? act act2 addmprog affect
affect2 alignment armour attacks bodytype
commands comments create damdice damtype
delmprog description hitdice hitroll immune
level long manadice material movedice
name next off owner part
persist position pronounss pronounos pronounpas
pronounpps pronounrs prev questor crew
boss race res sex shop
short show sign size spec
vuln wealth scriptkwd varset varclear
corpsetype corpsevnum zombievnum
?
This is used to access the list of available flag banks, but is not limited to mobile flags. You can do things like ? token to get a list of token types that can be set, for example.
act <flag1> [flag2] [flag3] ...
Used to set act flags for mobs. Refer to act flags reference for more details.
act2 <flag1> [flag2] [flag3] ...
Used to set act2 flags for mobs. Refer to act2 flags reference for more details.
addmprog <widevnum> <trigger> <phrase>
Adds a mob prog to the mob, set to fire on the given trigger, with the provided phrase. The widevnum format is area_uid#vnum (e.g. 5#300) or just the vnum within the same area.
Example: addmprog 5#300 sayto hello - This would cause mob prog 5#300 to fire when a player used sayto <mob> hello.
Example: addmprog 5#301 greet 100 - Fire the greet prog on 100% of character arrivals.
addquest <quest widevnum>
Attaches a v2 quest to this mobile, marking it as a quest giver. Widevnum format: area_uid#vnum (e.g. 5#1000). Multiple quests can be attached — players can receive all of them from this mob.
Use delquest <#> to remove a quest by its list index.
affect <affect1> [affect2] [affect3] ...
Used to set affect flags for mobs. Refer to affect flags reference for more details.
affect2 <affect2 1> [affect2 2] [affect2 3] ...
Used to set affect2 flags for mobs. Refer to affect2 flags reference for more details.
alignment <number>
Used to set alignment for the mob. Used for some damage and experience checks, or by scripting.
armour [pierce] [bash] [slash] [exotic]
Sets the mob’s base armour class values. Lower is better.
attacks <number>
How many attacks the mob does per round. Set to 0 to have it function like normal combat, or a negative to do scripted attacks only.
commands
Lists all of the commands available in the mobile editor. You’re here!
comments
Opens the string editor to write builder comments. This field is like writing any description, but is only visible to builders. Leave notes here about plans, things you need help with, the purpose of the mob, relevant other vnums, etc.
create [widevnum]
Creates a brand new mobile. If widevnum is omitted, it uses the next available vnum in your current area. Use format area_uid#vnum (e.g. medit create 5#200) to create at a specific widevnum.
damdice <number> <sides> <bonus>
Sets base damage dice for the mob (if not using a weapon.) Works out to <number>d<sides>+bonus
damtype <name>
Used to set the damage verb used for the mob, such as ‘wintery breath’ or ‘boiling spray’. Impacts damage type used in functions.
delmprog <number>
Removes the listed mob prog from the mob.
delquest <#>
Removes an attached quest from the mobile by its list index. Use show to see the current quest list and indices.
description
Enters the string editor to set a description that will be seen when players look <mob>. Make it a good one!
hitdice <number> <type> <bonus>
As with damdice, sets the hit dice used to determine this mob’s health pool.
hitroll <number>
Not used anymore outside of scripting.
immune <flag1> [flag2] [flag3] ...
Sets immunity flags for the mob. These damage types will do nothing to it.
level <number>
Set’s the mob’s level. Used to set defaults for many values.
long <string>
Sets the description of the mobile as seen to players in the room.
Ex: long An old dwarf sits at a desk piled high with papers.
manadice <number> <type> <bonus>
Sets the mana dice given to the mob. Automatically set when assigning a level. Defaults to
material <material>
Sets the mob’s material. May be used in some damage calculations?
movedice
Sets the movement given to the mob. Automatically set when giving the mob a level. Defaults to 10 + 13 * mob level
name <keywords>
Sets the keywords used to interact with the mob.
Ex: name guard plith
next
Begins editing the next mob in the area.
off <flag1> [flag2] [flag3] ...
Sets offensive behaviours for the mob.
owner <string>
Sets an ‘owner’ on the mob. May be useful for having pets for npcs?
part <part1> [part2] [part3] ...
Sets (or removes) additional body parts on the mob.
persist <on|off>
Marks the mob as persistent. Copies of this mob will save more like players, and can be used to have an npc that remembers specific events across reboots, etc. Use sparingly.
position <start|default> <position>
Sets the starting or default position of the mob.
pronounss <text>
Sets the subjective pronoun (he/she/they). Used when the game refers to the mob as a subject.
pronounss he
pronounss she
pronounss they
pronounos <text>
Sets the objective pronoun (him/her/them). Used when the mob is the object of an action.
pronounos him
pronounpas <text>
Sets the possessive adjective (his/her/their). Used before a noun: his sword, her cloak.
pronounpas his
pronounpps <text>
Sets the possessive pronoun (his/hers/theirs). Used as a standalone possessive: the sword is his.
pronounpps his
pronounrs <text>
Sets the reflexive pronoun (himself/herself/themselves). Used in reflective actions: hurt himself.
pronounrs himself
Full example (male humanoid):
pronounss he
pronounos him
pronounpas his
pronounpps his
pronounrs himself
prev
Switches to editing the previous mob in the area.
questor <many commands>
Sets questmaster data on the mob. See questor for more details.
crew <many commands>
Sets crew data on the mob. See crew for more details.
bodytype <type>
Sets the mob’s body type using the body_types flag table. Body type governs what anatomy the mob has for hit-location and equipment purposes.
bodytype humanoid
bodytype quadruped
boss <on|off>
Marks the mob as a boss. Currently unused outside of dungeons.
race <race>
Sets the mob’s race. This also sets default parts for the mob.
res <flag1> [flag2] [flag3] ...
Sets resist flags for the mob. These damage types will do 25% less damage.
sex <sex>
Sets the sex of the mob.
shop <many commands>
Sets shop data on the mob. See shop for more details.
short <string>
Sets the short desc of the mob. This is what players see when interacting with the mob.
Ex: short the passport officer
show
Shows the current state of the mob. Can also be viewed by pressing enter with no commands.
sign
Used by Implementors to ‘sign’ the mob. This allows the mob to bypass point restrictions and ignore balance safeguards.
size <size>
Sets the mob’s size. Used in some damage calculations, as well as scripting.
spec <spec1> [spec2] [spec3] ...
Sets special function(s) on the mob. This may be getting deprecated by scripting. Beware!
vuln <flag1> [flag2] [flag3]
Sets vulnerability flags for the mob. These damage types will do 25% more damage.
wealth <number>
Sets the mob’s carried coins, in silver.
scriptkwd <keywords>
Used to set keywords on the mob that can only be used by scripting. Somewhat deprecated, deprecates old style of mob naming mmVNUMmm for use by scripts.
varset <name> <number|string|room|rsg> <yes|no> <value>
Sets a persistent variable on the mob index that loads on every instance. The yes/no flag controls whether the variable is saved with the mob.
| Type | Description |
|---|---|
number | Integer value |
string | Plain text string |
room | Widevnum reference to a room |
rsg | Random String Generator — generates a new random string each time the variable is expanded |
For rsg variables the value is a spec: <rsg_name>:<pattern|class>:<entry_name>.
varset home_room room yes 5#110
varset greeting string yes Hello, adventurer!
varset mob_name rsg yes sith_names:pattern:full_name
varset mob_title rsg yes sith_names:class:title
Variable expansion in string fields: Variables (including rsg type) can be used inside name, short, long, and description fields of mobiles using $<var_name> syntax.
varclear <variable name>
Clears the given variable on the mob.
Ex: varclear home
corpsetype <corpse type>
Sets the default corpse type for the mob.
corpsevnum <vnum>
Sets a custom vnum to be left behind as the mob’s corpse.
zombievnum <vnum>
Sets a custom ‘zombie’ vnum for the mob (for use with animate dead)