*L104 /MOB ATTACK The /mob attack command is where settings for what kind of attacks a mob will use is set. All mobs comes with a default attack of "hit", with minimum ob and damage. If the mob is supposed to have another attack, it has to be added to the mob first, only then can the default hit attack be removed. A mobile can have several attacks set, although this is not supposed to be common. It's more of a special feature for special mobs. And if a mobile has several attacks, it's strongly suggested they have one main attack that occur regularly, and then a secondary attack that occurs more infrequent. If a mobile comes equipped with one or several weapons, the attack hit will be used to boost the use of the weapon. So if a mobile has a hit attack with 100ob, when it wields a weapon that gives 20ob, it will have 120ob with the weapon. Not having a hit attack set will make mobiles rather useless with weapons. The arguments to set on /mob attack are these: /mob attack set : this is the number of the mobile attack: this tells the game you are changing the mobiles attacks set: this tells the game you are setting a new attack/changing an existing one. type: there is a number of different types of attacks. This is the "natural" attack of the mobile, and an appropriate one should be set depending on what type of mobile it is. A cat can claw or bite, a bird peck and so on. These are the available types of attacks right now (more may be added): hit sting whip bite crush pound claw kick pierce peck punch stab pinch gore speed: speed is the delay between attacks. Every attack has its own delay that is independent on any other attacks the mobile may have. A speed of 100 means the attack will occur once per combat round (with some randomness). 150 means it will happens once per 1.5 battle round, and 50 means it will happen twice per battle round. Take care to not set too low numbers here because frequent attacks make a mobile very very powerful. ob: offensive bonus. This is how good the mobile is at hitting its target with this attack. A general guideline to what a reasonable ob is could be said to be somewhere around 5-10ob per level of the mobile. xdy+z: the damage of the attack. The damage in warp is set with hit dice, where X is the number of dice, Y is the sides of the dice and Z is additional damage. 2d6+10 would roll two dice, with 6 sides each, then add 10 to the damage. In effect that means 1to6 + 1to6 + 10, so a damage of 12-22. For higher average damage, many dice with fewer side, and a high additional damage is good, and for mobs with more random damage, you use few dice with many sides. 5d3+10 gives a damage of 15-25, with an average of 20, and a steady high damage, while 2d20+0 gives a damage of 2-42, with an average of 20, but with very random damage. A good guideline for what may be reasonable for damage is that a mobile should not have attacks doing more max damage than roughly twice their level. chance: this is the chance that the attack will occur. 100 is the max value, and means the attack will always be executed when the delay from the former delay is up. Setting it to 30 means there is only a 30% chance the attack will happen when the delay from the former attack is up. So a low number results in rare attacks. Example: /mob 100 attack set bite 75 125 2d10+5 95 This sets attack type bite to mobile 100. With a speed of 75, an ob of 125, the damage 2d10+5 and 95% chance to occur. When doing /vstat or /stat on the mobile, the possible attacks are listed near the bottom, and look like this: Attack 'claw', speed 100%, OB 14%, damage 1d2+2, chance 100% Attack 'bite', speed 275%, OB 20%, damage 1d2+3, chance 60%