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MEDIT
medit [vnum]
The MEDIT command is used to create and edit NPCs within the game world. Like the other OLC commands, you can use "MEDIT #" to edit a specific NPC; if no NPC exists at that vnum, you will have the option of creating one there.
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Keywords
These are the aliases / keywords that the NPC can be targeted with. -
Name
This is the name of the NPC, used when they speak and when looking at them. Unless it is a proper name (e.g. "Alice" "Claire"), this should always start with a lower-case letter. This should never end in punctuation. -
Room Description
This is the line that's printed to the room when you LOOK. This should always start with a capital letter and end with punctuation. -
Look Description
This is the text that's printed when you LOOK at the NPC. -
Mob Flags
Accessing this menu allows you to modify the behavioral flags that the NPC has set. More on these flags can be found here (this window) or here (new window). -
Affected Flags
Affected Flags are used to add extra abilities or change the state of the NPC. They are detailed HERE. -
Nothing
For reasons unknown, there is no option listed at 7. -
Average Nuyen / Credstick Value
This allows you to set the average nuyen value of loose-cash and nuyen contents of the credstick that spawn on the NPC when it is killed. Set to 0 to have nothing of the type appear. -
Bonus Karma Points
Karma Points are set based on the attributes, skills, etc of the NPC. Bonus Karma Points add to this pre-determined total; karma points are awarded on killing.
a) Attributes
Select this to enter a menu where you can set up the NPC's various attributes.
b) Level
This is roughly equivalent to Immortal level- if you have an NPC that you don't want low-level Immortals forcing or setting, set the NPC's level higher than theirs to make it immune to their tampering.
c-d) Ballistic / Impact
This allows you to set the NPC's inherent (naked) armor.
e-f) Max Physical Points / Max Mental Points
This allows you to set the maximums for the NPC's health and mental status. Unless you have a good reason to change it, this should be left at 10/10.
g-h) Position / Default Position
The Position field is the position that the NPC spawns in- it's not recommended to set this to Mortally Wounded, Stunned or Fighting. The Default Position is the position in which the NPC will print its room desc to the room; if the NPC is not in the Default Position, a custom string will be printed instead ( is <sleeping/sitting/standing/whatever> here).
i-k) Gender / Weight / Height
These fields allow you to set the vital statistics of the NPC.
l) Race
This field allows you to set the race of the NPC. Obviously, races such as 'Dryad' and 'Dragon' should only be selected if you have a good reason to do so.
m) Attack Type
This field allows you to set the unarmed attack type of the NPC. Explosive effects such as 'rocket' and 'grenade' may or may not have splash damage, depending on your MUD's build. If they do, it is extremely advisable to NOT set explosive attack types.
n) Skill Menu
Here you can give the NPC up to six skills that it will use when relevant. These skills are usually used to make the NPC better at combat or magic.
o-p) Arrive Text / Leave Text
This allows you to set the movement text of the NPC. This functions much like player-movement text.
r) Faction Information
This field allows you to set the allegiance of the NPC. Characters who help or harm this NPC will have their reputation within the faction network modified accordingly.
!BLIND
This legacy flag has no effect.
!EXPLODE
Explosive attacks do not damage this NPC.
!KILL
Attacks do not damage this NPC.
!RAM
It is not possible to ram this NPC.
AGGR
NPC attacks PCs and all vehicles in the room.
AGGR_DWARF
NPC attacks Dwarf, Gnome, Menehune, Koborokuru PCs and all vehicles in the room.
AGGR_ELF
NPC attacks Elf, Wakyambi, Night-One, Dryad PCs and all vehicles in the room.
AGGR_HUMAN
NPC attacks Human PCs and all vehicles in the room.
AGGR_ORK
NPC attacks Ork, Hobgoblin, Ogre, Satyr, Oni PCs and all vehicles in the room.
AGGR_TROLL
NPC attacks Troll, Cyclops, Fomori, Giant, Minotaur PCs and all vehicles in the room.
ASTRAL
The NPC is an astral form such as a spirit or elemental.
AWARE
This legacy flag has no effect.
AZTECHNOLOGY
This legacy flag has no effect.
DUAL
This NPC is dual-natured and as such has a presence on the astral plane.
FLAMEAURA
This flag causes engulfing fire attacks performed by the NPC to be stronger. This also modifies the NPC's non-default room desc to add 'surrounded by flames'.
GUARD
This NPC will attack players bearing gear that violates the zone's security rating. This NPC will also attack players who are shooting nearby. This NPC will attack vehicles under the following conditions: The vehicle is a drone OR is a bike that is off-road at the moment.
HELPER
This NPC will jump to the aid of NPCs fighting characters. This NPC will also shoot at characters shooting nearby.
INANIMATE
This NPC is an inanimate object; used for making vending machines and the like. This NPC cannot be hit by manabolts, is immune to stunbolts, does not bleed, and does not fight back.
ISNPC
Leave this set. This flags an NPC as being an NPC.
MEMORY
This NPC remembers those who attack it and will attack them the next time it sees them.
PRIVATE
This flag stops the NPC's stats from being investigated by Immortals below level 4.
SCAVENGER
This NPC will pick up the most expensive item it can carry every action round.
SENTINEL
This NPC will stand still and not leave its post under normal conditions.
SNIPER
This NPC will perform its duties at range (guarding with a sniper rifle, aggro'ing with a sniper rifle, etc). The exact range is determined by the NPC's natural vision and the range of its weapon.
SPEC
This NPC has a special function hardcoded in spec_assign.cpp.
SPIRITGUARD
Set by the code for spirits / elementals performing services. Do not set.
SPIRITSORCERY
Set by the code for spirits / elementals performing services. Do not set.
SPIRITSTUDY
Set by the code for spirits / elementals performing services. Do not set.
STAY-ZONE
This NPC will only move to rooms that are within the zone of its current room.
TOTALINVIS
This NPC is completely invisible to mortals.
TRACK
This legacy flag has no effect.
WIMPY
This NPC will flee if its health gets too low.
Acid
This flag is applied by acid-based spells; do not set.
ACTION
This flag is used by the combat code; do not set.
APPROACH
This flag is used by the combat code; do not set.
Banishing
This flag is used by the banish code; do not set.
Binding
This flag 'binds' a character to the ground, making them unable to move without first passing a check.
Bonding Focus
This flag is used by the bonding code; do not set.
Building Lodge
This flag is used by the lodge-construction code; do not set.
Conjuring
This flag is used by the conjuring code; do not set.
COUNTERATTACK
This flag is used by the fight code; do not set.
Damaged
This flag is used by the damage and healing code; do not set.
Designing
This flag is used by the programming code; do not set.
Det-invis
This flag gives a +4 TN modifier instead of the usual +8 when fighting invisible enemies. This flag functions as ultrasound.
Detox
This flag is used by the Detox spell to remove drugs; do not set.
Drawing Circle
This flag is used by the circle-creation code; do not set.
Charm
This flag mimics the effect of the standard fantasy 'Charm' spell; the afflicted NPC cannot attack or leave their 'master' willingly.
Fear
This flag causes the NPC to flee in fear until a test is passed.
Group
This flag is used by the group code; do not set.
Healed
This flag marks the character as having been healed already (and thus being immune to another healing spell until given a new set of wounds).
Hide
This flag causes the affected NPC to be hidden from sight until the hide is broken.
Infravision
This flag sets the NPC's vision to Thermographic.
ImpInvis (Spell)
This flag makes the NPC invisible as per the Improved Invisibility spell.
Invis (Spell)
This flag makes the NPC invisible as per the Invisibility spell.
Laser-sight
This flag gives the NPC the benefits of a laser-sighted weapon.
LL-eyes
This flag sets the NPC's vision to Low-Light.
Manifest
This flag is used by the astral projection code; do not set.
Manning
This flag is used by the turret-manning code; do not set.
NOTHING
This legacy flag does nothing.
Packing Workshop
This flag is used by the workshop-packing code; do not set.
Part Building
This flag is used by the deck construction code; do not set.
Part Designing
This flag is used by the deck construction code; do not set.
Petrify
This flag locks the NPC / character down completely, blocking all commands. This causes many problems and cannot be removed easily from players on AW; don't set it without good reason.
Pilot
This flag is used by the code to designate a driver; do not set.
Programming
This flag is used by the code to designate a programmer; do not set.
Prone
This flag is used to designate whether or not a character is in the prone position.
ResistPain
This marks a character as being affected by pain resistance, removing TN penalties for damage but making the damage invisible to the character.
Rigger
This is used by the code to mark an active rigger; do not set.
Ruthenium
This makes the character invisible as if covered in Ruthenium.
Sneak
This flags the character as sneaking.
Spell Design
This flag is used by the spell-design code; do not set.
Stabilize
This flag is used by the healing and damage code; do not set.
Surprised
This flag is used by the combat code; do not set.
Thermoptic
This makes the character invisible as if covered in thermoptic material.
Tracked
This flag is used in the astral tracking code; do not set.
Tracking
This flag is used in the astral tracking code; do not set.
Vision x1
This marks the character as having 1x zoom vision.
Vision x2
This marks the character as having 2x zoom vision.
Vision x3
This marks the character as having 3x zoom vision.
Withdrawl
This flag is used by the drug code; do not set.
Withdrawl (Forced)
This flag is used by the drug code; do not set.
Please refer to the building guide.