Medit
From ProphWiki
Challenging mobiles fill an area with life and population, giving it characters of its own for players to interact with or kill. Medit commands are accessed by typing "medit [existing mob vnum in area]" or "medit create [new mobile vnum in area]"
[edit] Commands
- commands
- Lists the commands for medit.
- medit create [new vnum]
- Using a new vnum, the medit editor creates a new mobile, placing the builder into Medit mode for that mobile.
- show
- Shows medit stats of the mobile. This same command can also be accomplished by just hitting <enter> on a blank line.
- ?
- Lists the types of in-context OLC help files one may view.
- version
- Shows the credits and current version of our OLC editor.
- ac [# # # #]
- armor [#pierce #bash #slash #exotic]
- Sets the mobile's armour class - ac [pierce] [bash] [slash] [exotic]. Make sure it is negative and not positive.
- act [flags]
- Sets the basic action types for the mobile, a fixed default being "NPC". Things such as aggressive, cleric, or scavenger are under act. Type "? act" for a listing of possible actions.
- affect [flags]
- Sets what the mobile is affected by, such as haste, flying, or blind. Type "? affect" to see a list of possible affect spells that the mobile can use.
- alignment [number]
- Sets the alignment of the mobile, from pure evil (-1000) to angelic (1000). Keep in mind that low level mobiles should lean more toward neutral than some higher level mobs, to keep people from radically changing their align just on the basis of their kills.
- damdice [#d#bonus]
- Sets the damage that the mobile can do, based on a dice roll with added bonus. Check “help levelchart1” to “help levelchart5” for an idea of what you should have; don't make a level 1 mob that can deal 1000 damage a hit.
- damtype [damnoun]
- Sets the default damage noun of the mobile, if it isn't wielding a weapon. See "? weapon" for a list of nouns and the names you can use to set them.
- desc
- Places the builder into the text append mode, like room descriptions, except that this is to set the mobile's description, what the player sees when they type "look [mobile]". Same editor commands as for the redit append mode.
- form [flags]
- Sets the form of the mobile, such as sentient (capable of thought) or biped. For a list of flags, type "? form".
- group [group number]
- Set with other mobiles of a different type, this sets a group number that the mobile belongs to for purposes of assisting his fellows.
- hitdice [#d#+bonus]
- Sets the hitpoints of the mob, based on a roll of a specific number of x-sided dice. See “help levelchart1” to “help levelchart5” to get a general idea of the range your mobile should have for hitdice.
- hitroll [number]
- Sets a hit roll bonus for the mob. Keep to a modest amount, so that players might have an equal chance at hitting the mob as it has at them.
- imm/res/vuln [flags]
- Sets the immunities, resistances, and vulnerabilities of the mobs. Please don't set too many immunities or resistances without balancing a few vulnerabilities in with it to balance it out. Mobs will be tested.
- level [number]
- Sets the level of the mobile. Please keep in a 1 to 100 range, and keep in mind the level range your area is for.
- long [string]
- Sets the long description of the mobile, what the players will see when they walk into a room with the mobile already in it. Examples: "A city guard protects his post." or other such brief, appropriate messages.
- manadice [#d#+bonus]
- For spell casting mobs, sets the mana that they have.
- material [word]
- Sets the material for the mob, such as flesh, skin_and_bones, rock, whatnot. When using multiple words, DO NOT PUT SPACES BETWEEN THE WORDS. Instead, use the underscore (_) key to connect the words, as spaces in the material zork the mud and cause it to hang up or crash.
- name [key words]
- Sets the key word names for the mobile, the words that a character would type to get a response from the mobile. Examples are "city guard" or "healer". Keep it to 3 words, if you can help it, less.
- off [flags]
- Sets offensive flags, such as area_attack, that the mobile uses in a fight. Type "? off" for a list of useable flags.
- part [flags]
- Sets the parts of the mobile, such as arms, legs, guts, head, whatnot. "? part" will give you a list of parts that you can use.
- position start [position]
- position default [position]
- Sitting, resting, standing, or sleeping, the four standard positions. The start position is how the mobile will be when it repops, and the default is the position it will return to after a fight.
- race [race]
- Looking at "race ?" under OLC help, (race ?, not ? race), you can set the race of the mobile, and thus effectively cut down on manually setting parts and certain affects. Old Diku races, as well as Prophecy's human races, are all listed in "race ?".
- sex [male/female/neutral/random]
- Sets the gender of the mobile. Random sets the gender randomly upon mob repop in the area.
- short [string]
- Sets a short string that a player sees while fighting, or talking to a mobile. Examples are "A Guard" or "The healer"
- size [size flags]
- Sets the size of the mobile, affecting how well it fights against a character, allowing it certain bonuses. Tiny would be a mouse, small for birds, medium for human, large, huge, and giant, for anything else on that sort of scale. Only one size may be set, so see "? size " for the listing of sizes you can use.
- spec spec_[special function name]
- Sets one pre-coded special function for the mobile, such as spec_alorn_guard. For a list of special functions, type "? spec". To remove the spec, type "spec none".
- wealth [number in SILVER]
- Sets the amount of money the mobile is carrying, in silver. If you want the mob to carry a little bit of gold, remember the exchange rate is 100 silver per gold, but the editor will mix it up some, so you could have 20 gold and 4000 silver upon autogolding a mob.
[edit] Adding mprogs
- addmprog [vnum of mprog] [trigger] [%]
- Sets an mprog with given vnum, to the trigger at % of the time. Such as: "Addmprog 250 grall 100" will set mprog 250 to the mob, greeting all who come in 100% of the time.
- delmprog [number on list]
- Removes an mprog from the list. First, type "show" or hit <enter> on a blank line, and look at the far left column for the mprog number on the list, starting with 0 and going up in 1 number increments as mprogs are added.

