0 DEAD Reserved for internal use. Do not set.
1 MORTALLYW Reserved for internal use. Do not set.
2 INCAP Reserved for internal use. Do not set.
3 STUNNED Reserved for internal use. Do not set.
4 SLEEPING The monster is sleeping.
5 RESTING The monster is resting.
6 SITTING The monster is sitting.
7 FIGHTING Reserved for internal use. Do not set.
8 STANDING The monster is standing.
0 hit/hits
1 sting/stings
2 whip/whips
3 slash/slashes
4 bite/bites
5 bludgeon/bludgeons
6 crush/crushes
7 pound/pounds
8 claw/claws
9 maul/mauls
10 thrash/thrashes
11 pierce/pierces When used on weapons, makes able to backstab
12 blast/blasts
13 punch/punches
14 stab/stabs When used on weapons, makes able to backstab
15 impale/impales
1) SPEC This flag must be set on mobiles which have
special procedures written in C. In addition to
setting this bit, the specproc must be assigned in
spec_assign.c, and the specproc itself must (of
course) must be written. Instead of using this
use scripts.
2) SENTINEL Mobiles wander around randomly by default; this
bit should be set for mobiles which are to remain
stationary.
3) SCAVENGER The mob should pick up valuables it finds on the
ground. More expensive items will be taken first.
4) ISNPC Must be set on all mobs - set as standard.
5) AWARE Set for mobs which cannot be backstabbed.
6) AGGRESSIVE Mob will hit all players in the room it can see.
See also the WIMPY bit.
7) STAY_ZONE Mob will not wander out of its own zone -- good
for keeping your mobs as only part of your own
area.
8) WIMPY Mob will flee when being attacked if it has less
than 20% of its hit points. If the WIMPY bit is
set in conjunction with any of the forms of the
AGGRESSIVE bit, the mob will only attack mobs that
are unconscious (sleeping or incapacitated).
9) AGGR_EVIL Mob will attack players that are evil-aligned.
10) AGGR_GOOD Mob will attack players that are good-aligned.
11) AGGR_NEUTRAL Mob will attack players that are neutrally aligned.
12) MEMORY Mob will remember the players that initiate
attacks on it, and initiate an attack on that
player if it ever runs into him again.
13) HELPER The mob will attack any player it sees in the room
that is fighting with a mobile in the room.
Useful for groups of mobiles that travel together;
i.e. three snakes in a pit, to force players to
fight all three simultaneously instead of picking
off one at a time.
14) NOCHARM Mob cannot be charmed.
15) NOSUMMON Mob cannot be summoned.
16) NOSLEEP Sleep spell cannot be cast on mob.
17) NOBASH Large mobs such as trees that cannot be bashed.
18) NOBLIND Mob cannot be blinded.
19) AGGR_LIVING Mob will attack players who are alive.
20) AGGR_UNDEAD Mob will attack players who are undead.
21) VIP Mob is a VIP - people become OUTLAWS by killing it.
22) NO_BLOOD Mob cannot be drained for blood (ie. undead, statues).
23) DO_NOT_USE Reserved for future use - do not set.
24) HYPER_AGG Mob will attack ANYTHING (even other mobs) not protected from evil.
25) NO_KILL
1) BLIND Mob is blind.
2) INVISIBLE Mob is invisible.
3) DETECT_ALIGN Mob is sensitive to the alignment of others.
4) DETECT_INVIS Mob can see invisible characters and objects.
5) DETECT_MAGIC Mob is sensitive to magical presence.
6) SENSE_LIFE Mob can sense hidden life.
7) WATERWALK Mob can traverse unswimmable water sectors.
8) SANCTUARY Mob is protected by sanctuary (takes half damage).
9) GROUP Reserved for internal use. Do not set.
10) CURSE Mob is cursed.
11) INFRAVISION Mob can see in dark.
12) POISON Reserved for internal use. Do not set.
13) PROTECT_EVIL Mob is protected from evil characters.
14) PROTECT_GOOD Mob is protected from good characters.
15) SLEEP Reserved for internal use. Do not set.
16) NOTRACK Mob cannot be tracked.
17) UNUSED Unused (room for future expansion).
18) UNUSED Unused (room for future expansion).
19) SNEAK Mob can move quietly without room being informed.
20) HIDE Mob is hidden; can only be seen with sense life.
21) BERSERK Mob is under influence of berserk and cannot flee.
22) CHARM Reserved for internal use. Do not set.
23) FIRESHIELD Mob is protected by fireshield.
24) HASTE Mob is hasted
25) FLY Mob is flying
1) FIXED The mob starts with the amount of gold you set it to above.
2) POOR The mob is poor, and starts with only a little gold compared to the mobs level.
3) NORMAL The mob has 'Normal' wealth - use this if in doubt.
4) AVERAGE The mob has average wealth - a little more gold than normal
5) WEALTHY Some mobs are powerful enough to demand a reasonable reward - they're wealthy
6) RICH This is for the few VERY rich mobs outthere.
Mob Types:
The following mobtypes are currently implemented: