Helpfile for creating Mobiles for Slanted Reality (4-28-96)
Slanted Reality is a MUD using Circle 3.0.

MEDIT is used to create new mobs, edit existing ones, save your work and exit
the mob editor.
       To create a new mob: MEDIT CREATE
To edit an an existing mob: MEDIT <VNum>
         To save your work: MEDIT SAVE
    To exit the mob editor: MEDIT DONE
WARNING!: If you do MEDIT DONE __without__ doing MEDIT SAVE, then your work will
be LOST. This is a good thing if you have made quite a few mistakes and just
want to start over. do MEDIT DONE without MEDIT SAVE and then MEDIT <VNum> to
start where you had last saved.

While you are editing a mob, you can use the command MSTAT to see most of the
mob's information.

         ---===> The rest of this file is dedicated to MSET <===---

MSET is the command that is used to alter the information about a mob.
USAGE: MSET <field> <value> [field2 field3 field 4 ....]

ALIAS
	This command sets the aliases that the PCs use to interact with the mob.
To set the aliases type: MSET ALIAS <alias list> (i.e.: MSET ALIAS WOMAN SERVING
WENCH)
**HINT**: Make sure that your aliases match words or logical connections
in _both_ the SHORT _and_ the LONG description. Otherwise, PCs might have
a hard time finding the correct alias to interact with the mob.

SHORT
	This command sets the name (or short description) of the mob. This is
displayed when you interact with the mob. Typing: MSET SHORT THE SERVING WENCH
will cause "You kiss the serving wench" to be displayed when you kiss the mob.

LONG
	This command sets the string that is displayed to the PCs when they LOOK
ROOM in a room that this mob is in. "MSET LONG A buxom serving wench moves
around the bar keeping the patrons happy." will set the LONG description of the
mob.

DETAIL
	This command allows you to input the mobs DETAILED description. This is
shown to the PCs when they LOOK at the mob. MSET DETAIL will prompt you for
input of the mob's detailed description.

FLAGS
	This gives various flags to a mob. To give the mob that you are editing
a flag type: MSET <flag>. To remove a flag that the mob has type: MSET <flag>.

  sentinel - A mob with this flag will not wander out of the room that he resets
      	     in.
 scavenger - This mob will pick up trash when he finds it. Corpses are
	     considered trash for this flag.
     aware - Cannot be backstabbed.
  stayzone - If the mob is wandering, and has this flag, then he will not leave
	     his zone. Using this flag in combination with SENTINEL is
	     worthless.
     wimpy - A mob with this flag will wimp out after losing XX% of its HP.
aggressive - This mob will attack any PC that it meets.
   agggood - This mob will attach any good aligned PC that it meets.
   aggevil - This mob will attach any evil aligned PC that it meets.
aggneutral - This mob will attach any neutral aligned PC that it meets.
    helper - A mob with this flag with ASSIST other mobs _against_ the PCs.
    memory - A mob with this flag will remember PCs that attacked it and attack
	     them if they meet again. (If the mob kills the PC, it forgets the
	     PC, but _not_ if a _different_ mob kills the PC.)
  nosummon - Cannot be summoned.
    nobash - Cannot be bashed. (e.g.: trees)
   nocharm - Cannot be charmed.
   nosleep - Unnaffected by sleep spells.
   noblind - Cannot be blinded.

AFFECTS
	These are flags that give the mob spell affects. NOTE: These are spells
that are affecting the mob! (i.e. MSET POISON will make the mob poisoned not
poisonous to the PCs!) To add an affect type: MSET <affect flag>  To remove an
affect type: MSET <affect flag>
      blind - The mob is blind.
  invisible - The mob is invisible.
   detalign - The mob can detect alignment.
   detinvis - The mob can see invisible.
   detmagic - The mob can detect magic.
  senselife - The mob can sense life. (Hidden people)
  waterwalk - The mob can walk on water.
  sanctuary - The mob takes half damage from attacks.
      curse - The mob is cursed. (Penalty to hit and worse saves)
infravision - The mob has infravision. (Needs no light item to see in the dark)
     poison - The mob is poisoned. (This is kinda stupid.)  :)
 protfrevil - UNDEFINED
 protfrgood - UNDEFINED
      sleep - The mob is affected by sleep and cannot be woken up.
    notrack - The mob cannot be tracked.
      sneak - The mob sneaks when it moves.
       hide - The mob hides in a room when it arrives.

ALIGN
	The range on alignment is -1000 to 1000. When a PC kills a mob the PC's
alignment is affect in reverse proportion to the mob's alignment. This also
determines what spells (dispel evil, dispel good, etc.) can affect the mob. To
set the mob's alignment type: MSET ALIGN <value>
	   Good alignment = 1000 to   350
	Neutral alignment =  349 to  -349
	   Evil alignment = -350 to -1000

LEVEL
	Assign the level of the mob. Range is: 1-30. (For the moment.) To set
the mob's LEVEL type: MSET LEVEL <value>
	
HITROLL
	This is the mob's natural plus to hit. If the mob is equipped with objs
that add to the hitroll, the natural plus works in conjunction with the pluses
from the equipment. MSET HITROLL <value> will set the mob's hitroll value. A
negative value can be assigned to the HITROLL.

DAMROLL
	This is the mob's natural plus to damage. If the mob is equipped with
objs that add to the damroll, the natural plus works in conjunction with the
pluses from the equipment. MSET DAMROLL <value> will set the mob's damroll value. A
negative value can be assigned to the DAMROLL.

LOADPOS  (CONSTANT.C   -   Line 98)
	This is the position that the mob is in upon reset.
	MSET LOADPOS <value> is the format for setting the position.
	4 = Sleeping
	5 = Resting
	6 = Sitting
	8 = Standing
	
STRENGTH
	All mob stats are locked at 11. The stats do not affect anything as far
as mobs are concerned.

INTEL
	All mob stats are locked at 11. The stats do not affect anything as far
as mobs are concerned.

DEXTERITY
	All mob stats are locked at 11. The stats do not affect anything as far
as mobs are concerned.

CHARISMA
	All mob stats are locked at 11. The stats do not affect anything as far
as mobs are concerned.

AC
	This is the mob's natural armor class, and the lower the AC the better.
If the mob is equipped with objs that add to its AC, the natural AC works in
conjunction with the AC gained from the equipment. MSET AC <value> is the
format for setting AC. The normal range of AC is 100 to -100, but values of
255 to -256 are allowed. (Going 15 points beyond the normal is not suggested
because of game balance.)

HITPOINTS
	This is the max hitpoints that a mob will reset with. To make things
more "iffy" for the PCs, mob HP are done randomly. To set a mob's hit points
type: MSET HITPOINTS XdY+Z   (i.e.: 4d6+30)
	X = Number of Dice
	Y = Number of sides that the dice have.
	Z = HP Bonus that deem neccessary.
**HINT**: If you want a mob to _always_ reset with 200 HP do this:
	  MSET HITPOINTS 1D1+199
	  
DAMAGE
	This is the damage dice of the mob's "barehanded" (e.g.: no weapon
wielded) attack. The format is: MSET DAMAGE XdY  (i.e.: 2d8)
	X = Number of Dice
	Y = Number of sides that the dice have.
	
ATTACKTYPE
	This is "type" of attack that the mob does "barehanded". This is here
so that you can give scorpions a sting, lions a claw, etc. To set the ATTACKTYPE
type: MSET ATTACKTYPE <value>
The numbers below are the <value> that correspond with the type of attack:
0=punch
1=sting
2=whip
3=slash
4=bite
5=bludgeon
6=crush
7=pound
8=claw
9=maul
10=thrash
11=pierce
12=blast
13=punch
14=stab
(DO NOT USE ANY <VALUE> ABOVE 14! THIS CAUSES STRANGE
MESSAGES AND POTENTIAL ERRORS INCLUDING CRASHES!)

GOLD
	This is how much gold the mob has on it.
	MSET GOLD <amount> is the format for setting the mob's gold on hand.
	
EXPERIENCE
	This is how many experience points the mob is worth.
	MSET EXP <amount> is the format for setting the mob's XP value.

SEX
	Sets the sex of the mob. MSET SEX <value>
	0 = Neuter (It)
	1 = Male (He)
	2 = Female (She)
	
STRADD
	All mob stats are locked at 11. The stats do not affect anything as far
as mobs are concerned.

WISDOM
	All mob stats are locked at 11. The stats do not affect anything as far
as mobs are concerned.

CON
	All mob stats are locked at 11. The stats do not affect anything as far
as mobs are concerned.

DEFAULTPOS
	This is the position that the mob will return to after a fight.
	MSET DEFAULTPOS <value> is the format for setting the position.
	4 = Sleeping
	5 = Resting
	6 = Sitting
	8 = Standing

     ----====> I LIED! Here is a tutorial for making a mob. :) <====----

	To start with goto a zone that has been assigned and zallowed to you.
(i.e.: If your zone is #82, type: goto 8200)

	We will be making an entirely new mob. This will be a paladin. This guy
is fairly tough and HATES evil people. We are going to make him to reflect these
facts. To make this new mob, we must first "create" him. To do this type:
medit create
	This has created the database for the new mob and you are now editing
him.

	The first step is to give him a SHORT description. (I know that we
skipped ALIAS. I'm going to go back to that one.) To give this mob a SHORT we
type the following: (Go ahead and type this. It's how you learn and all. :)  )
mset short The noble paladin
	The mob now has a name and PCs will see something like "The noble
paladin slashes you." while fighting him.

	Next, we give the guy a LONG description. This is what the PCs will see
when they walk into the room with him. To set this type:
mset long A noble paladin roams the lands searching for evil to destroy.
	Sounds neat, huh?

	Now is the time to set the aliases. If you were a player and saw the
LONG description above, What would you type to kill him? (Ok, ok. Let _assume_
that you want to kill him. Jeez, some people.) Personally, I would type "kill
paladin" or "kill noble". So, that's what the two aliases are going to be. To
set these aliases we type:
mset alias noble paladin
	Notice, no commas or anything like that sperating the aliases. (Don't
worry the OLC knows that there are two different words there.)

	Now that all of that is done, we need to give him a DETAIL description.
If we don't, the PC will look at him and see "You see nothing special.." Well,
seeing as how this guy is roaming the lands trying to cleanse it of all evil, he
_must_ be special, so we're going to give him a DETAIL description. (And I
_heavily_ suggest that you do this for _all_ mobs.) To do this we type:
mset detail
	This will give you a prompt telling you to enter your text and give you
a bracket "[" on the left side of your screen. This is telling to to start type
your description. Type what you want. Be creative and interesting. Well, after
getting my DETAIL description typed, my screen looked like this:
Enter the extra description.  '@' at the beginning of a line
end the description text.
] This knight travels the lands in search for sources of evil so that he can put
] an end to the tyranny and fear that they spawn. Many years ago, while he was
] away from home training as a lowly squire a band of marauding orcs swept
] through his village and killed everyone there. He returned from his training
] to find his life shattered and in ruins. On that day, he sword to travel the
] lands and never call another place "home" until all evil is banished from the
] face of the world.
] @
	Pretty neat, huh? A lot better than "You see nothing special.."

	The next portion is assigning FLAGS to the mob. To see the list of flags
available type:
mset flags
	Out of this list of flags we are going to use the following flags:
	AWARE - He always on the lookout and therefore cannot be backstabbed.
	AGGEVIL - He hates evil things (PCs included) and will attack on sight.
	MEMORY - He knows who has attacked him in the past and will not give
	         them a second chance to get the first strike.
	NOCHARM - His god has given him the ability to withstand some spells.
	NOSLEEP - Once again, his god has granted him protection.
	To set these FLAGS, we only need to type one line:
mset aware aggevil memory nocharm nosleep

	Now we set what types of spells are affecting him.
	DETALIGN - Otherwise, he wouldn't be able to tell good from evil.
	SANCTUARY - His god has gone so far as to protect him from weapons as
	            well.
	PROTFREVIL - This affect does nothing at the moment, but in the future
		     it will, so we're going to add it now so that we won't have
		     to go back and add it later on. (Or forget to add it later
		     on.)
	Once again, we only need to type one line to set these AFFECTS:
mset detalign sanctuary protfrevil

	Now we set this mob's alignment. Since he is the biggest goodie-two-
shoes of them all, we're going to set his ALIGN to 1000 by typing:
mset align 1000

	This paladin has been travelling the realms for quite some time and is
fairly experience, so we're going to make him 15th level by typing:
mset level 15

	The next step is determing how good his chances are of hitting his
target in combat by setting his HITROLL. We're going to make it fairly high
because of training and experience on the road. Type:
mset hitroll 15

	The next bit is setting how hard the paladin hits. He's not overly
strong so we're going to make him about average. Type:
mset damroll 10

	This guy is travelling all over the place, so he _must_ be standing! To
make sure that he is standing type:
mset loadpos 8

	We can't modify strength, intel, dexterity, charisma from the default
11, but we really don't need to. A higher statistic won't help the mob any and a
lower one won't hurt the mob any.

	Now we set his AC. Right now, we are not going to bother with learning
how to give mobs _actual_ equipment. We are just going to assume that is wearing
a full suit of plate mail and give him the appropriate AC. I am not _exactly_
sure what the AC would be, but we are going to make it a close approximation of
25. To do this type:
mset ac 25

	Ok. Time to give this guy some HITPOINTS. He's a healthy warrior type
that is 15 level. This means that he gets 1d10 per level with a bonus of 3
points per level. This means that we type the following to get his HP:
mset hitpoints 15d10+45

	Now we assign his DAMAGE. We're going to assume that he wielding a
special sword of his faith and give him 2d8 damage for the sword. We do this by
typing:
mset damage 2d8

	Since he's using a sword, we need to make his ATTACKTYPE "slash". To do
this type:
mset attacktype 3

	The paladin has to buy food, drink and lodging so he's going to be
carrying gold on him. Travelling is expensive so he's going to have a goodly
amount of gold in his pockets. (Full plate has pockets?) To set his gold type:
mset gold 5000

	When PCs kill a mob, they get EXPERIENCE from it. To set this mob's
experience type:
mset experience 50000

	This paladin is a male, so we'll set his SEX by typing:
mset sex 1

	Once again here are some stats that we can't change. Stradd will have to
stay at 0, and wisdom and con will remain at their default 11.

	During a fight someone might bash this paladin and knock him down. We
need to make stand back up. To do this we change his DEFAULTPOS to standing by
typing:
mset defaultpos 8

	Now we have filled in all of the blanks for making ourselves a noble
paladin. To save our changes, we type:
medit save

	To make sure that everything worked the way we wanted to we need view
the mob's stats by typing:
mstat
	This will show us most of the information that we have entered.

	Since everything checks out OK with the mob's stats, (I am going to
assume that it did because it worked fine for me.) we are done with the
paladin. We now need to leave the editor by typing:
medit done


	I trully hope that this file and tutorial helps someone somewhere. I
know that it helped me learn alot about our OLC at Slanted Reality and I'm glad
that I took the time to make it.

               /
              +
    @@@\\\\\\\|======================================--
              +
               \
+---------------------+----------------------------------+
|    John T. Evans    | E-Mail: jtevans@computek.net     |
| 1106 W. Indiana Ave |   Home: 915-570-0197             |
|  Midland, TX 79701  |    BBS: 915-570-7184 (14.4, 8N1) |
+---------------------+----------------------------------+
| You can also find me at the following MUDs as Beosig:  |
| The Edge of Darkness: 128.198.1.70  Port:2001 (Diku)   |
|      Slanted Reality: 205.252.122.1 Port:5000 (Circle) |
+--------------------------------------------------------+

	If you have any suggestions for making this helpfile better, please
do not hesitate to send me E-Mail.
	If you have any questions that this file does not answer, ask someone
else on your MUD. If no one there has the answer or solution, send me some E-
Mail. I'll be more than happy to attempt to help you out.
	If you did not get this file from ftp.clark.net/pub/samedi go check
there for a  more recent copy of the files. (It's OK if you got it from
somewhere else, and I'm perfectly happy if you distribute these yourself, but
please leave the file in it's original form. If any mistakes have been made I
deserve all the credit....er.. blame.)  :)

	This file is part of a series of helpfiles that I have made. Here is a
list of all of the helpfiles and a short synopsis of each:

  REF_MOB.TXT - Helpfile on making Mobiles with Circle type MUDs.
  REF_OBJ.TXT - Helpfile on making Objects with Circle type MUDs.
 REF_ZONE.TXT - Helpfile on making Zones with Circle type MUDs.
 REF_ROOM.TXT - Helpfile on making Rooms with Circle type MUDs.

