Mobiles
The Mobile dialog contains everything the mud needs to know about the mobs, except for where they are and what they're holding.
Short Description
This is what the player seems when the mobile is attacking, for example "a cityguard" would yield "A cityguard hits you."
Look
This is what the player sees when it explicity LOOKs at the mobile.
| Action | Meaning |
| Sentinel | Stays in one room (Guards, Shopkeepers, etc) |
| Scavenger | Picks up objects |
| Aggressive | Attacks PCs |
| Stay_Area | Won't leave zone (Don't want Smurfs in Midgaard...) |
| Wimpy | Flees combat when hurt |
| Train | Can train PC's (improve stats) |
| Practice | Can practice PC's (guildmasters) |
| Gamble | Runs a gambling game (Envy 2.0?) |
There is only one PRACTICE bit, because all guildmasters are actually the same. The
reason thieves can't go PRAC pick locks at the Clerics guild is because "God" won't let
thieves in the door of the Clerics guild. Making a room a guild room isn't done in the area
file, it is done in the code and is class specific.
INVISIBLE Mob is invisible
DETECT_INVIS Mob can detect invisible players. Good for keeping players from
going invis and waltzing through the place when combined with AGGRESSIVE.
DETECT_HIDDEN (Slash isn't clear if this use used...)
SANCTUARY Mob has a white aura and takes 1/2 damage
FAERIE_FIRE Mob has a pink aura and is easy to hit. (Good for weird special
effects, don't overuse please).
INFRARED Mobs in DARK rooms get this. Not clear if it is used.
PROTECT_EVIL Damage from an Evil source is reduced by 25%
SNEAK Can't see when the mob arrives and leaves
HIDE Can't see the mob, even with detect invis.
FLYING Has no meaning, all mobs can fly. However, Tynian points out that
in the future this may not be so, so please use it for the mobs you want to be able to fly.
PASS_DOOR Mob is translucent and walks trough walls
Missing: The following affected-bys are missing from the dialog. This will be fixed soon.
WATERWALK (Envy only)
GILLS (Envy only)
MUTE (Envy only)
Mobs wander around by default. Remember to include the 'Sentinel' Action flag for
stationary mobs!
Merc will apply a bit of 'fuzz' to a mobs level, so that the mobs will be a bit different every
time.
The keyword part should have every name the players are going to want to use when they
KILL the mob. If you give say 'Aod the Dealer' the keyword 'dealer' only, KILL AOD will not
work. This can be exploited to your advantage, you might make an 'illusionist' mob that is
disguised as a really weak or really strong mob.
There is no way to make a mob cast a specific spell. You have to pick from the list of
predefined spec_funs.
