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Topic: Staff Documentation Project |
Title: Member
Posts: 346
Joined: 17 Dec 2005
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Date Posted: Mon Apr 21, 2008 2:04 pm
Subject: Hmm
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I'm rather fond of it myself, actually.
Use the extra desc option to link particular keywords to descriptions, keeps things nice and tidy. Granted most people are lazy so you have to literally highlight the keywords in bright colours just to be on the safe side, or they'll get overlooked almost instantly.
-----signature----- Therefor, your mechanism of material better be sickly, or let your lead spread incredibly quickly.
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Title: Immortal
Posts: 548
Joined: 08 Apr 2007
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Date Posted: Mon Apr 21, 2008 7:25 pm
Subject:
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I dont think you even need to have an actual key word in the descp. If thats true it could work like a command. the "History Command."
Exa History
would show the extra descp which could be a short history or even just some street rumor about a place.
Like vile said giving to much away about a place takes the fun away. But adding rumor to make places more mysterious would be sweet.
An example:
Your at an old burnt out tenement and you do exa History
Word on ths street is this used to be a major Yakuza safehouse back in the day. Nobodies ever been sure why the Yak just left it one day or even when that was. Street kids now and then dare each other to spend the night here. From the beer bottles and condoms you've noticed littering many nooks of the building they sure must have fun on those nights. Yet the rumors are pretty clear that on occasion kids who wander in here for a good time are never seen again.
The extra descp is also good for folks who tend towards multi paragraph room descp. If you cant get the descp to fit and format clearly just break it down and add some of it as extra descp.
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Title: Runner
Posts: 82
Joined: 31 Aug 2006
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Date Posted: Tue Apr 22, 2008 9:51 pm
Subject:
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Wow, an Examine History command! You'd 've thunk it? Are there places on the AW mud with this command implemented? I just may have to make a new Face (tourist) just to re-visit everything! *smile*
Okay, I've got the rooms and the mobs, as well as the objects created with which to equip/arm my mobs, but how do I equip them? I've tried the EQUIP option under the zedit command (making sure that it loads up with the mob), but something screwy's going on. The mobs are still not loading with the weapons wielded. Any thoughts, perchance?
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Title: Runner
Posts: 82
Joined: 31 Aug 2006
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Date Posted: Wed Apr 23, 2008 9:27 pm
Subject:
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Here's me offering something for a change, instead of leeching you guys for information. A quick rundown on the MEDIT command, and please feel free to add to the blank spaces (?) and/or offer amendments, as I 'm sure I left plenty of them:
You start by entering the medit <#> command, where # is the vnum within your zone that you wish to give (so if your zone is 15000-15099, you can stick in 100 mobs. Hold the applause, please.)
This gives you the following table. I'll try to explain each entry seperately:
Mob number: <vnum>
1) Keywords: mob unfinished
2) Name: an unfinished mob
3) Room description:
An unfinished mob stands here.
4) Look description:
It looks barely coherent as it waits to be created.
5) Mob Flags: ISNPC
6) Affected Flags:
8) Avg. nuyen: 0 Avg. credstick value: 0
9) Bonus karma points: 0 (Total karma points: 1)
a) Attributes: B(0), Q(0), S(0), C(0), I(0), W(0), M(0), R(0)
b) Level: 0
c) Ballistic: 0, d) Impact: 0
e) Max physical points: 10, f) Max mental points: 10
g) Position: Standing, h) Default Position: Standing
i) Gender: Neutral, j) Weight: 0, k) Height: 0
l) Race: Undef
m) Attack Type: Hit
n) Skill menu.
o) Arrive text: arrives from, p) Leave text: leaves
q) Quit and save
x) Exit and abort
Enter your choice:
1) Keywords:
These are the trigger words tied to the mob for when someone is attempting to either examine them, attack them, cast spells at them, or uses any social command that involves them. So if the mob is a stocky dwarf named Bubba who uses metal tools, your keywords can be "dwarf" and "bubba". Anybody who tries to use words like "stocky" or "tool" will get the annoying results "You don't see that here" or "You can't seem to find the target you're looking for." (Anybody who opts for the "lick" social and targets the tool, however, I'm sure that some of the men in the forum would like your number.)
2) Name:
Simply put, a short description or even the name of the mob, usually in one sentence and using the keywords mentioned above. This is also the heading that appears when the mob becomes active or is the subject in the command string (ex. "You take a swing at Johnny the Benchwarmer", or "Johnny the Benchwarmer is in excellent physical condition and is alert.")
3) Room description:
Again, a short description of the mob in a room, similar to the "position" command. Looking in a room will get the room's description, exits, as well as this entry. You want to go for feel, here: "An angry woman is standing here" is fine, "A cheesed off blonde in a corporate suit is poised here, ready to play crotch soccer at the next guy that looks at her" is much better.
4) Look description:
Here's where you let your creative juices flow (just make sure you have kleenex ready). What you type is the result someone gets when entering a "look" or "examine" command directed at the mob.
5) Mob Flags:
A list of flags pops up from which you can start adding as flags for the mob. These are like behavioural commands or orders which the mob will follow, usually using the skills and objects you've given it. It also sets immunities and limitations on what can affect the mob:
1) SPEC This flag must be set on mobs which have special procedures written in C. In addition to setting this bit, the specproc must be assigned in spec_assign.c, and the specproc itself must (of course) must be written. Instead of using this use scripts.
2) SENTINEL Mobs wander around randomly by default; this flag should be set for mobs which are to remain stationary.
3) SCAVENGER The mob should pick up valuables it finds on the ground.
4) ISNPC [Always on. Don't touch.]
5) AWARE ?
6) AGGR Mob will attack all players in the room it can see.
7) STAY-ZONE Mob will not wander out of rooms that are within its zone.
8) WIMPY Mob will flee when being attacked if it has less than 20% of its hit points. If the WIMPY flag is set in conjunction with any of the forms of the AGGRESSIVE flag, the mob will only attack mobs that are unconscious (sleeping or incapacitated).
9) AGGR_ORK Mob will attack ork characters.
10) AGGR_ELF Mob will attack elf characters.
11) AGGR_DWARF Mob will attack dwarf characters.
12) MEMORY Mob will remember the players that initiate attacks on it, and initiate an attack on that player if it ever runs into him again.
13) HELPER The mob will attack any player it sees in the room that is fighting with another mob in the room, usually in the form of "<Mob> jumps to the aid of <Mob>" Useful for groups of mobs that travel together (i.e. three guards in a room) to force players to fight all three simultaneously instead of picking them off one at a time.
14) !CHARM Mob cannot be charmed.
15) DUAL Mob is dual-natured and can see and attack both physically and astrally.
16) !EXPLODE ?
17) AGGR_TROLL Mob will attack troll characters.
18) !BLIND Mob cannt be blinded.
19) ASTRAL Mob is astral and is immune to physical attacks.
20) GUARD ?
21) AGGR_HUMAN Mob will attack human characters.
22) SNIPER ?
23) PRIVATE ?
24) TRACK ?
25) FLAMEAURA Mob has a flame aura (?)
26) SPIRITGUARD Mob is a spirit guarding the room.
27) SPIRITSTUDY ?
28) SPIRITSORCERY Mob is a spirit with access to spells. (?)
29) AZTECHNOLOGY ?
30) RENRAKU ?
31) !KILL Mob cannot be killed (a must for merchants)
32) TOTALINVIS Mob is totally invisible.
33) INANIMATE Mob does not move and/or attack (?)
6) Affected Flags:
These are the affects or edges you give to your mob. Unlike FLAGS which are behavioural commands, or SKILLS which are...well skills, these denote the actions taken by the mob, again using the objects and skills you've given them:
1) NOTHING Mob has no affects
2) Ruthenium Mob is wearing a Ruthenium polymer/camoflauge suit, making it harder to be spotted.
3) Banishing Mob has Banishing capabilities.
4) Det-invis Mob is sensitive to hidden life.
5) Det-magic Mob is sensitive to magical presence.
6) Manifest Mob is an astral creature than can manifest itself phyically.
7) Healed Mob can heal itself.
8) Group [Reserved for internal use. Do not use.]
9) Damaged Mob has already sustained damage.
10) Infravision Mob has infravision.
11) Fear Mob can cast Fear spell.
12) ResistPain Mob can cast ResistPain spell.
13) Detox Mob can cast Detox spell.
14) LL-eyes Mob has lo-light vision.
15) Laser-sight Mob gains a bonus from a laser sight to ranged attacks.
16) Sneak Mob can move quietly without room being informed.
17) Hide Mob is hidden.
18) Vision x1 Mob can see 1 room away.
19) Charm Mob can cast Charm spell.
20) ACTION ?
21) Vision x2 Mob can see 2 rooms away.
22) Vision x3 Mob can see 4 rooms away.
23) COUNTERATTACK ?
24) Stabilize Mob can cast Stabilize spell.
25) Petrify Mob can cast Petrify spell.
26) Thermoptic Mob has thermoptic vision.
27) Acid Mob can cast Acid spell.
28) APPROACH ?
29) Pilot Mob will be the pilot of any vehicle it's placed in.
30) Rigger Mob will be the rigged pilot of any vehicle it's placed in.
31) Manning Mob will be maning any device or tool given to it.
32) Designing ?
33) Programming ?
34) Part Designing ?
35) Part Building ?
36) Withdrawl (Forced) ?
37) Withdrawl ?
38) Bonding Focus Mob will bond with any foci given it.
39) Conjuring Mob can conjure.
40) Building Lodge ?
41) Drawing Circle ?
42) Packing Workshop Mob will pack workshop.
43) Invis (Spell) Mob can cast Invisibility spell.
44) ImpInvis (Spell) Mob can cast Improved Invisibility spell.
45) Tracking ?
46) Tracked ?
47) Binding Mob can cast Blind spell.
48) Spell Design ?
8) Avg. nuyen:
These fields add the average nuyen the mob carries, as well as the nuyen totals within any carried credstick.
9) Bonus karma points:
How much Karma is rewarded for deafeating the mob.
a) Attributes:
Allows you to enter the mob's attributes.
b) Level:
?
c) Ballistic: 0, d) Impact: 0
These two values are for any armor which the mob has.
e) Max physical points: 10, f) Max mental points: 10
The maximum which the mob's attributes can be, both physical and mental.
g) Position:
The position at which the mob will be when the zone resets, your choices are:
DEAD [Reserved for internal use. Do not set.]
MORTALLYW [Reserved for internal use. Do not set.]
INCAP [Reserved for internal use. Do not set.]
STUNNED [Reserved for internal use. Do not set.]
SLEEPING The monster is sleeping.
RESTING The monster is resting.
SITTING The monster is sitting.
FIGHTING [Reserved for internal use. Do not set.]
STANDING The monster is standing.
i) Gender: j) Weight: k) Height:
Self-explanatory. No, honest, if you can't figure this out, I can't help you.
l) Race:
Pick the mob's race.
m) Attack Type:
Allows you to set the attack type for the mob. Make sure to coincide it with any weapon you give it (ie, tonfas cause bludgeoning, swords will pierce.)
n) Skill menu
An exhaustive list of skills which the mob possesses. You have room for five. Pick the five most pertinant skills and give each a value.
o) Arrive text: arrives from, p) Leave text: leaves
Similar to the arrive and exit toggles for players.
Once you're all done, you can quit and save the mob into its vnum. To actually stick the mob within a room, you use the "zedit add" command.
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Title: Immortal
Posts: 548
Joined: 08 Apr 2007
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Date Posted: Wed Apr 23, 2008 11:39 pm
Subject:
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Very nice. 
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