Available npc choices are:
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. Talk to an *Imp for more
information.
SENTINEL Mobiles wander around randomly by default; this
bit should be set for mobiles which are to remain
stationary.
SCAVENGER The mob should pick up valuables it finds on the
ground. More expensive items will be taken first.
ISNPC Reserved for internal use. Do not set.
AWARE Set for mobs which cannot be backstabbed.
Replaces the ACT_NICE_THIEF bit from Diku Gamma.
AGGR Mob will hit all players in the room it can see.
See also the WIMPY bit.
STAY_ZONE Mob will not wander out of its own zone -- good
for keeping your mobs as only part of your own
area.
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).
AGGR_EVIL Mob will attack players that are evil-aligned.
AGGR_GOOD Mob will attack players that are good-aligned.
AGGR_NEUTRAL Mob will attack players that are neutrally aligned.
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.
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.
!CHARM Mob cannot be charmed.
!SUMMN Mob cannot be summoned.
!SLEEP Sleep spell cannot be cast on mob.
!BASH Large mobs such as trees that cannot be bashed.
!BLIND Mob cannot be blinded.
HAS_MOB_PROG *** Do Not Set - Mob progs are not in use by Valarin ***
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