually appear all on the same line! Avoid this problem by using
long $edit. It may be somewhat acceptable to not include the keyword(s)
in the long descrip if you want.
"align <number>" sets the alignment (1000 to -1000) of the mob. When players
kill this mob, their align may change if the alignment isn't 0.
Race is set with a number, i.e. "race 0" generally sets it to Human.
Sex should be obvious.
Class affects what skills and spells may be used by the mobile if it gets
charmed, or otherwise affected by players.
"hr_mod" and "dr_mod" can be used to affect the hitroll and damroll of the
mob respectively. The higher it is, the harder the mob is.
"ac_mod" can be used to affect the armor class of the mob. Remember, this
value should be negative for a more powerful ac.
Mob Flags - simply type in the flag's name to toggle it.
is_npc Label the mob as a npc *Do not remove!*
sentinel Mob stays in the same room, instead of wandering
scavenger Mob picks up items laying around
remember Mob will attack players that have attacked it before
no_flee Players cannot flee from this mob
aggressive Mob will attack players on sight
stay_area Mob will not leave the area it's in
wimpy Mob will flee if low on hitpoints
pet Labels it as a pet, to be put in a pet room
train Mob can train players, and let them gain levels
practice Players can practice skills from this mob
mercenary Mob can be hired to attack other players (not working in 4.3)
heal Mob heals itself up when low on hitpoints
adapt Mob will adapt weapons it finds (broken)
undead Mob is undead, and won't attack other vamp players
bank Banker will take players' money for safe keeping
no_body Mob is immune to certain physical attacks
hunter Mob will hunt down players if they flee
no_mind Mob is immune to certain mental attacks
postman Will take messages and deliver them to the mudmail system
rewield Mob will equip itself with weapons
reequip Mob will equip itself with armor
intelligent Makes mob react in intelligent ways (broken)
vampire Mob leaves behind no corpse (great for shopkeepers)
breeder Mob multiplies to make more of itself
solo Mob is harder to kill
werewolf (broken)
mount Mob can be riden on with mount skill
no_blood Mob cannot be bloodwalked to, or fled upon
Affected by - again, just type in the affect you want the mob to have.
The names should be evident. If you don't know what these affects do,
you need to play the game more.
Skills - Type in "skills" by itself to list all the skills the mob can use.
Then type "skills <skillname>" to add it. You can remove it from the mob
by typing in the skill again.
Cast - Type in "cast" by itself to list all the spells the mob can use.
Then type "cast <spellname>" to add it. You can remove it from the mob
by typing in the cast again.
Magic reals (4.3) - Same deal. Aren't these toggleable flags great?
SHOPKEEPERS
Setting up shopkeepers can be kinda tricky. But here's how to make them:
Shop trade0 <type> The key to making a shopkeeper is to set this.
Make <type> an object type. The mob will then deal with then become a
shopkeeper, dealing in those types of objects, and will buy those object
types. If you want more types, just use trade1, trade2, trade3, and trade4.
shop openhour <number> signifies the hour the mob opens its shop.
shop closehour <number> signifies the hour the mob closes shop. Hours go
from 0 - 23, so if you set them 0-23 then it'll be open all the time.
shop profbuy <number> shows how much the mob will increase the base price
to make a profit when a player buys an item. Should always be more than 100.
shop profsell <number> shows how much the mob will pay a player if they
try to sell an item. Should always be less than 100.
Remember, these numbers are a percent, with 100 being the base price.
Then give the mob the items it should sell with room resets.
PET STORES
First make a room for the shopkeeper. Add a shopekeeper mob. Then make
the next room vnum (vnum + 1), flag it PET, and load charmed mobs in that
PET room that will be sold as pets. The shopkeeper in the previous room
will sell the pets from this PET room :)
SPECFUNS
You can give the mob a special ability with spec. Type "spec" by itself
to see the list, and then type (for example) spec spec_breath_any.
spec_breath_*** Mob uses a breath weapon, potentially destructive to player eq :(
spec_cast_adept Spams the room with healing spells, and mana flare and healing light
spec_cast_cleric Mob casts cleric spells (?)
spec_cast_judge (broken)
spec_cast_mage Mob casts mage spells (?)
spec_cast_undead Mob casts undead style spells
spec_executioner Mob attacks wanted players on-sight
spec_fido Devours corpses, leaving equipment on the ground
spec_guard Mob assists in killing wanted players
spec_janitor Cleans up discarded equipement on the ground
spec_mayor Mob shouts annoying things across the area
spec_poison Mob bites to poison
spec_thief Will steal gold from players (!)
spec_policeman Similar to guard
spec_cast_cadaver Mob in moribund, to cast sight on players who've been killed
spec_rewield Outdated by the MOB_FLAGS
spec_cast_bigtime Mob casting ability increased
spec_wizardofoz (broken)
spec_vamp_hunter Used to be used for Intelligent mobs, but now broken
spec_mino_guard Mob will attack people without a mino pass
spec_tax_man Mob teleports around, stealing money from players
spec_stephen The wandering faerie, teleports around healing players :)
ROOM RESETS
Room resets are very important to auto-load mobs and objs into an area.
"showresets" shows all the resets in the room.
Then use "addreset" to add a room reset.
addreset mob <vnum> <limit> - Loads a mob, limit is total mobs for the area
addreset obj <vnum> <limit> - Loads an object, limit is total in the room
addreset give <n.mob-vnum> <obj-vnum> - Give a mob an object
addreset equip <n.mob-vnum> <obj-vnum> <location> - Give and wear the object
addreset door <dir> <state> - can force a door "open" "close" or "locked"
addreset rand <num-dirs> - Use to randomize directions, like in moribund
addreset message <min_lev> <max_lev> <text> - ***BROKEN*** Do not use!
ADVANCED COMMANDS
High level builders will have access to more commands for setting up areas:
showarea - shows the current state of the area.
makearea <filename> <vnums> Use this command to allocate an area.
The filename should have a .are extension.
You type in how many <vnums> you want the area to
have, and it will automatically find a vnum set
to accomodate this.
setarea <type> <string> Very useful for setting up an area. Type "setarea"
by itself to see a list of things you can change, and
then see the changes with "showarea".
owner <name> The owner's name to be shown on areas all, or alist
read [-]<name> Who can see the area in the builder
write [-]<name> Who can change the area in the builder
gold <amount> Broken, don't change
title <string> The title of the area, shown on areas all, where, alist
payarea Yes/No Broken, don't change
min <min_vnum> Change the minimum vnum *dangerous to change*
max <max_vnum> Change the maximum vnum *dangerous to change too*
teleport Yes/No Players can, or can't teleport into this area
building Yes/No Disables ceratin things while under construction
show Yes/No Area won't show on the areas list
room_spells On/Off Bad room spells (seal, mana drain) can or can't be used
min_level <level> Minimum level to be shown on areas list
max_level <level> Maximum level to be shown on areas list
level_label <label> The levels {XX XX} to be shown on the areas list
keyword <keyword> A keyword for easy finding, is broken
repop_rate <ticks> Less = faster repops, more = slower repops
message <message> The message seen in the area during a repop
offset <vnum> VERY BROKEN, do NOT use!