How to Write an Area



Home | Mobiles | Objects | Rooms | Resets | Shops and Specials | Printable Version

Place your mouse over any of the variables for more information.
Text in red indicates optional flags, no place holder is needed if not used.
0 is the default value for anything.
Click on the variables to see the list of flags for it.
The format of any mobile should look like:

#MOBILES signifies the start of the mobile section.
#VNUM is virtual number for the mob. If you do not have vnums assigned, talk to Allexia or Oidhche.
mobile keywords are the words used by a player to interact with a mobile.
The mobile name is the short description seen when using scan, or interacting with the mob.
The mobile room description is the long description seen when you enter a room with this mobile.
The tilde ends all strings, but is on a line by itself after long descriptions.
The mobile extended description is what a player sees when they look at a mobile.
The tilde ends all strings, but is on a line by itself after long descriptions.
Race~ indicates the race of the mobile. Since it is a string can be anything but should describe mob appropriately.
Act Flags define how the mobile acts. Click for more! Affected Flags define what spells a mobile is affected by. Click for more! Alignment is a number between -1000 to 1000 specifying how good or evil a mobile is, -1000 being evil, 1000 being good. A indicates there is an act2 flag on this mobile. Act2 Flags define additional mobile actions. Click for more! S indicates the end of this line, and to continue on to {Level}. E indicates additional affects on the following line.
Extended Affects Flags are additional special affects on a mobile. Click for more! S ends the extended affects line, continue on to level.
Level is the level of the mobile. Hitroll is a bonus to hit its target. Usually 0-3 Hitpoints is the amount of durability a mobile has. It is expressed as #dice d type-dice+modifier. i.e. 3d4+6 Mana points is the amount of magic energy a mobile has. It is expressed as #dice d type-dice+modifier. i.e. 3d4+6 (doesn't actually matter) Damage roll controls how hard a mobile hits if unarmed. It is expressed as #dice d type-dice+modifier. i.e. 3d4+6 Attack Type defines the kind of damage a mobile inflicts. Click for more!
Base Armor Class against piercing damage. This value should be negative, and a tenth of what you want the actual value to be. Base Armor Class against bashing damage. This value should be negative, and a tenth of what you want the actual value to be. Base Armor Class against slashing damage. This value should be negative, and a tenth of what you want the actual value to be. Base Armor Class against magical damage. This value should be negative, and a tenth of what you want the actual value to be.
Offensive Flags define additional attacks a mobile may use. Click for more! Immune Flags define what attacks a mobile is immune to. Click for more! Resistance Flags define what attack a mobile is resistant to. Click for more! Vulnerable Flags define what attacks a mobile is vulnerable to. Click for more!
Starting position of a mobile. Click for more! Typically 8 Default position of a mobile. Click for more! Typically 8 The sex of the mobile. Click for more! The amount of gold a mobile carries.
Form is general shape of the mobile, these are not used much. Click for more! Parts are appendages to the mobile, these are not used much. Click for more! Size is the size of the mobile. Click for more! Material is what the mobile is made of. Unused, put 0
#0 signifies the end of this section.

An Example Mobile:

#MOBILES
#5000
elk doe~
an elk~
A large elk scans the land for signs of trouble.
~
This large deer has powerful legs, and keen eyes. Her hide is sleek and
unblemished with a rich brown fur.
~
unique~
GH 0 0 S
10 2 100d2+50 1d4+0 4d8+4 15
-5 -6 0 0
CFI 0 0 HI
8 8 2 5
A 0 M 0


Home | Mobiles | Objects | Rooms | Resets | Shops and Specials | Printable Version

Mobile's: Act Flags - Affected Flags - Act2 Flags - Extended Affects Flags - Attack Type - Offensive Flags
Positions - Immune Flags - Resistance Flags - Vulnerable Flags - Sex Flags - Form Flags - Parts Flags - Size Flags

Object's: Item Types - Extra Flags - Wear Flags - Item Values - Condition - Affects-Apply-Type
Attack Type - Container Flags - Spell Numbers - Liquid Type - Weapon Type - Weapon Class

Room's: Flags - Sectors - Doors - Locks
Reset: Wear Locations - Doors - Door Set
Shop: Trade Item Types
Specials: Special Flags