Mob Zone Commands

M (load a mobile)

Format: 'M' [if-flag] [mobile nr] [max existing#] [room nr]

mobile nr and room nr should be self-explanatory. The 'max existing' parameter specifies the maximum permissible number of existing units. In other words: If you only want one manifestation of a given monster, you just specify the number '1'. If the max number is about to be exceeded, the command won't be executed. An if-flag of 0 means it happens regardless, an if-flag of 1 means it happens only if the line above it does.

G (give object to mobile)

Format: 'G' [if-flag] [object nr] [max existing#]

Loads an object, and gives it to the last monster referenced (ie. by the M-command). E and G are now only dependent on the last mob loaded, not the last E or G...in other words, if one item which had a 0 'if-flag' does not load, it won't screw up the loads of the subsequent equipped/given items if they have 1 'if flags'.

E (object to equipment list of mobile)

Format: 'E' [if-flag] [object nr] [max existing#] [equipment position]

Loads object and places it in the Equipment list of the last monster referenced. Note that it is NOT necessary to precede this command with a 'G' command. Equipment position is one of (***note they are DIFFERENT than the wear flags for objects***):
WEAR_LIGHT 0WEAR_FEET 8WIELD_PRIMARY 16
WEAR_FINGER_R 1WEAR_HANDS 9WIELD_SECOND 17
WEAR_FINGER_L 2WEAR_ARMS 10HOLD 18
WEAR_NECK_1 3WEAR_SHIELD 11WEAR_EYES 19
WEAR_NECK_2 4WEAR_ABOUT 12WEAR_FACE 20
WEAR_BODY 5WEAR_WAIST 13WEAR_EARRING_R 21
WEAR_HEAD 6WEAR_WRIST_R 14WEAR_EARRING_L 22
WEAR_LEGS 7WEAR_WRIST_L 15WEAR_QUIVER 23

F (follow command for grouping mobiles)

Format: 'F' [follow-type] [room_nr] [leader_nr] [follower_nr]

This command tells the follower_nr to group with the leader_nr and to look in room_nr for both follower and leader. (Follower and leader are both mob vnums.) The type of follower created depends on the follow flag: 0: Follower will follow the last loaded leader in the room. e.g. Joe Schmoe (3200) wants to group with Jane(3201), Joe will be the leader and they are in room 3205. F 0 3205 3200 3201 1: Follower will pair up with anothor previously ungrouped leader. (This should rarely be used.) e.g. You have a room with 6 goblins and 6 wargs. You want each goblin to have its own warg pet. If the room is 7463, the wargs are 7432, goblins 7532. You would issue 6 of these commands: F 1 7463 7532 7432 2: All mobiles of type follower_nr in the room_nr will follow the first leader_nr or a previously grouped leader_nr mobile. e.g. You have twelve Skeletons and Six zombies that are the minute-men for a Necromancers army. If they are in room 12423, the Necro is 12425, the zombies 12873, and skeletons 12732, you would issue these commands: F 2 12423 12425 12873 * all zombies follow necro F 2 12423 12425 12732 * all skeletons follow him 3: This acts VERY similar to type 1 except the Leader mobile will MOUNT the follower. The follower should have a ACT_MOUNT action flag set. This command is independant of mobile loading, and should be used AFTER the mobile has been loaded in the room. NOTE: if a zone reset occurs and either the follower or the leader has been killed and both are in the room designated by follow, then they will refollow. ALSO, the follower should be tagged ACT_SENT if you don't want the follower to wander away from the leader. Grouped hunters will no longer hunt until their leader is dead. Net result: grouped mobs will now hunt as a group if the leader is a hunter. If not, the group will not hunt until the leader is dead, at which point they will all split up and hunt individually. Before the change, grouped hunter mobs would all split up and hunt individually, and leave their master alone if he wasn't a hunter also.

X (remove mob from room)

Format: X [if-flag] [room vnum] [mob vnum] [combat toggle]

1. Specify -1 as the room number, and the X command will remove ALL instances of the specified mob vnum currently in the game. Needless to say, be VERY careful with this! Don't make mobs removed with X scavengers, and be wary of making them quest mobs - when this command executes, the mobs and all of their items will disappear for good. Also, with the -1 option, the mobs will echo a short message to their rooms to the effect of "[mobname] slowly fades away..." 2. If you want the X command to ignore mobs in combat, place a '1' at the end of the command. Otherwise it can be omitted.