Mprog Compendium/Examples: Difference between revisions

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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.
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
* The builder can specify damage dice, with bell curves as normal dice rolling
** Although, the mob damroll (and modifications to it) will apply
** 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.)
** Further, extra attacks have a chance to activate as normal (2x/3x-cut, haste, etc.)
* It will be unaffected by Choke, and will use the target's armor to determine damage reduction
* 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
* 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.
* The message to the player will be as a normal attack, with whatever damage noun is on the weapon.
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  mob damage $n 100 200 fire lethal
  mob damage $n 100 200 fire lethal


This method deals damage  
This method deals damage directly to the target
* The damage can be specified as nonlethal
* [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
 
===Off Flags===
 
* 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
* See [[Flags_Compendium#OFF_FLAGS]] for more informaton
 
==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==
==Chibi-Devil==

Revision as of 07:04, 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

Off Flags

  • 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
  • See Flags_Compendium#OFF_FLAGS for more informaton

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.