all_about_mobiles
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| all_about_mobiles [2026/06/27 17:34] – appledog | all_about_mobiles [2026/07/04 07:52] (current) – external edit 127.0.0.1 | ||
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| As with items, you can refer to a mobile by any word of its name or its keywords, and adjectives disambiguate; | As with items, you can refer to a mobile by any word of its name or its keywords, and adjectives disambiguate; | ||
| + | |||
| + | Looking at a mobile also shows whatever it has **equipped** — the weapon it wields, the armour it wears — the same way **eq** lists your own gear, so you can size up what a creature is carrying before a fight. | ||
| == For builders | == For builders | ||
| Line 35: | Line 37: | ||
| * **mob //ref// name //new name//** — rename it | * **mob //ref// name //new name//** — rename it | ||
| * **mob //ref// desc //text//** — set the examine text players read | * **mob //ref// desc //text//** — set the examine text players read | ||
| + | * **mob //ref// displayname //text//** -- the name players see in the room and in combat, shown in place of the raw name (//The Spider Queen// for a mob named //Spider Queen//). Targeting still uses the real name and keywords. (**disp** is an alias.) | ||
| + | * **mob //ref// lookslike //text//** -- a whole custom presence line for the room, used instead of the default "// | ||
| **Data fields.** A mobile' | **Data fields.** A mobile' | ||
| Line 45: | Line 49: | ||
| * **data keywords //word word…//** — extra words to refer to it (e.g. **data keywords grizzled thistle**, so two zombies can be told apart) | * **data keywords //word word…//** — extra words to refer to it (e.g. **data keywords grizzled thistle**, so two zombies can be told apart) | ||
| - | * **data | + | **Combat & experience.** Mobiles fight with the d200 to-hit system; set these to make one tougher or more rewarding (all default sensibly — a bare '' |
| + | |||
| + | * **data | ||
| + | * **data level //n//** — its level (default 1); each level of gap between attacker and defender is worth an effective +1 hitroll, so a higher-level foe is harder to hit and hits harder | ||
| + | * **data elevel //n//** — // | ||
| + | * **data damage | ||
| + | * **data ar //n//** -- an armour // | ||
| + | * **data hitroll | ||
| + | * **data damroll //n//** — a flat bonus added to its damage on every hit that lands (default 0). Stacks on top of its dice (or its wielded weapon) //and// any **onwear-damroll** from gear it wears — a boss with **data damroll 1** hits for +1 over its dice. | ||
| + | * **data xpvalue //n//** — experience a player gains for slaying it (default 0). //Mobiles never gain experience — only players do.// (**expvalue** | ||
| + | * **data dodge //pct//** — a chance (in percent) to sidestep an incoming blow, the same skill players train. **data dodge 1** is a 1% chance to make an attacker miss. | ||
| + | * **data warcry // | ||
| + | |||
| + | **Wandering.** By default a mobile stands where it spawned. Flag it with **data wander true** and it will amble on its own — roughly every minute it may step through an open exit into an adjacent room, and players in both rooms see it leave and arrive. A wanderer never leaves its home **zone** (it only takes exits that stay in the same zone), never walks into a closed/ | ||
| + | |||
| + | **Mobiles that fight as a pack.** Two fields let creatures come to each other' | ||
| + | attacking one goblin brings the whole warren down on you: | ||
| + | |||
| + | * **data party //tag tag…//** — the pack(s) this mobile belongs to (free-form words, e.g. **data party rats** or **data party goblins raiders**). | ||
| + | * **data assist //tag tag…//** — the pack(s) this mobile will //defend//. When any mobile in its room whose **party** matches is attacked, this one leaps in against the attacker. | ||
| + | |||
| + | So a den of rats that all defend one another: | ||
| + | |||
| + | {{{ | ||
| + | mob create rat | ||
| + | mob rat data party rats | ||
| + | mob rat data assist rats | ||
| + | }}} | ||
| + | |||
| + | Strike one rat and every other rat in the room joins the fight against you. (Peaceful | ||
| + | **npc** mobiles never assist.) | ||
| + | |||
| + | **Hostile on sight (aggro).** A mobile is peaceful until struck by default. Flag it **data aggro always** and it opens the fight itself the instant a player steps into its room (a warren of them will swarm). **data aggro dark** makes it hostile //only when the room is unlit// -- a lurker that leaves you be by torchlight but strikes in the black. Clear it with **data aggro false**. (Peaceful **npc** mobiles never turn aggressive.) | ||
| **Reactions.** A mobile can react to what happens around it. The first reaction is | **Reactions.** A mobile can react to what happens around it. The first reaction is | ||
| Line 53: | Line 90: | ||
| * **data react_say_chance //pct//** — the chance, in percent (default 100) | * **data react_say_chance //pct//** — the chance, in percent (default 100) | ||
| - | The classic example | + | The classic example |
| {{{ | {{{ | ||
| Line 73: | Line 110: | ||
| **Remove a mobile.** **mob destroy //ref//** — takes it out of the world. | **Remove a mobile.** **mob destroy //ref//** — takes it out of the world. | ||
| + | |||
| + | === Giving a mobile gear | ||
| + | |||
| + | A mobile can carry and use gear just like a player. This is a **builder** tool — | ||
| + | worldbuilders, | ||
| + | |||
| + | Load its inventory two ways: hand over something you're holding with **give //item// | ||
| + | //mob//**, or use the **as** command to move an item from your inventory (or the floor) | ||
| + | straight into the mobile: | ||
| + | |||
| + | * **as //mob// get //item//** — put an item into the mobile' | ||
| + | * **as //mob// drop //item//** — take one back out onto the floor | ||
| + | |||
| + | Then dress it from what it carries: | ||
| + | |||
| + | * **as //mob// wear //item//** — wear a piece of armour or clothing | ||
| + | * **as //mob// wield //item//** — wield a weapon (which becomes its damage) | ||
| + | * **as //mob// hold //item//** — hold something in the off-hand | ||
| + | * **as //mob// remove //item//** — take an item back off | ||
| + | |||
| + | See what a mobile is carrying with **mob //mob// inv** (equipped items are flagged). Its | ||
| + | gear is part of it: capture the dressed mobile with **setspawn** and every spawned copy | ||
| + | comes dressed and armed the same way — and the gear drops as loot when it dies. | ||
| + | |||
| + | **Rare drops.** By default everything a mobile carries spills into its corpse. Put **data | ||
| + | droprate //pct//** on an item (either **droprate 10** or **droprate 10%**) and it reaches the | ||
| + | corpse only that share of the time — a boss's signature weapon at **droprate 10** lands on | ||
| + | about one kill in ten, which is what makes it worth farming. On a no-drop roll that copy is | ||
| + | destroyed, but the mobile respawns wearing a fresh one, so registered loot is never lost. | ||
| + | (A slain shopkeeper still loses ~half its stock in the scuffle, before droprate is even | ||
| + | rolled.) | ||
| + | |||
| + | **Coin drops.** A mobile' | ||
| + | |||
| + | **Editing a mobile' | ||
| + | and the floor, so to edit something a mobile is holding, use **mobitem** — it works just | ||
| + | like **item**, but over the inventories of mobiles in the room: | ||
| + | |||
| + | * **mobitem //item//** — show that item's data | ||
| + | * **mobitem //item// name //new name//** or **mobitem //item// desc //text//** | ||
| + | * **mobitem //item// data //field// //value//** | ||
| + | |||
| + | If more than one mobile here carries a match, **mobitem** lists them numbered | ||
| + | (//1.dagger - a rusty dagger (carried by a goblin)//); pick one with **mobitem 2.dagger | ||
| + | data …**. //(You can also edit any item by its number with plain **item //#// …**, | ||
| + | wherever in the world it is.)// | ||
| + | |||
| + | === Stackable loot | ||
| + | |||
| + | If a mobile carries a **stackable** item -- one with a **data stack** key (see **[[All about Items# | ||
| + | |||
| + | === Trainers | ||
| + | |||
| + | A **trainer** is a mobile that teaches profession **skills**. Flag it with **data trainer true**, and set the profession it teaches with **data profession //class//** — Fighter, Wizard, Woodsman, or Adventurer (// | ||
| + | |||
| + | A trainer usually keeps shop in a **safe** room — a no-combat sanctuary you flag with the room command **room data safe true** — so the guild hall stays peaceful (anyone who tries to fight there is told //"No violence is permitted here!"// | ||
| + | |||
| + | A complete Fighter' | ||
| + | |||
| + | {{{ | ||
| + | room data safe true (make this room a no-combat sanctuary) | ||
| + | mob create Silas Mossthorn | ||
| + | mob silas data trainer true (...makes him a guildmaster/ | ||
| + | mob silas data profession Fighter | ||
| + | }}} | ||
| + | |||
| + | Now a Fighter who types **train** here is offered the //hit// skill, and **train hit** teaches it for one skill point. See //Training and skills// in [[How to Play]]. | ||
| + | |||
| + | === Peaceful NPCs | ||
| + | |||
| + | Some mobiles shouldn' | ||
| + | |||
| + | === Spawning and zone resets | ||
| + | |||
| + | A mobile you create is a single, one-off creature; slay it and it is gone. To make it | ||
| + | // | ||
| + | each reset re-creates any registered mobile whose live copy is missing. | ||
| + | |||
| + | * **zone setspawn //mob// [// | ||
| + | * **zone setspawn //mob// // | ||
| + | * **zone spawn** — list this zone's mobile spawns (each shows a //#//) | ||
| + | * **zone spawn //#//** — spawn a copy of that one right now | ||
| + | * **zone remspawn //#//** — stop it from spawning | ||
| + | |||
| + | {{{ | ||
| + | mob create goblin | ||
| + | mob goblin desc A small, mean-looking goblin. | ||
| + | zone setspawn goblin | ||
| + | zone spawn (lists it, e.g. "# | ||
| + | }}} | ||
| + | |||
| + | The goblin you registered stays as the first live copy; once slain, the next reset | ||
| + | brings a fresh one back. Its corpse still counts as "out there", | ||
| + | double-stacks while an instance remains. | ||
| == How mobiles differ from items | == How mobiles differ from items | ||
all_about_mobiles.1782581645.txt.gz · Last modified: by appledog
