Using the Blob to create monsters


Index

Configure the blob using 'blob setup monsters'

Monsters are 'living' objects that exist in the mud. Usually these are things that the player kills or are NPCs that the player can interact with.
Monsters have the normal identification attributes as well as a level - which sets their hp/skills/etc - a 'aggressive' rating, they may be wandering, they may hunt people who have attacked them, they can talk, and can be configured to have other objects in their inventory when they come into existence.

[achat]   [adjectives]   [aggressive]   [alias]   [chat]   [gender]   [hunt]   [level]   [long]   [name]   [objects]   [short]   [unique]   [wander]   [wimpy]  

Attribute 'achat'

Summary:The phrases the monster says while in combat
Mandatory:No
Type:menu
Default:0
Description:When in combat the monster will randomly say these phrases. Note that the phrase is displayed to other people in the room exactly as you type it here, there is no prepended "Someone says:"
Example 0:The big bad monster says: Time to die!
Example 1:The big bad monster wimpers
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Attribute 'adjectives'

Summary:Adjectives
Mandatory:No
Type:menu
Default:0
Description:Adjectives are words that can be combined in any order with the 'name' or an 'alias' to identify this item. It is preferred if you use an intelligent combination of adjectives with the name and a minimal number of aliases
Example 0:If the 'short' is 'short grey dwarf' then you might have a name of 'dwarf' and adjectives of 'short' and 'grey' and no aliases
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Attribute 'aggressive'

Summary:Whether the monster is automatically aggressive
Mandatory:No
Type:int
Default:0
Description:The level of aggression for a monster ranges from 0 (never aggressive) to 100 (always attacks anything it meets).
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Attribute 'alias'

Summary:Aliases
Mandatory:No
Type:menu
Default:0
Description:Aliases are alternative names for the item, and can be combined with any adjectives. These values should be derived from the 'short'

It is preferred if you use an intelligent combination of adjectives with the name and a minimal number of aliases

Example 0:If the 'short' is 'short grey dwarf' then you might have a name of 'dwarf' and adjectives of 'short' and 'grey' and no aliases
Example 1:If the 'short' is 'short grey dwarf' then you might have a name of 'short grey dwarf' aliases of 'short dwarf', 'grey dwarf' and 'dwarf', and no adjectives
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Attribute 'chat'

Summary:The phrases the monster says while not in combat
Mandatory:No
Type:menu
Default:0
Description:While the monster is standing around it will randomly say these phrases at random intervals. Note that the phrase is displayed to other people in the room exactly as you type it here, there is no prepended "Someone says:"
Example 0:The big bad monster says: Bwhahahahaha
Example 1:The big bad monster grins happily
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Attribute 'gender'

Summary:The gender of the monster
Mandatory:Yes
Type:int
Default:0
Description:Simply: male/female/it. 0 = it, 1 = male, 2 = female
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Attribute 'hunt'

Summary:Whether the monster will hunt aggressors
Mandatory:No
Type:int
Default:0
Description:If this attribute is set to 1 then the monster will attempt to track anyone who has attacked it in the past - to the limit of the domain the monster is created within.
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Attribute 'level'

Summary:Monster Level
Mandatory:Yes
Type:int
Default:0
Description:A monsters level determines how tough it is. From this value the hp, gp, stats and skills are determined. Read the policy file on monsters for reasonable values.
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Attribute 'long'

Summary:Long Description
Mandatory:Yes
Type:multiline
Default:0
Description:This description is the text that a player sees when they look at the monster.
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Attribute 'name'

Summary:The name of the item
Mandatory:Yes
Type:line
Default:0
Description:This is NOT what a player sees when they are in the room with the monster, that is the 'short'

The name is what the player uses to identify the monster, when combined with any adjectives. This should be derived from the 'short'.

Example 0:If the short is 'short dwarf' you could use an adjective of 'short' and name of 'dwarf'
Example 1:Alternatively if the short is 'short dwarf' you could use an name of 'short dwarf' and an alias of 'dwarf'
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Attribute 'objects'

Summary:The objects to be put in the monster's inventory
Mandatory:No
Type:int
Default:0
Description:The list of objects that will be cloned and placed in the monsters inventory when it is created.

The objects can be relative to the current domain or absolute paths.

Enter one object per line.

Weapons will be automatically wielded and armours automatically worn.

Example 0:obj/mysword
Example 1:/std/torch
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Attribute 'short'

Summary:Short Description
Mandatory:Yes
Type:line
Default:0
Description:This description of the monster when seen in a room.

This SHOULD NOT include a leading 'A', 'The', etc unless absolutely necessary. If such a prefix is used then you should set the item as 'unique' and make an effort to ensure that no more than one of these items ever exists.

Example 0:'short dwarf', not 'a short dwarf'
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Attribute 'unique'

Summary:Whether the monster is unique
Mandatory:No
Type:int
Default:0
Description:Normally the mud controls whether an 'a'/'an'/'the'/'your/etc is added to the front of the short for any object. For example 'You wield your glowing sword'. This properly handles you carrying two copies of the object. Sometimes this is not appropriate - you might wish to create an object that is 'unique', in that only one copy of the object will exist at any given time and it has a fancy name like 'Yorik's skullcrusher'. In this situation it makes no sense for an 'a' to be prepended.
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Attribute 'wander'

Summary:Whether the monster will wander
Mandatory:No
Type:int
Default:1
Description:As a rule we prefer you to create monsters that are wandering. The monster will not leave the domain it is created within. If you wish a monster to remain in the room it is created in then set this attribute to 0.
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Attribute 'wimpy'

Summary:Whether the monster will run away when hurt
Mandatory:No
Type:int
Default:0
Description:If this attribute is set to 1 then the monster will flee combat if it gets too hurt.
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