#1080
Was once an immortal and now is again. Killed more players than smallpox.
Got senile in his advanced age. Has forgotten more than you have ever known
about this game, does not have the desire to relearn much. Generally lazy when
it comes to most things mud related, but is in the process of adding onto the
Yuuzhan Vong zone after years of promising to do so. Has only built 1 zone,
EVER! Used to enjoy exploiting bugs and bot leveling when at work in Portland.
Is extremely happy to be back on Mt. Meru.
~
#1081
Mob Grouping
LEADER (leads a group of mobiles)
FOLLOWER (finds a leader and joins a group of mobiles)
Helpfull Hints on Mob Groups
- make sure all mobs can see each other!! If they can't see they can't follow or group,
this includes infravision.
- make sure mobs are friendly to each other! Jedi will not follow sith, imperials will
not follow rebels, evil will not follow good etc etc.
- make sure the leader is a higher level! mobs will not follow someone lower level than
themselves
- make sure the leader's load command is in position 0 in zedit, it has to load first or
it won't be in the room for followers to follow
- currently, this works off of keywords. If your mob is following the wrong mob it means
you have 2 mobs in the room with the same keyword. Try adding a unique keyword
to your leader mobile and make sure that keyword is first in the keyword list.
- followers who do not have a leader, will automatically find one they are friendly to
and within level range of, and will automatically join their group.
- mobs of different classes will perform different actions automatically when they become
grouped, bodyguards will protect, jedi will defend etc
- room movement skills are turned off for followers, but only when they are actually following
and grouped with another mob. These skills include things like group advance, retreat etc
- you can create random mob groups by loading an area with different types of leaders and different
types of followers, as they wander around they will form groups as they run into each other,
just make sure to spread the mobs out enough so they don't clump up
- officer is a special class for mobs that is more group oriented. It has both group advance and
group retreat, as well as the full suite of normal stormtrooper mob combat actions, and
order fire.
- followers who get lost and still have a leader, will begin to automatically track back to their leader,
so it's not nessecarry to make every mob !push to keep your groups together. Let them split up from time
to time, it's ok.
~
#1082
Usage: sinventitem
With the Cosmic Invent skill, an inventor is able to invent a space based stat item
instead of a land based stat item.
See Also: Inventor Technician
~
#1084
The only immortal from South Africa. And possibly the only active member
still left from there. He never has his busy flag on, thus always ready to answer
questions, whereby he normally responds with: 'I don't know'.
His contributions include: Jivv Space City, the custom upgrade system, the
Double-Bladed Lightsaber Discovery autoquest, and he normally fixes most bugs
he finds or is made aware of. He is also keen on hosting quests and most happy
when mortals die for his fun.
~
#1085
After years of violent acts and heroic conquests some Mercenaries ascend to new
heights of fame and glory. A Warlord has mastered the arts of weaponry and
hand-to-hand combat beyond even that of other mercenaries. Combining the
knowledge of a Commando and a Bodyguard these cunning warriors are known
throughout the galaxy as people who can get the job done.
Skill Level Learned
--------- --------------
Sixth Sense 60
Hawkeye 65
Rally Cry 70
Pummel 75
Tackle 80
Collateral Damage 85
Push 90
Group Retreat 95
Strike Force 100
All skills before level 60 mirror that of the Mercenary class
See Also: Remort Bodyguard Commando Mercenary
~
#1086
After years of serving the Jedi Order, some disciples lose faith and seek to
obtain true oneness in balance with the Force. Years of mastering the
use of the Force to serve the greater good makes these students a source
of awe and wonder. With the knowledge and understanding of a Consular,
the superior combat abilities of a Defender, and the steadfastness of a
Sentinel. However, the Gray Jedi has also learned to allow their emotions
to flow more freely.
Skill Level Learned
---------- --------------
Crucitorn 60
Fear 60
Conceal 70
Foresee 75
Saber Throw 80
Absorb Force 85
Peace 90
Fury 90
Healing Aura 100
Bonus: Gray Jedi focus costs benefit most from neutral alignment
All skills before level 60 mirror that of the Jedi Class
See Also: Jedi Remort Defender Consular Sentinel
~
#1087
Combining the hatred for life and the understanding of the Dark Side of the
Force of a Sith Lord along with the Marauder's master of Lightsaber combat a
Dark Master is the epitome of true evil. These dark beings have given up on
any semblance of order and care nothing for anything, or anyone, but
themselves. The Dark Masters live by no rules, and therefore have no limits to
the power that they can wield.
Skill Level Learned
--------- --------------
Fury 60
Conceal 65
Force Lightning 70
Fear 75
Flurry 80
Despair 85
Saber Throw 90
Darkness 95
Essence Transfer 100
Bonus: Dark Masters become evil twice as fast as normal and good half as fast.
All skills before level 60 mirror that of the Jedi Class
See Also: Sith marauder Sith lord Jedi Remort
~
#1088
Sometimes money and luck aren't enough. Often you need power and a network of
criminal minions. Crime Lords have spent their entire careers building a
reputation and fostering relationships to ensure that they will never be in
need of anything. Having the guile of a Swindler and the hit and fade prowess
of a Scoundrel, the Crime Lord is someone you don't want to meet in a dark, or
light, alley.
Skill Level Learned
--------- --------------
Palm 60
Escape 65
Trick 70
Scoundrel's Reflex 75
Dodge 80
Disarm 85
Trip 90
Bombardment 95
Cheat 100
Bonus: Crime Lords can see the equipment and inventory of some Legendary mobs
All skills before level 60 mirror that of the Smuggler class
See Also: Remort Scoundrel Swindler Smuggler
~
#1089
When a bounty hunter has been at the craft of killing for too long, sometimes
he or she begins to enjoy it a little too much. When killing is no longer a
job, it is a way of life, the bounty hunter has crossed that thin line into a
Murderer. With the stealth and awareness of an Assassin and the mechanical
improvements of a Cyborg, there is little to nothing one can do to avoid death
when a Murderer has you in their sights.
Skill Level Learned
--------- --------------
Stealth 60
Self Repair 65
Sniper 70
Vanish 75
Tune Up 80
Make Round 80
Lethal Weaponry 85
Stalk 90
Adaptation 95
Blitz 100
All skills before level 60 mirror that of the Bounty Hunter class
See Also: Bounty hunter Cyborg Assassin Remort
~