Help on: cset (SETTING CREATURES) Staff members are able to set various values on any creature (non-player). Some of these functions are restricted, depending on the staff level of the user. The various syntaxes used to set different things on creatures are described below. In all cases, wherever 'mob' is seen, assume that to be the creature being manipulated. # is always an integer. ARMOR CLASS :*set c mob ac # This will set a creature's armor class. # should be an integer from -127 to +127. AC is divided by 10 and rounded down. For example, a creature with an -83 AC would have an AC of 8. It is best to never use this option. The *balance command should be used instead, in order to have continuity across the game. *bh balance for more information. AGGRO(RANDOM) LOAD CHANCE :*set c mob ag # This will set a creature's % chance to be randomly aggressive on loading. # Should be from 0 to 100, as it represents a percentage. For example, if a creature had a 50% random aggro chance, it would have a 50% chance to have the TENDENCY to go randomly aggro. The other half of the time, it'd load as a normal creature. Mflag #165 needs to be set prior to using this option. It is recommended that you get DM/CT assistance before you try to mess with this option. AGGRO(RANDOM) ON UPDATE CHANCE :*set c mob au # This option sets the % chance per creature update cycle (every 1-2sec) for a monster which is randomly aggressive (see above) to go aggressive and attack. # can be anything from 0-100, but it is recommended it be no higher than 10. It is recommended that you get DM/CT assistance before you try to mess with this option. ALIGNMENT :*set c mob al # This option allows you to set a creature's alignment. # should be an integer from -1000 to 1000. Negative values indicate evil alignment, 0 means neutral, and positive indicates good. This number will represent how far one way or another a player's alignment will change when they attack the creature. Keep in mind, however, that the actual change of a player's alignment is really only 1/5 of the actually alignment value. For example, if a player attacks a creature with an alignment value of +150, the player's alignment will move 30 toward evil, and not the full 150. It is recommended that you do not set an alignment higher or lower than 150 without the permission of a DM. The max value (positive or negative) that a creator is allowed to set on a creature, is equal to that creature's level times 10. ASSIST MOBS :*set c mob a(1-8) # :*set c mob a del This option will allow you to set which other creatures the creature will assist in combat. A creature can have up to 8 different creatures in which it will assist. # is the index number of the creature which will be assisted. The second option can be used to delete all of the creature's current assist monster slots, without having to do it manually one at a time. Example: :*set c mob a4 2010 This will set assist slot #4 to creature number 2010. So if any creature with the number 2010 is in combat in the room with a player, the creature will jump to its assistance. CAST CHANCE :*set c mob cast # This option will set the % chance that a monster will attempt to cast rather than hit on its next attack. # needs to be from 1-100. Generally, mage/casting type monsters will always have a high percentage here. Note that this must be used in conjunction with the casting mflag(18) as well as the cast percent mflag(43). Ask a CT or DM if you need help. CLAN :*set c mob clan # This option allows you to set a creature's clan. If a monster is of a certain clan and is aggressive, it will not attack players which are members of its clan. # can be any valid clan number. You can find these with the *clanlist command. CLASS :*set c mob cls # This option allows you to set a creature's class. If applicable, all monsters should have a class set. Class of a monster determines its initial saving throw values, as well as how well some of its various abilities might work. It also can dictate how well some abilities work AGAINST a creature, such as stealing. # is the number of the class. That can be found by typing *bh char. CONSTITUTION :*set c mob con # This allows you to set a creature's constitution. The higher the value, the more hit poinyd the creature gets back per tick. # needs to be from 1 to 30. DEXTERITY :*set c mob dex # This allows you to set a creature's dexterity. The higher the dexterity, the harder a monster is to circle, and the more of an AC bonus it may get. In addition, if a monster has a dexterity of 20+, it is automatically considered to be hasted, and it will attack every 2sec and not every 3sec. # needs to be from 1 to 30 DAMAGE :*set c mob dn # This sets the number of dice rolled for the damage the creature does. :*set c mob ds # This sets the number of sides of each die rolled. :*set c mob dp # This sets the added points to the roll of the dice. For example: :*set c mob dn 10 :*set c mob ds 5 :*set c mob dp 10 This will make a creature do 10d5+10 damage, or about 20-60 points per hit. 10 5-sided dice are rolled and added up, and then 10 is added to the result. It is recommended that the *balance command be used to set this at all times, so as to have continuity throughout the whole game. Creators are forced to use the *balance command, as they are unable to manually set creature damage dice. ENEMY MONSTERS :*set c mob e(1-4) # :*set c mob e del This allows you to set the numbers of monsters that the creature will automatically attack on sight. For example, it might be set on a militiaman so that he automatically will attack a goblin that spawns into the room. Each creature can have up to 4 different enemy creature types. # must be the number of a valid creature number. It is advised that anyone using this receives the permission/guidance of a DM first. The second option can be used to delete all of the creature's current enemy monster slots, without having to do it manually one at a time. Example: :*set c mob e3 2010 This will set the creatures enemy creature slot #3 to monster number 2010. EXPERIENCE :*set c mob exp # This allows you to set a monster's experience point value. Note that it is highly DISCOURAGED to set experience this way, and this should only rarely be used, if ever. The proper way to set experience is with the *balance command. Creators are unable to use this option, and are they are forced to use *balance. FLAGS :*set c mob f # This allows you to set a monster's flags. A list of monster flags can be found by doing *bh mflags. # must be a valid monster flag. Setting the flag will turn the flag on if it is off, and it will turn it off if it is on. GOLD :*set c mob gp # This option is for setting a creature's current max gold dropped. Creators are only able to set a max amount of gold dropped equal to the creature's experience value times 2. For example, for creators, a creature worth 100exp would only be able to have a maximum of 200gp. HIT POINTS :*set c mob hp # :*set c mob hm # The first option sets a creature's current hit points, and the second option sets its max hit points. Both must be set on all new monsters. It is not advised to use this option ever, as the *balance command takes care of this for you. Please use the *balance command at all times for this whenever possible. Creators are unable to use these two options, and they must use *balance. INTELLIGENCE :*set c mob int # This command allows you to set a monster's intelligence value. The higher the value, the more likely the monster will do more intelligent things. It is important to remember, that if a monster's intelligence is 15 or higher, it will always attack players and not their pets. In addition, higher intelligence means a greater chance for a monster to yell for help, should that flag be set. Lower intelligence can often make a monster immune to charm/hypnotize, and any other mind effecting things. All casting monsters should have at least a 13 intelligence. # needs to be from 1 to 30. INVENTORY :*set c mob inv (1-10) (item) :*set c mob inv del Items a monster drops can be set with this option. Each monster has up to 10 item slots. Any type of object can be put in these slots, or any number of slots can hold the same type of item. Before you set a monster inventory, you must get the desired item into your inventory by using the *create command. You then set the item to whichever monster slot you wish to put it in. Creators are unable to use this option, as they cannot do anything relating to objects. The second option will allow you to quickly delete all of a monster's inventory slots. Example: First, you must get a dirk and a hazy potion into your own inventory. Then you do these commands: :*set c mob inv 1 dirk :*set c mob inv 2 dirk :*set c mob inv 6 hazy This will set the creature's inventory slots #1 and #2 to hold the dirk, and #6 to hold a hazy. This means that the creature will have a CHANCE to have these items whenever it loads/spawns into the game. If you set the same item in many slots, there is more chance that item will be on the monster when it loads/spawns. JAIL ROOM :*set c mob jail # This option is used in conjunction with creatures flagged to knock people out and throw them in jail(130). If the jail room is not set, and the flag is set, then the Highport Jailhouse(room 2650) is the default. Otherwise, the room # which the player wakes up will be # set. LANGUAGE(Current) :*set c mob lc # This will set a creature's current language spoken when it loads/spawns. A list of languages can be seen by doing *bh languages. LEVEL :*set c mob lvl # A creature's level can be set with this option. Level must be from 1 to 30. It is advised that you do not use this option ever to set level. It is better to rely on the *balance command instead. Creators are not able to use this option, and they must use *balance for level. MAGIC POINTS :*set c mob mp # :*set c mob mm # The first option sets a creature's current magic points, and the second sets its max magic points. Both are required to be set if a monster is to cast. Keep in mind that for a monster to cast, it must have both the casting mflag set(18), as well as the cast percent mflag (43) set. Ask a CT or DM for assistance if you do not understand. MAX KILLING LEVEL :*set c mob ml # This allows you to set a restriction on how high level a player can be to attack the creature. # must be from 1 to 30. For example, if you only want players level 10 and below fighting a monster, you would set # to 10. NUMBER ARRIVING(Numwander) :*set c mob num # This allows you to set how many of a certain creature can arrive at a time. # can be from 1 to 6. At load/spawn time, the game will have 1-# creatures arrive. Try to use this sparingly, and if you are going to make more than 2 creatures ever arrive at a time, please consult a DM first before you do so. Too many creatures arriving can be a detriment to game balance, and it can also really get people killed very quickly. PIETY :*set c mob pie # This allows you to set a monster's piety value. Higher piety means faster ticking for the monster. # must be from 1 to 30. RACE :*set c mob race # This option is used to set a creature's race. A list of races and their numbers can be found by doing *bh char. If it is applicable, a monster should ALWAYS have its race set. Race will determine which languages a monster understands, as well as a creatures initial saving throw values. It will also be used for racial relations and affinities. It is very important to set race if a creature would have a race. REALM(Magic) :*set c mob r(0-5) # This option is used to set a creature's magical realm % value. # must be an integer from 0 to 1000000. Depending on how high the number is, the higher the % in that magical realm. Depending on the class set on the creature, more or less will need to be set on a realm to give it a higher %. Trial and error will show you what amount to set. Note that realm 0 is earth, and realm 5 is cold. Example: :*set c mob r3 100000 This gives a creature 100000 points in realm #3(fire). That's the equivalent to 35% for no class set, and 72% if the creature is set to class mage. SAVING THROWS :*set c mob s(1-5) # :*set c mob sav d This allows you to manually set a creature's saving throw values. # needs to be 0-100, as it is a percentage. The saves, in order, are: POI, DEA, BRE, DEA, and SPL. It is the same order when you look at the "sc" command, or check *status (*bh status) on a creature. This should never be done without DM supervision, as it is a complicated process. The second option will delete all of a creatures saves, so they do not have to all be set to 0 manually. Example: :*set c mob s2 50% This will give a creature a 50% save value in its Death/Traps save. SPELLS :*set c mob spl # :*set c mob spl del This option will set a creatures spells. # must be a valid spell # found in *bh spells. If the spell is off, it will be turned on, and if it is on, it will be turned off. Note that this method does not need to be used if you know the spell. In that case, you can simply teach a creature the spell, and teach it again to them to make them lose/unlearn it. It is recommended that this option never be used if it can be avoided. The second option will allow you to delete all of a monster's spells without having to delete them all one by one manually. STRENGTH :*set c mob str # This allows you to set a creature's strength. A higher strength will cause a creature to sometimes hit harder, and it also has other various strength-related effects. # must be from 1 to 30. THAC0("To Hit Armor Class 0") :*set c mob thac # This allows you to set a creature's thac0. The lower a creature's thac0, the easier it can hit armor class 0. Whenever a monster attacks, it rolls 1-20 on a 20-sided die. If a creature's target has an AC of 0, then the creature will need to roll its thac0 or better to hit. If the AC is higher, then it modifies what the creature needs to roll. # must be from -20 to 20. It is recommended that this option never be used, and that the *balance command be used instead to set this. Creators are unable to set this manually, and they are forced to use *balance to do it. Example: If a creature's thac0 is 12, and its target's AC is 5, then the creature will need to roll a 7 or better to hit (thac0 - target AC).