So, I'm sitting on BP trying to make mobs and what not, and it didn't don on me until now that the medit is really rather sloppy, and a lot of the affects and what not are stupid.
So for mob flags we have the standard "quest mob", "isnpc", !track, and so on.
Under mob affects we have the dumbest list of things I've ever seen.
While some things under the affects make sense like defensive spells, and what not...there are offensive spells that you can add taht HURT the mob. I didn't notice that until I tried to make a mob use suffocation on a player. I mean, I saw all poisons listed, defensive spells listed, amongst other things...so I figured "hey, he can cast suffocate people". boy was I wrong. I didn't notice until I turned nobat off that he was dying! So, we really need to get rid of "affects" that hurt the mob. It just doesn't seem practical, and I doubt they're used. (please correct me if I'm wrong).
So aside form the weird affects above...I have come to the conclusion that mobs classes don't make much sense, and are basically useless aside form deciding whether or not something is going to cast magic, encircle, bash, or just be a normal mob. I know Anubis is busy working on an awesome mob AI which is a HUGE step for 4D, so here is my suggestion in addition to the AI:
FIRST:
For the MOB class, lets be able to actually CHOOSE a player class for the mob. This way the mobs use the same skills/spells as we do. This makes it not only more interesting, but the mobs start looking unique in combat.
Second: the Undead mob class should remain as such, and I would like to write the small skill/spell list for this class. I have a great list of spells, and skills for the undead. I would also like to branch the undead mob class into the following types::
Lesser Undead (it would be a basic mob with minor abilities)
Undead Caster (Undead that casts death magic)
Undead Warrior (Undead with undead warrior skills)
Greater Undead (has access to all spells/skills of the undead)
By choosing one of these, a builder would then have another function that allows them to choose what abilities from a list, that they specifically want the mob to use.
I think we could apply the same thing to the other mob classes, thus giving the builder the ability to personalize their mobs further rather than just dealing with stock functions that the AI automatically chooses.
Finally: I want to have UNDEAD MOBs immune to death magic.
Here is the medit window, I put in bold what I've added and changed. I moved choice O(subskill) to a new choice Z, and then changed choice O to the skill list option.
(medit window)
-- Mob Number: [XXXXX]
1) Sex: male 2) Alias: mob unfinished
3) S-Desc: the unfinished mob
4) L-Desc:-
An unfinished mob stands here.
5) D-Desc:-
It looks unfinished.
6) Level: [ 0], 7) Alignment: [ 0]
Hitroll: [ 0], 9) Damroll: [ 0]
A) NumDamDice: [ 1], B) SizeDamDice: [ 1]
C) Num HP Dice: [ 0], D) Size HP Dice: [ 0], E) HP Bonus: [ 0]
F) Armor Class: [ 100], G) Exp: [ 0], H) Gold: [ 0]
I) Position : Standing J) Default : Standing
K) Attack : hit
L) NPC Flags : ISNPC
M) AFF Flags : NOBITS
N) Segments : Not set X) Training List : Not Set
R) Mob Race : Humanoid
V) Mob Class : UNDEAD: GREATERT) Tier : 0
O) Skill list : SETU) Charisma : 11 W) Skin Vnum : -1
S) Script : Not Set. Y) Owner : (null)
Q) Quit
Z) Subskill : UNUSEDEnter choice :
Anyway, just a few ideas I was tossing around.