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 | 0 | WEAR_FEET | 8 | WIELD_PRIMARY | 16 |
| WEAR_FINGER_R | 1 | WEAR_HANDS | 9 | WIELD_SECOND | 17 |
| WEAR_FINGER_L | 2 | WEAR_ARMS | 10 | HOLD | 18 |
| WEAR_NECK_1 | 3 | WEAR_SHIELD | 11 | WEAR_EYES | 19 |
| WEAR_NECK_2 | 4 | WEAR_ABOUT | 12 | WEAR_FACE | 20 |
| WEAR_BODY | 5 | WEAR_WAIST | 13 | WEAR_EARRING_R | 21 |
| WEAR_HEAD | 6 | WEAR_WRIST_R | 14 | WEAR_EARRING_L | 22 |
| WEAR_LEGS | 7 | WEAR_WRIST_L | 15 | WEAR_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.