Creating a Mobile
This guide walks through creating a complete NPC from scratch using the Mobile Editor (medit). We’ll build a guard NPC with a shop and a greeting script.
Table of Contents
- Prerequisites
- Step 1: Open the Mobile Editor
- Step 2: Set Name and Keywords
- Step 3: Set Short Description
- Step 4: Set Long Description
- Step 5: Write Examine Description
- Step 6: Set Race and Sex
- Step 7: Set Level
- Step 8: Set Alignment
- Step 9: Set Act Flags
- Step 10: Set Combat Properties
- Step 11: Set Damage Dice
- Step 12: Set Position
- Step 13: Add a Script
- Step 14: Review
- Step 15: Save
- Complete Example
- Adding a Shop
- Adding Quest Master Functionality
- Next Steps
Prerequisites
- Building access with an assigned widevnum range in your area.
- Know your area’s UID (use
aedit <area_name>and check the UID field, or useareas).
Step 1: Open the Mobile Editor
Use a widevnum in the format area_uid#vnum:
medit 5#200
If vnum 5#200 doesn’t exist, you’ll be asked to confirm creation. Type yes.
Step 2: Set Name and Keywords
Keywords are what players use to interact with the mob (kill guard, look guard):
name thornwood guard
Multiple keywords are separated by spaces.
Step 3: Set Short Description
The short description is shown inline in room descriptions and combat messages:
short a Thornwood guard
Example output: A Thornwood guard stands at attention here.
Step 4: Set Long Description
Shown when the mob is standing in a room (the room description line):
long A Thornwood guard stands at attention here.
Step 5: Write Examine Description
Shown when a player types look guard:
description
The guard is a tall human dressed in polished chainmail bearing the
Thornwood insignia — a silver oak leaf on a field of green. $e carries
a longsword at $s hip and watches every visitor carefully.
@
You can use $e, $s, $m pronouns in descriptions (he/she/it, his/her/its, him/her/it) — they adapt to the mob’s sex setting.
Step 6: Set Race and Sex
race human
sex male
Race affects body parts, size, and some defaults. See the Flags Reference for all available races.
Step 7: Set Level
level 15
Setting level automatically calculates default hit dice, mana dice, and movement.
Step 8: Set Alignment
alignment 500
Ranges from -1000 (pure evil) to +1000 (pure good). 0 is neutral.
Step 9: Set Act Flags
Act flags control NPC behavior:
act sentinel
act protected
sentinel— NPC won’t wander from its starting room.protected— Cannot be stolen from by players.
See Act Flags for all options.
Step 10: Set Combat Properties
off kick parry
Offensive flags determine what combat techniques the NPC uses. See Offensive Flags.
For resistances and immunities:
immune charm
res weapon
Step 11: Set Damage Dice
If not using a weapon object, set raw damage dice:
damdice 2 8 4
Format: damdice <number> <sides> <bonus> = 2d8+4 damage per hit.
Step 12: Set Position
position start standing
position default standing
Start position is where the mob begins. Default is where it returns to after combat.
Step 13: Add a Script
Attach a greeting mob prog (created separately with mpedit):
addmprog 5#300 greet 100
Format: addmprog <script_widevnum> <trigger> <percentage_or_phrase>
See Scripting Basics for creating scripts.
Step 14: Review
show
Review all fields. Press Enter to see the show display without typing show.
Step 15: Save
done
Complete Example
medit 5#200
name thornwood guard
short a Thornwood guard
long A Thornwood guard stands at attention here.
description
The guard is a tall human dressed in polished chainmail bearing the
Thornwood insignia — a silver oak leaf on a field of green. $e carries
a longsword at $s hip and watches every visitor carefully.
@
race human
sex male
level 15
alignment 500
act sentinel protected
off kick parry
immune charm
res weapon
damdice 2 8 4
position start standing
position default standing
addmprog 5#300 greet 100
show
done
Adding a Shop
To make the NPC a shopkeeper, use the shop sub-command:
medit 5#200
act banker
shop open 6
shop close 20
shop profit 115 80
shop type weapon armor
shop list
done
See Shop Data for all shop commands and options.
Adding Quest Master Functionality
medit 5#200
act questor
questor min 5
questor max 15
questor cooldown 30
done
See Questor Data for full details.
Next Steps
- Command Reference — all medit commands
- Flags Reference — all act, act2, offensive, immune/res/vuln flags
- Reset the mob in a room using
mreset