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| author | historia <[not public]> | 2026-10-03 19:46:54 -0400 |
|---|---|---|
| committer | historia <[not public]> | 2026-10-03 19:46:54 -0400 |
| commit | 3a39a020e4449bc4d6f728ef837cffb9f7bd0c56 (patch) | |
| tree | 9ba1cd5f2aef6ef7c54fdf5b02a780604b5af80b /building_guide/mobs.md | |
| parent | c6d4702c0be4d2b37e1d82ff96265c52847c3f9a (diff) | |
| download | thehouseoficarus-3a39a020e4449bc4d6f728ef837cffb9f7bd0c56.tar.gz | |
feat: new casino game: plinko
Diffstat (limited to 'building_guide/mobs.md')
| -rw-r--r-- | building_guide/mobs.md | 21 |
1 files changed, 11 insertions, 10 deletions
diff --git a/building_guide/mobs.md b/building_guide/mobs.md index 833fbfd..cbcd728 100644 --- a/building_guide/mobs.md +++ b/building_guide/mobs.md @@ -67,7 +67,7 @@ combat: strength: 3 defense: 3 speed: 5 - max_melee_hit: 1 # OSRS-derived: ((strength+9)*(strength_bonus+64)+320)/640 + max_melee_hit: 1 # max hit with melee (for melee-attacking mobs) bonuses: attack_bonus: 3 # equipment-equivalent attack bonus for mob's attack roll strength_bonus: 2 # equipment-equivalent strength bonus for mob's max hit @@ -97,9 +97,9 @@ All combat stats live under `combat.stats:` | `ranged` | Ranged level (for ranged/science mobs) | | `science` | Science level | | `speed` | Attack speed in ticks (default 5) | -| `max_melee_hit` | Maximum melee hit (for melee-attacking mobs). Computed as ((strength+9)*(strength_bonus+64)+320)/640 | -| `max_ranged_hit` | Maximum ranged hit (for ranged-attacking mobs). Computed as ((ranged+9)*(ranged_bonus+64)+320)/640 | -| `max_science_hit` | Maximum science hit (for science-attacking mobs). A set value — magic max hits are not level-derived in OSRS | +| `max_melee_hit` | Maximum melee hit (for melee-attacking mobs) | +| `max_ranged_hit` | Maximum ranged hit (for ranged-attacking mobs) | +| `max_science_hit` | Maximum science hit (for science-attacking mobs). A set value, not level-derived | #### Bonuses (`combat.stats.bonuses:`) @@ -352,7 +352,7 @@ Mobs without these fields work normally (assassin_level defaults to 0, finishing ### Task Mobs (Worksites) -A task mob is a non-violent "worksite" — build a solar panel, survey flora, prospect a rock — that reuses the entire combat engine. Set `combat.kind: task`. Mechanically `combat.stats.hp` is the work pool that drains to 0 to **complete** the work; the player sees a progress bar filling toward 100%. A task mob **never attacks back** — the danger (if any) comes from a room `hazard:` (see `hazards.md`). Use the `work` command (or `attack`) on it. +A task mob is a non-violent "worksite" — build a solar panel, survey flora, prospect a rock. Set `combat.kind: task` and treat `combat.stats.hp` as the amount of work required to complete it. A task mob **never attacks back** — the danger (if any) comes from a room `hazard:` (see `hazards.md`). Use the `work` command (or `attack`) on it. Task-specific fields live in the root-level `task:` block: @@ -402,10 +402,11 @@ drops: # the "payment" for the labour — same drop sy Key points: -- **All combat styles work.** Melee, ranged (consumes ammo as "supplies") and science decks (consume junk) all apply progress. The per-type `*_defense` values steer which method is *efficient* without forbidding any — a rock might have low `crush_defense` but high `stab_defense`. -- **XP and buffs are identical to combat** — driven by your attack style (accurate/aggressive/defensive/balanced) and split into the combat skills. This is a non-violent way to train Accuracy/Strength/Defense/Ranged/Science/Hitpoints. -- **No special equipment.** Task mobs are designed around the weapons and bonuses you already have. There is no separate "tool" equipment set. -- **Progress decays exactly like inverted mob regen.** A task you stop working on slowly loses progress over time (the same regen that heals combat mobs, displayed inverted). -- **One worker at a time**, the same 1-v-1 lock as combat. +- All combat styles apply progress: melee, ranged (consumes ammo), and science decks + (consume junk). The per-type `*_defense` values steer which method is *efficient* + without forbidding any — a rock might have low `crush_defense` but high `stab_defense`. +- `combat.stats.hp` is the amount of work required, not a health bar. Task mobs never + attack back; danger comes from a room `hazard:` if you want any. +- `drops` are the payment for completing the work, using the same drop system as combat. --- |
