[MOB] 'L'azy MOBile Formula                [MOB] Sample
     
#<virtual number> [1]   #3000
<aliases>~[2]   Puff dragon~
<name>~   Puff the Magic Dragon~
<short description>[3]   Puff the Magic Dragon is smoking a cigar here.
~   ~
<long description>[4]   Puff has a huge cigar in his mouth.  He is blowing smoke rings
~   directly into your face.
<action flags>[5] <affection flags>[6] <alignment>[7] L   ~
<level>  <gold> [8] <position> [9] <default position>  <sex>[10]   begn hkz 1000 L
{ MOBile Programs(optional) }   50 10000 5600000 8 8 1
 M { Multiple Attacks(optional) }[11]   >all_greet_prog 50~
 <attacks>  <basis>  <less>   if isimmort($n)
 S { Special Attacks(optional) }[12]   or isnpc($n)
 <special attack type>  <spec strength>  <spec chance>      break
 <successful attack message>~   else
 <successful attack/half damage message>~      MPECHOAT $n $I greets you with a smile and blows smoke in your face.
 <successful destroying of eq message>~      MPECHOAROUND $n $I greets $n with a smile and blows smoke in $s face.
 W { Switching(optional) }[13]   endif
 <number of rounds for switch>   ~
 <switching message>~   |
 R { Races (Required unless using 'D'etailed MOBile Format) }[14]    10 100 5
 <race type>  <strike type>  <height> [15] <weight>[16]    S
 E { Evil Scavenger Message(Required if <action flag> “q” set) }    1 55 90 
 <successful sacrifice message>~    $n envelopes $N in a bath of fire and lava!~
 H { Hoarder(optiona) }    $n's fireball whizzes right by $N only scorching $M lightly.~
 <option #>  <virtual room #>    $n reaches into $N's pocket and burns $p.~
 <successful donation message>~          W
 5
 $n EXPLODES, sending flames everywhere, burning $N to a crisp pulp.~
 R
 11 4 500 750
 E
 $n throws $P into a pool of lava and it disappears.~
 H
 1 3063
 $n donates $P to the nearest donation room.~

[1]
#<mobile number>
This is the mobile number. Seems simple enough, right?

Well, there's still some simple rules to remember:
1) The first two or three numbers must always be your zone, whatever it is.=20
Since I am the one that puts the files into Strange, I usually ask that you=20
use either a % sign or something like that.=20
2) The bottom two numbers can be any number from 00 to 99. As in all computers,
   space is limited by numbers. GO IN CHRONOLOGICAL ORDER, DO NOT SKIP NUMBERS,
   AND START WITH 00. That is all I ask.=20

   SO, you would type:
   #%00
   for your first mobile. This goes for objects and rooms as well. This is=20
   called the VIRTUAL NUMBER.
[2]
<mobile keywords>~ (Aliases)
This is what the player will use to type whenever they will use a command
on the mobile...for example "slap Carter" or "kill slut"...

an example could be:

cowboy cow boy redneck red neck~

Always have the primary name at the beginning of your keyword list. You don't
want the message "Trea looks at a red." whenever Trea looks at the cowboy.=20

don't do something like this:

red redneck cow boy cowboy~

if you have any problems with this, ask me. :)
[3]
<short description>~
This is what the game uses when sending fighting messages, or social messages.

a good example would be:

a midwife~

So, when killing a this midwife, everyone would see:

You hit a midwife very hard.
Questor hits a midwife extremely hard.
[4]
<long description>
~

This is what the user sees when they look at the room and see the mobile there.

An example:

The King of the World sits here, pompously giving decrees and proclamations.
~

if you looked at the room, you would see:

The Throne Room
You are in a big room with a throne, amazingly enough.
The King of the World sits here, pompously giving decrees and proclamations.
[5]
<action flags>
These are the flags that determine how a mobile acts in the world. The
the following table shows the "flags" you will use. The numbers are what
you add up to give multiple flags to a mobile. This is called a "bitvector"
system. I only list those bits that you are allowed to set.


NOTE:
You will be using the BITSTRING format. Instead of adding up BitNUMBERs, you
will simply write the BITSTRING character of the FLAG you wish to use. You can
STRING these BITSTRINGs together if you wish to use more than one flag, just
write them next to each other in any order with NO spaces.

So a SCAVENGER AGRESSIVE mob will be written as: cf   and not    36

See the following for the BITSTRING. BITSTRINGs values below:
[6]
<affection flags>

Affection flags determine what spells or skills your mobs are affected by.

The following table should be used exactly the same way affection flags are
used.


NOTE:
You will be using the BITSTRING format. Instead of adding up BitNUMBERs, you
will simply write the BITSTRING character of the FLAG you wish to use. You can
STRING these BITSTRINGs together if you wish to use more than one flag, just
write them next to each other in any order with NO spaces.

So an INVISIBLE DET_INVISIBLE mob will be written as: bd   and not  10

See the following for the BITSTRING. BITSTRINGs values:
[7]
A number between -1000 and 1000 where :
   -1000 - perfectly evil

            0 - perfectly neutral
     1000 - perfectly good
[8]
<gold>

The amount of gold a mob is carrying. This is what the player gets when the
mob dies.
[9]
<position> <default position>

Position is the position it is loaded into the game at first. Default position
is the position it is loaded after it is killed at least once.

You may use these conditions:          Other Positions:
DEAD           0                             
SLEEPING    4                                          MORTALLYW         1
RESTING     5                                           INCAPACITATED  2
SITTING      6                                           STUNNED               3
STANDING  8

IF you load the mobile as dead, YOU MAY NOT PLACE ANYTHING IN THE CORPSE.

Example:

You want to load a king. At first you want him to be standing, but then you
want him to be sleeping after he's killed at least once.

The position would be as follows:
8 4

Remember, MOBs cannot do magic while sitting or sleeping, nor can they
walk around.
[10]
<sex>

This is the gender of the mobile. It may be one of the following:

NEUTRAL 0
MALE    1
FEMALE  2


A female mob would have the number 2 for the sex.
[11]
MULTIPLE ATTACKS (a new StrangeMUD Special)

Multiple attacks allow the mob to attack more than once per round. This would
make sense say, for a kraken or a tiger.

Multiple attacks have a HUGE potential to be abused.

The format is:

M
<mob_attacks> <mob_percent> <mob_less>

Mob_attacks is simply the number of attacks.
Mob_percent is the FIRST percent chance of getting the first of mob_attacks.
Mob_less is the decrement to mob_percent to each subsequent attack.

So,
M
12 100 8
Would have the following:
100% chance of the first attack
92% chance of second attack
86% chance of third attack
[12]
SPECIAL ATTACKS

Special attacks are new cool thinks you can do to make fighting more
interesting. They are placed right after the MULTIPLE ATTACKS.

They are very easy to implement. The format begins with the 'S' and is as
follows:
[13]
SWITCHING FIELD

The switching field goes hand_in_hand with the MOB_SWITCHING(8192) flag. The
format is this:

W
<number of attacks in between switches>
Text written when mob switches~

<num. of attacks in between switches> means exactly that. How many rounds do
you want the fight to last before the mob switches to another target in the
room?

<Text written when mob switches>~ is what the players in the room will see
when the mob switches to another player.

The text written might look like this:

   Suddenly, $n begins to swing at $N!!!!

      $N = The MOB
      $n = The Victim
[14]
MOB RACES and STRIKE TYPES (OPTIONAL)
You may give a mob one of the following races. In the format:
 R <race type> <strike type>

 for example if you want a whipping giant:

 R 6 5
[15]
In Inches
[16]
In pounds