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I am also working on making a PDF Version of this page. This page last updated: Oct 2002 |
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A Guideline for Building Mobs This is intended as a set of guidelines to those who
are just beginning as Builders. Nothing here is written in stone, this
file is based on my experience and the online help files. Remember that most important command: SAVEAREA
I've been told that Mob-making isn't an exact science. There are no hard and fast rules for making mobs, one must use what resources s/he has to find a good balance. Using equal amounts of research into existing mobs, imagination, and common sense, one can come up with some pretty decent mobs that will provide hours of enjoyment and adventure. You can't go at mob-making by thinking things like "I'm gonna murder those Av's!", those kind of mobs hardly ever work and more often than not you will be asked to downgrade them to something sensible. Mob strength should be based on the level of the area, and the theme of the area, keeping in mind what kind of damage a player of the same level could inflict on the mob. A "Newbie Area" type mob may have only 100 HPs and do only 5-10 HPs of damage per attack, while a "Super Av" type mob may have 30000 HPs and do 75-100 points of damage, the trick is to find a nice balance. As with objects, it is a good idea to keep a scratch list of the vnums you've been assigned so that you can cross off those numbers that you've already used. The MUD won't let you create a new mob over an existing vnumber, but you can completely modify a mob once you've created it. To begin making mobs, you should read and understand the following three help files; MCREATE, MSET, and MSTAT. Once you have read these files and understand the workings of them, you are ready to create your first mob and begin populating your areas. MCREATE (Shortform: MCR) Syntax: mcreate {vnum}
(keywords) Creates a new mobile. A prototype monster will be created with the selected vnum, and set up with the plainest of default values. A material image of the magical prototype will appear before you, for you to further modify with MSET. You can also use MCREATE to copy an existing mob to a new vnumber. Example: mcr 1001 1000 man guard kings This will create a new mob with the vnumber of 1001 with the same stats as the mob with the vnum 1000, and the keywords of 'man guard kings'. MSET Syntax: mset (victim) [field] {value} Field being one of: For editing index/prototype mobiles: MSET sets the properties of mobiles. If a mobile has the PROTOTYPE flag, modifying an instance of the mobile will also modify the index mobile, which all other instances of the mobile are based on. (In other words, if a mob is prototype, anything you do to one copy will affect all other copies with the same vnum.) Step 3: Checking up on your Mobs MSTAT Syntax : mstat {mob or mobvnum} MSTAT shows you statistics on a character or mobile. If a copy of the mobile is present in the game, you can access it using its vnum. MSTAT defaults to the mob in the room with you (assuming it matches the mob you're searching for). MLIST (Shortform: MLI)
This command will list all of the prototype mobs in your area, when used with no arguments. When used with a single argument it will list all mobs including and after the argument, and when used with two arguments, it will list all mobs including and between the two. The Advanced Way of Mob Making When I make mobs, I take the template that follows and make an ASCII file for each mob I create. Then I can upload the file 1 line at a time with an ASCII uploading-type terminal program or a cut-and-paste will work. There is no need to send the entire template every time you make a mob, only send the parts of the mob that you wish to modify. (I've included a sample mob-file at the end of this file.)
NPC_CLASS Classes are represented by their numerical value when using MSET.
One of the hardest decisions when making a mob. A mob can have as many or as few HPs as you want it to, depending on what you're trying to accomplish with it. The following table is what *I* use as a guideline when I'm making mobs:
The amount of HPs a mob has affects the amount of experience that the mob gives to the players Too few HPs, and the mob will give the maximum amount of experience or "power-level" the player, too many HPs and the mob will be ignored by the players as "too hard." It has been suggested that mobs should have no fewer than 100 HPs per level. So using the guidelines I set out above, mobs with levels 1 through 20 will give players more experience or level them faster than mobs from 21 and up. This could be construed as a good thing or a bad thing depending on how you view it The amount of HPs you give your mob is ultimately up to you, the Builder, but be aware of what you're doing before you simply assign a random number of hit points. See Mob Creation by Edmond for more information. DMG_GUIDELINES Damage Guidelines This is the amount of damage a mob will do when it's fighting unarmed. Much like HPs, the amount of damage a mob can do will vary greatly depending on what you're trying to accomplish. Your main goal is to keep the mob's damage "believable" while at the same time, you want to inflict some sort of damage on players within the Mob's level range. I usually try to make the damage done by a mob comparable to that done by a warrior of the same level (how you do it is up to you). Damage is generated the same way as HPs; (numdice)x(dicesize)+(number). So a mob doing 5d8+12 damage will generate a range of 17-52 points of damage each time it lands a blow. Try to match your Mob's race as close as you can so you don't have mobs like, 'a small horse' with a race of Halfling. A mobile may be any of the following races:
** Not all may be active on your MUD. LANG_GUIDELINES Language Guidelines A mob might speak more than one language for whatever reason you have. All mobs know "common" and "clan" as defaults and it's up to you to set whatever other language(s) the mob will speak. Personally, I don't think mobs that can't talk should say anything at all, but there is no "dumb" flag for languages yet. Here's a list of the languages currently available; If you wish for your mob to know more than one language,
simply; To force a mob to be speaking a certain tongue when
it repops, simply; Examples; Try to match the language your mob is speaking to it's race, IE: A 'horse' mobile shouldn't repop speaking common tongue. Note: If your language code is enabled, anything your mob 'says' or 'emotes' will be shown to players in the language the mob is SPEAKING. Some SMAUG MUDs do not have languages working at this time.
These flag govern how a Mobile will act within the MUD.
These special functions are available to assign to mobiles. Use them sparingly:
To add a special function: Syntax: mset (mob) spec
{function} To remove a special: Syntax: mset (mob) spec none The following are affect flags that can be used when osetting an item (with oset [item] affect affected {affect flag}). These flags can also be used when msetting a mobile (mset [mob name] affected {affect flag}). They may additionally be used to mset players if your level allows it.
Note: Hold and Flaming are current not in use.
RIS RESISTANT IMMUNE SUSCEPTIBLE Players and mobiles may have resistance, susceptibility or immunity to certain types of attack:
The newest version of SMAUG (on Realms of Despair) allows Resists and Suscepts to be expressed as percentages. So you could make a mob resistant by 75%, rather that just the default of 50%. To do this, simply; mset <mob> resistant <flag> <percentage> Example; mset dragon resistant fire 85 These attacks are in addition to numattacks.
Note: Some are not implemented.
Note: Some are not implemented. Shops and Repairshops are SPECIAL functions that Mobs do. A mob must be specifically set as a shop before it will sell the items in its inventory or repair an item. The following help files explain how to make a shop. Syntax: makeshop [mobile vnum] Creates a new shop and assigns it to a mobile. The levels of the items in the shop are picked randomly based on item type and the level of the area:
Lets you set certain stats on a shop.
Syntax: shopstat (mobile vnum) Shows statistics on a specific mobile's shop. SHOPS Syntax: shops Displays statistics on all the shops in the MUD.
Note: Some are not implemented. When equipment gets damaged, it needs to be repaired, and only special repair mobs can do that job. Currently, repairshops can only repair armor OR recharge wands/staves, they can't do both at the same shop. Syntax: makerepair (mobvnum) Automatically gives the mobile the ability to repair damaged equipment. Use 'repairset' to set the parameters by which the shop will function.
This command allows you to set the following fields for repair shops:
Syntax: repairstat (mobile vnum) Shows statistics on a specific mobile's repair shop. Syntax: repairshops Displays statistics on all the repair shops in the MUD.
/s Mobiles in Relation to Experience Points Mob Creation by Edmond from Realms of Despair DISCLAIMER: Before reading this, understand that the formulas contained herein are based on the distribution SMAUG 1.4a. Any changes made since that point will not be reflected in any way. I am going to attempt to unfold the mystery that surrounds the topic of mob creation that is called "experience." You may want to have a calculator handy. This is no topic for the novice builder, but it is one that must be learned in the long run in order to create and publish professional and usable worlds in the SMAUG code base. Rule #1 Building an area is not a recreational sport. If you have never been a dungeon master in a table
top role play game, consider this: most DM's take MANY, many hours contemplating
one evening of role play. How every creature they've created, every house,
building, tower and animal is going to react to the players sitting around
the table. When you create an area for an online game, your biggest chore
will be putting you inside the mobs/rooms/objects forever.
You have to be able to run the area every time a new player
goes through it. You have to design for every mentality,
and every possible combination of ideas that a player on the other side
of a fiber optic line will come up with. The worst part, is you can't
be there the first time a player goes through. If you are building a "fluff"
area that won't have a major theme, then you can skip some steps. However,
EXPERIENCE and MOB CREATION are not steps you can skip without warping
the leveling system. Like it or not, regardless of what MUD you come from, the code appears to be designed around the same concepts of the old days of role play, where only a FEW make it to the top. Any alteration to this ideal will lead to challenging problems in the areas of leveling and building. Rule #3 All of the stats a mob is allowed to be given, are supposed to be used. While some stats will be defaulted by the code, most will be considered as ZERO's when that mob is put to use. Those that are defaulted by the code are generally better just counted as zeros anyway, because that's what they'll do for your experience situations, ZERO. Ok then. Ready for the magic number?? Ready for the big kahuna?! (level*level*level*5) + maxhitpoints -((ac-50)*2)+(((damnum*damsize)+damroll) *50) + (Hitroll*level*10) What does this all mean? You really don't wanna know. Besides, given a calculator and some time, anyone can do the math. What's important is this: out of that formula, what parts of your mob most affect a mobs experience worth. Before any of this matters, you need to know what your maximum and minimum amounts of experience allowable are, as coded in your mud. Distribution SMAUG 1.4a was a minimum of 20, and maximum of 500k. So lets break down the experience formula a bit. Let us look at an example mobs stats that pertain to the above: Level: 25 Maxhitpoints : 2000 Armorclass: -190 The formula adds up like so :
What does this number mean? Nothing, on its own. WHAT?! All that math for a meaningless number? Well, yes. And no. This number is going to get changed A LOT from here to the end of the math. So follow me slowly. Next, we need to check if the mob is affected by sanctuary, shockshield or fireshield. Why these three? Because it's coded that way. So we add this to the formula. For our example, the mob will have all three affect types on.
But as we stated above, the total experience a mob can be worth is limited by a hard code to 500k xp. So we will use 500000 as our magic number from here on out. We'll place an example or two for lower levels along the way. (Notice also that the mob used in this example is Level 25, yet still more than maxes out the experience system of a distribution SMAUG mud.) From here, we have to move into combat and find out just how it is that a PC will reap the benefits of our beautifully created mobile. Example: For even just as simple a thing as a single hit, the code tosses some more calculations and formulas into the mix. First the mud considers the level difference between PC and mobile. To a certain extent, the number of levels a PC is lower than a mobile, the mud increases the TOTAL EXP WORTH of the mob. Next, we consider alignments. If a PC is 1000+ points differnt than the mob in alignment, the TOTAL EXP WORTH is multiplied times 1.25. However, if a GOOD aligned PC attacks a GOOD aligned mobile, the TOTAL EXP WORTH is multiplied by 0.75. Next we randomize life, as it should be and spit out a value from 3/4 times the TOTAL EXP WORTH to 1 1/4 times the TOTAL EXP WORTH for the USABLE EXP. Back to our example, our mob had 2000 max hp. 200 damage done is 5%. The mud now spits back out 5% of USABLE EXP and multiplies it times 0.85. This is the amount of experience a character receives when he hits our mob for 200 hitpoint damage. The math explained :
This is one round! What things can you do to decrease this value? The easiest, quickest, simplest ways to defeat this problem are...
A. Increase Max Hitpoints (decrease percentage from damage) The above formulas are applied to EVERY type of damage, except for CIRCLE and BACKSTAB, which yield NO Experience. This was done so that the experience system and damage systems could be left relatively safe, while still keeping the powerful skills in place. In Conclusion What are the things you are considering when you build
a mob? First, only make the mob as high a level as its hit points and
damage returned rate. My general rule of thumb starts with NO LESS than
100 hitpoints PER LEVEL of mob. A 100 hitpoints/level mob is a decent
leveling mob in most instances. Any less than this, you have a powerleveling
mob. Think about the level of characters intended to be in your area attacking
your mobiles. Then go find out what their average stats are. Pay particular
attention to Hitroll, Average damage (which means damroll as well as average
weapon damage), armor class, alignment and avg max hitpoints. [ Rooms
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