From the NannyMUD documentation
2004-10-24
NAME
monster rules - rules on values etc. for monstersDESCRIPTION
GENERAL Make monsters of many kinds, not only super monsters of level 20 with extreme values on everything including the reward when killed. Consider the monsters as part of the depth in your area; add low-level birds and rabbits to it. Monsters with low levels are recommended to be wimpy. STANDARD VALUES There are a set of limits on several monster stats implemented in the standard monster objects. If you need other ones, talk to the admin about it. Below, the values are listed. Lvl hp ac wc Lvl hp ac wc Lvl hp ac wc +----+-----+---+---++----+-----+---+---++----+-----+---+---+ | 1 50 0 3 || 8 120 3 7 || 15 200 6 15 | | 2 60 0 3 || 9 130 3 8 || 16 225 7 16 | | 3 70 1 3 || 10 140 4 9 || 17 250 8 18 | | 4 80 1 4 || 11 150 4 10 || 18 300 8 19 | | 5 90 2 4 || 12 160 4 11 || 19 350 9 20 | | 6 100 2 5 || 13 170 5 12 || 20 400 10 25 | | 7 110 3 6 || 14 180 5 13 || | +----+-----+---+---++----+-----+---+---++----+-----+---+---+ ALIGNMENT No monsters are allowed alignments higher than 1000, nor lower than -1000. Alignments between -100 and 100 are allowed for any monster. Outside that, alignments of -25 per level to 25 per level are allowed, which places monsters of level 20 at -500 - 500. Anything outside that requires approval, and none such will be given beyond -1000 - 1000 (and those are for arch devils/angels). Be prepared to motivate any approval request. For details on how the numeric alignment value is mapped to a string, like "demonic" .. "saintly", see the source code of the player object. WALKING MONSTERS Monsters that are able to leave your area and stroll around the world must be approved. To have any chance of approval, they must not be aggressive. In your area you do as you please in regard to this. REWARDS FOR KILLING A MONSTER The game rewards the player killing the monster with some XP. Apart from that there is the loot; the items and valuables that the monster carried. There is an UPPER MAXIMUM limit on the total value: Max allowed value = HP*AC*WC/20 . Of this, a maximum of 1000 might be pure money! Give the monster valuable items instead. Note that a monster should have a reason to have money; animals must have none at all. All monsters having more xp than the default value, require special permission. As long as you let set_level() determine the xp the monster has, it's ok, but when you want to call set_ep() directly ask for approval. All monsters should be checked with /std/tools/monster_check before put into the game. All reports made by monster_check must be regarded. MORE READING Read through the documentation on the various monster objects available and look at the examples in /examples to get a hint on how to create your own monster. MONSTER NAMES Avoid creating monsters with the same name as players! The game is confusing enough as it is. If you don't want a player to pick a name that you have used for a monster, do 'banish'. Only do this for important monsters in your area, since we do not want to banish more names than necessary. Everytime you banish a name, remember that you are restricting a player who may have wanted to use that name for their character. MONSTER SPELLS AND ABILITIES Some monster might have spells just like any player while other might have natural attacks and abilities. Some monsters might have both, like Dragons. There are features of the standard monster objects, easily used, for this purpose. If your monster uses spells, the wc in the table above might be reduced by (the spells average damage)*(the chance it is used). MONSTER ATTACKS AND MAX DAMAGE There is a general rule that no monster should have an attack that can give more than 100 damage (HP, SP, or HP+SP) in one single hit.