Ok, here is a few notes of things I noticed. (Sometime I'll dig into it deeper).
In classes file
---------------
Skills can also be added to a class using SSET, but can only set adept with this.
Actually that is incorrect. You can use sset to set the adept also using
Usage: sset <sn> class <class> <level> <adept>
3. Use SETCLASS <class> SAVE often.
>setclass monk save
Class saved.
This shouldn't be necessary, it should be set up to save all the changes to the class in setclass already. This includes when you change the skills assigned to the class by using setclass or sset.
In mobiles file
---------------
hitroll = amount of hits mob can take (defaults to 8 if not set and adds 8 if set)
Hmm hitroll isn't exactly the number of times they can hit it's more like a chance for a successful hit I think. Lol been awhile since I dug into everything, but it does make sense lol.
armor = armorclass of the mob
Might want to toss in somewhere that higher armor is better. (Smaug and some others lower armor was better, always seemed backwards to me so I'm fairly sure I changed it lol).
pos = mobs current position (defaults to standing and overwrites long desc)
It doesn't overwrite long description it is just displayed instead of long description in some cases.
gold = amount of gold player can collect on loot
I would go with amount of gold reset on the mobile when it is reset instead. Since it can be stole (using steal), looted upon death, used by the mobile, etc....
5. Use SAVEAREA often to save completed work as you progress in case of a dreaded MUD crash.
Usage: savearea [<area filename>]
This command allows you to save a prototype area.
Should note that savearea only works on prototype areas where as foldarea is used for installed areas.
DETERMINING HPS/HITROLL/DAMROLL
---------------------------------
HPs are expressed as a #d#+# value so that when the mob repops, the MUD can generate a random level of HPs. What this means is; (number of dice) x (dice size) + (number). So a L1 mob might have 1d10+90 HPs or a range of 91-100 HPs depending on how it repops.
If you wish to generate a specific level of HPs, say 500 HPs, it would translate to: 1d1+499.
A general rule of thumb starts with NO LESS than 100 hitpoints PER LEVEL of mob.
Mob Level | Min HPS/LVL
-------------------------
1-10 | 10-25
11-20 | 25-50
21-30 | 50-100
31-40 | 100-200
41-50 | 200+
Think about the level of characters intended to be in your area attacking your mobiles. Then go find out what their average stats are. Pay particular attention to Hitroll, Average damage (which means damroll as well as average weapon damage), armor class, alignment and avg max hitpoints.
Damage is generated the same way as HPs; (numdice)x(dicesize)+(number). So a mob doing 5d8+12 damage will generate a range of 17-52 points of damage each time it lands a blow.
(I usually try to make the damage done by a mob comparable to that done by a warrior of the same level)
This was the old way of handling it in Smaug. LoP instead uses the minhit and maxhit and just gets the hp that way. I never really cared for the old way lol.
In objects file
---------------
wear_loc = the location where the object is worn (set automatically based on wear flag)
Well it is set automatically when it is worn. If you gave something 2/3 wear locations (which you can) it will be set to where they are wearing it. Example: you have some gloves that are set with wear locations of head and hand (Yes I know just doing this as an example) and they type wear head it would put the wear_loc to head if you did wear hand it would put the wear_loc to hand.
I notice you didn't really cover the requirements part in objects, might want to cover it a little bit.
On the objects default to level 5, You will notice that 5 is just what it set that object at not the prototype level. It uses your current get_trust actually for that in ocreate. I'll update it to default to 0 since I think it is a bit annoying personally, and you can specify what level you want it invoked at anyways.
Hmm quite a bit of stuff in here I'll need to look over sometime a bit better lol. Just trying to get a few things changed for now lol.
In races file
-------------
Like classes, races are autosaved.
In skills file
--------------
1. Use SLOOKUP <skill name> to make sure the skill is not already created (and just not being used).
Using slookup isn't really needed if you try to make one that is already there it will let you know (I think).
name = The name is used for practising the skill or spell and by the 'cast' command. Mobiles which cast
It should be practicing.
You should also probably include the part about setting what class and percent and what race and percent for sset. It should also be noted that the skill won't be useable etc... until a hotboot/reboot/crash have happened and the mud loaded them up again. You might also want to cover the slots that are used for spells/skills in regards to items that use spells/skills for affects (like potions etc... use the slots for things. (Although you put in the SN it uses the slot number sometimes). (Unless thats something I changed and forgot about lol anything is possible).