Mprog Compendium/Examples: Difference between revisions

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* Message is also, predictably, the same as when players use that ability
* Message is also, predictably, the same as when players use that ability
* Skills and spells are treated as if the mob has 75% ability, unless the mob has the Inept or Adept flags set
* Skills and spells are treated as if the mob has 75% ability, unless the mob has the Inept or Adept flags set
** Skills may fail due to skill%, but spells will never fail


===Off Flags===
===Off Flags===
See [[Flags_Compendium#OFF_FLAGS]] for more informaton


* Only activate once already in combat -- aggro irrelevant
* Only activate once already in combat -- aggro irrelevant
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* Message to player is as normal for those skills
* Message to player is as normal for those skills
* Skills are treated as if at 75% ability, unless Inept or Adept are set
* Skills are treated as if at 75% ability, unless Inept or Adept are set
* See [[Flags_Compendium#OFF_FLAGS]] for more informaton


==Dialogue Options==
==Dialogue Options==

Revision as of 06:19, 20 December 2017

Special Attacks

There are several ways to have a mobile instigate special attacks with mobprogs:

Secret Weapon

mob oload #### 0 W
mob hit $n
mob junk ####

Attacks performed by this technique will cause the mob to load a weapon directly into their wield slot (assuming it has hands), execute an additional 'normal' attack with it, and then destroy it.

  • This is an aggressive act
  • The builder can specify damage dice, with bell curves as normal dice rolling
    • Although, the mob's damroll (and modifications to it) will apply
    • Further, extra attacks have a chance to activate as normal (2x/3x-cut, haste, etc.)
  • It will be unaffected by Choke, cannot be Reflected, and will use the target's armor to determine damage reduction
  • Damage type is any kind that can be put on a weapon, and weapon affects will activate/proc
  • The message to the player will be as a normal attack, with whatever damage noun is on the weapon.

Mob Damage

mob damage $n 100 200 fire lethal

This method deals damage directly to the target

  • [Is this an aggressive act?]
  • Damage is set as a range, with no bell curve/dice simulation. Damroll and other modifiers will not apply.
  • It will be affected by Choke, IF the damage type is not bash, slash, pierce, or 'weapon'
    • but will not be affected by the target's armor [Can Mob Damage be Reflected??]
  • Damage type can be any, including 'magic' and 'weapon'
  • This does NOT show ANY message to the player -- the builder must specify their own damage messages (see the $a variable in the compendium)

Skills and Spells

mob skill lunge
mob cast fireball
  • Will aggro things if the base skill/spell does
  • Damage is based on the mob's level, unless the skill/spell specifies otherwise
  • Skills will not be affected by choke, spells will. Spells will be Reflected as normal.
  • Damage type is as the skill/spell would normally deal
  • Message is also, predictably, the same as when players use that ability
  • Skills and spells are treated as if the mob has 75% ability, unless the mob has the Inept or Adept flags set
    • Skills may fail due to skill%, but spells will never fail

Off Flags

See Flags_Compendium#OFF_FLAGS for more informaton

  • Only activate once already in combat -- aggro irrelevant
  • Builder has much less control over how the mob uses them, but needn't waste a mobprog
  • Skills are not affected by choke
  • Damage type is as those skills normally deal
  • Message to player is as normal for those skills
  • Skills are treated as if at 75% ability, unless Inept or Adept are set

Dialogue Options

- Put stuff here to teach people about CoDs++ style standards regarding "mob echoat $n {g$I{g says '{Gfoo{g'" and "you think, 'blah blah blah'" for speech progs and stuff

Chibi-Devil

Mob Info

Short descr

a Chibi-Devil

Long descr:

A miniature devil flaps around here on tiny bat wings.

Description:

This little demon is almost cute. It is exactly like a devil but very small. It has small bat wings to flap around with, little nubby red horns, and even a miniature pitchfork. Chibi-devils love causing mischief for adventurers, and are not above swiping from their bags.
MOBPrograms for [ 9153]:
 Number Vnum Trigger Phrase
 ------ ---- ------- ------
[    0] 9154   GREET 30
[    1] 9161  RANDOM 5
[    2] 9155   SPAWN 100

Mobprogs

MPROG 9154 [GREET 30]

if align $n > 500
mob skill backstab $n
endif

This program executes 30 percent of the time whenever the chibi-devil sees someone enter the room. The $n variable is a shortcut for 'the person that triggered the program'. Basically, if the person's alignment is greater than 500, we backstab the poor sucker. This program is simple, but effective.

MPROG 9161 [RANDOM 5]

say Uee-hee-hee!

There is a 5% chance, every tick that the mob's not fighting, of this mob giggling out loud. (Random progs do not execute during fights)

MPROG 9155 [SPAWN 100]

mob oload 9165 1 W

This program executes every time the mob loads. It makes the mob load and wield a specific item (in this case, a pitchfork; a short piercing weapon so the mob can use backstab). This could also be accomplished with resets, but you can put random chances on a spawn prog.