A: The mob's vnum.
I: This must be an S.
K: Set this to 0.
L: Set this to 0.
| M: Set this to 0d0+0.
N: Set this to 0d0+0.
O: Set this to 0.
P: Set this to 0.
Q: Set this to 8.
R: Set this to 8.
T: The mob's language. [Optional]
An individual mob is laid out in the following format:
F G H I
J K L M N
Q R S
#MOBILES Block Structure
The block starts with the string #MOBILES, followed by one or more mob records, and ending with the string #0.
This is an example of a mobiles block:
mob 1: see above for layout
mob 2: see above for layout
mob 3: see above for layout
This number identifies the mob to the MUD for loading purposes and other functions. The Syntax is:
XX is the number assigned to your area. YY is a number between 00 and 99 identifying a particular mob in the area. No duplicates vnum's are allowed. ie #4710 is 10 in area 47.
This is the keywords used by mortals to interact with a mob. Generally, the name field should have no more than 2 or 3 words in it. The field should be all in lower case, and the last character must be a tilde (the squiggly hyphen).
If the mob is an ogre named herman, "herman" and "ogre" are the 2 words you would put in the name field. Do not put articles or prepositions in this field, and make sure one of the keywords is also used in the long description.
This is the phrase the MUD uses when the mob does something. If the mob's short description is "herman", then if it bows it might read as: Herman bows in your presence.
The short description should be a phrase that makes grammatical sense, and it must be followed by the tilde. Also make sure you do NOT capitalize leading prepositions, such as in "The ogre". Instead use "the ogre". This allows the messages the mud generates using this description to look right, such as "Your slash hits the ogre."
This is the sentence that the MUD displays for mobs standing in a room. If a mob has the long description "Herman stands here idly.", then when you enter the room, following the room description the MUD would display:
Herman stands here idly.
The long description gets preceded by things like aura's and other spell effects, so take that into account when you write the description. In general, this sentence should be approximately 70 characters in maximum length if the mob has no affects on him. If the mob has affects, take the auras into consideration, making sure the description and auras all fit on ONE line, like this:
(Hide)(Invis)(Sanctuary)(Translucent)(Red Aura) An ogre stands here.
The sentence should be grammatically correct and following it, on a separate line by itself, should be a tilde.
This is the paragraph describing the mob that you would see when you look at him. If the mob had the name "herman" and the look description of "Herman is a fat, ugly ogre. He stands here swatting flies, picking his nose, and wondering whether you would make a good lunch.", then when you type LOOK HERMAN, the MUD would display:
Herman is a fat, ugly ogre. He stands here swatting flies, picking his nose, and wondering whether you would make a good lunch.
The lines in the paragraph should be no more than 70-75 characters in length so line wrap problems don't occur. On a separate line following the paragraph should be a tilde.
These are flags that determine how the mob act. Does it stay in the same room, does it wander, is it aggressive and so on. Refer to the flag list for legal values which are used to define how a mob interacts with the world. If you use nothing out of the list, enter a 0.
Refer to the flag list for legal values which are used to define what things are affecting the mob. If you use nothing out of the list, enter a 0. To use multiple affects they values can be added together.
This is a number between -1000 (super evil) and 1000 (super good). For a mob to register as either evil or good, the absolute value of the alignment must be at least 350. In general because TFC does not use levels of Good and Evil, use only the full value. -1000 for evil, 1000 for good. NOTE TO NATI - FIND Neutral...
This is the level of the mob and must always be a positive number. Maximum level should generally be 50. Remember that mob levels differ from player levels, with a mob's level equating to a player's level some 3 to 10 player levels higher. Also remember that specfuns often cause a mob to be capable of fighting several levels above their own level. Consider these facts when designing mob levels with respect to your assigned/chosen area level range.
This number indicates if the mob is male(1), female(2), or an it(0).
This is optional. Mobs can be set to speak a language. If none is set, they speak the universal god-tongue. Language has the format:
1: This is a L.
2: These are the languages a mob KNOWS. Refer to the flag list for values. Values can be added together for multiple languages. For example if the mob understands Elven, Gnomish and Common the value would be (4+8+1), 13.
3: This is the language that the mob prefers speaking. Refer to the flag list for values. Only ONE value is allowed - do NOT combine values in this field.
This is optional. If the mob is a animal, put a single A on this line. If this is omitted, do NOT put in a blank line.
This is optional. If the mob is not allowed to wear equipment, enter a N on this line. If this is omitted, do NOT put in a blank line. Most animals should receive this flag with dragons being a notable exception to that rule.
One Spell Special Function
This is optional and requires special permission to use. The spec_one_spell block sets the single spell a mob knows. To use a spec_one_spell in an area, the mob must have this block AS WELL AS an associated entry in the [] section. If a mob is not receiving this specfun, do NOT put in blank lines. The block has the format:
1. This is the letter O.
2. This is the NAME of the spell being given to the mob.
3. This is a tilde. It must be on the same line as, and begin immediately after, the spell text with NO spaces.
Example of a Mobile
This example shows the #MOBILES block and 2 mobs.
#MOBILES #4710 herman ogre~ Herman~ Herman stands here idly. ~ Herman is a fat, ugly ogre. He stands here swatting flies, picking his nose, and wondering whether you would make a good lunch. ~ 96 0 -350 S 21 0 0 0d0+0 0d0+0 0 0 8 8 1 L 256 256 #4711 funny bunny~ a funny little bunny~ A funny little bunny is here. ~ Poor little thing looks a little worn out from being Natilena's test subject all the time. ~ 132 0 1000 S 5 0 0 0d0+0 0d0+0 0 0 8 8 1 L 32769 32768 O rift~ #0