#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 ~