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-rw-r--r--building_guide/mobs.md21
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.
---