Flags
Act
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SENTINEL: The mob is stationary. It doesn't do random movement even though it might be moved by progs.
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SCAVENGER: The mob collects stuff it finds lying on the floor - mean in conjuncion with disarm.
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NIGHT_ACTIVE: The mob disappears during daytime.
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AGGRESSIVE: The wob will attack everyone who's not very superior in level.
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STAY-AREA: The mob will not leave its area.
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STAY-SUBAREA: The mob will not leave its subarea.
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WIMPY: The mob will flee if seriously hurt.
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PET: The mob can be used as bought pet.
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PRACTICE: You can practice here.
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VAMPIRE: Enables vampire commands.
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WERE: Enables were commands.
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BOUND: Temporary flag for bondage - DO NOT SET!
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MOUNT: Can be ridden - if it's charmed or a pet.
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UNDEAD: Undead offensive set.
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CLERIC: Cleric offensive set.
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MAGE: Mage offensive set.
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THIEF: Thief offensive set.
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WARRIOR: Warrior offensive set.
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NOALIGN: Killing this mob will not affect your alignment.
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NOPURGE: The mob can't be purged - DO NOT SET if you don't know what you're doing!
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DREAM-NATIVE: The mob can't dream but can't as well not be denied.
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BRAINSUCKED: Marks a mob as non-food for mi-go. Usually no need to set on average mobs.
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CRIMINAL: This mob can be quested for.
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ALIENIST: Here you get a therapy.
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HEALER: Here you get healing.
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TELEPOP: The mob teleports on repop - ASK before you set it.
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UPDATE-ALWAYS: Changes will immediately update to the mob. Usually no need to set on average mobs.
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RANDOM-KIT: The mob is sometimes outfitted with random pieces of equipment. Only give this to average human citicens - preferably dreamlands.
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AUTO-HOME: The mob returns to his repop place on tick.
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INVADER: The mob attacks players as well as other mobs.
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WATCHER: Invisible to every mortal - needed to handle some progs.
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PROTECTED: This mob is protected - killing it will give you a criminal flag and/or a bounty.
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MARTIAL: This mob only appears under Martial Law conditions and has its very own guard style.
Affects
BLIND: The victim can't see and is utterly helpless. DO NOT use it as permanent affect.
INVISIBLE: The character is invisible.
DETECT-EVIL: The character detects alignment based aurae.
DETECT-INVIS: The character detects invisible stuff.
DETECT-MAGIC: The character detects magic objects.
DETECT-HIDDEN: The character detects hidden/sneaking characters and concealed objects.
MIND-MELD: Intelligence isreduced, spell casting is very limited.
SANCTUARY: Protective aura - damage is reduced.
FAERIE-FIRE: The character is easy to hit.
INFRARED: A limited version of DARK-VISION.
CURSE: The character is cursed.
FEAR: The character is frightened and unable to attack.
POISON: the character is poisoned. If you want to create a poisonous character, use the SPEC.
PROTECT-GOOD: 25% protection against good.
PROTECT-EVIL: 25% protection against evil.
SNEAK: The character is sneaking.
HIDE: The character is hiding.
HASTE: One extra attack in combat.
CALM: Counters berserk but turns characters unable to fight.
SLEEP: The character is put to sleep. DO NOT use it as a permanent affect.
CHARM: The character is charmed. DO NOT use it as permanent affect.
FLYING: The character is flying.
PASS-DOOR: The character can move through closed doors and walls.
PLAGUE: The character is infacted by the plague.
WEAKEN: Strength is reduced.
DARK-VISION: Simulates the effect of a light.
BERSERK: More attack, less defense and unable to flee.
SWIM: Ability to swim.
REGENERATION: Increased regenerative abilities.
ABSORB: Defense against all magical attacks.
WATER-BREATHING: No damage in NO-AIR rooms.
DARKNESS: The character is covered in darkness.
AURA: The character has an aura of his alignment.
HALLUCINATING: The character is hallucinating (annoying!).
RELAXED: The character is protected against most fright checks.
FIRE-SHIELD: The character is protected by an offensive fire shield.
FROST-SHIELD: The character is protected by an offensive frost shield.
SLOWED: Counters HASTE. One Attack less in combat.
GLOBE-OF-PROTECTION: A magical protection. Allows flying underwater.
INCARNATED: Makes immortals vulnerable. Use with caution.
MIST: Mistform. Use with caution.
ELDER-SHIELD: Strongest protection. DO NOT use it as permanent affect.
MASK: Masks a character similar to the mask self spell.
Nature
STRONG: +STR
FEEBLE: -STR
SMART: +INT
DUMB: -INT
AGILE: +DEX
LUMBERING: -DEX
SLY: +WIS
GULLIBLE: -INT
ROBUST: +CON
SICKLY: -CON
STURDY: +HP
FRAGILE: -HP
MAGICAL: +MANA
MUNDAIN: -MANA
VISCIOUS: +DAM
HARMLESS: -DAM
ARMOURED: better AC
EXPOSED: worse AC
MONSTEROUS: bonus combo
Offensive
AREA-ATTACK: The mob attacks everyone in the room with one hit.
BACKSTAB: The mob tries to initiate combat with a backstab (skill needed!).
BASH: The mob uses Bash command.
BERSERK: The mob uses Berserk command.
DISARM: The mob uses Disarm command. Interesting in combination with ACT_SCAVENGER.
DODGE: The mob can dodge.
FADE: The mob can evade attacks by fading away. Part of the UNDEAD package.
FAST: One extra attack. Be careful with fast newbie mobs.
KICK: The mob uses Kick command.
KICK-DIRT: The mob uses Kick Dirt command.
PARRY: The mob can parry.
RESCUE: This rarely makes sense. The mob can act as bodyguard and attract your attacks.
TAIL: Tail attack. The mob needs a long tail. Additionally the mob can be poisonois.
TRIP: The mob uses Trip command.
CRUSH: The mob uses Crush command.
ASSIST-ALL: The mob assists all mobs against players.
ASSIST-ALIGN: The mob assists everyone of its align type.
ASSIST-RACE: The mob assists all members of its race.
ASSIST-PLAYER: The mob assists players. That can be so annoying - perfect kill stealing.
ASSIST-GUARD: The typical guard/police behavior including stun attacks and looking for a jail.
ASSIST-VNUM: The mob assists mobs of its own type.
STUN: This mob prefers stun attacks.
DISTRACT: This mob uses the distract command, leaving you defensless against all other attackers.
Extra
GLOW: Well, it glows - used to show players without detect-magic, this object is special.
HUM: Well, it hums - used to show players without detect-magic, this object is special.
DARK: This thing is hard to find in the dark.
NEUTRAL: This balances your align toward neutrality.
EVIL: This balances your align towards evil.
BLESS: This balances your align towards good.
INVIS: This object is invisible.
CONCEALED: This object is hidden until someone takes it.
MAGIC: This object has a magic aura and is a bit more resistant towards some spells. Other spells need magic objects.
NODROP: You can't drop it... CURSED.
NOREMOVE: You can't remove it... CURSED.
ANTI-GOOD: Good characters can't use it.
ANTI-NEUTRAL: Neutral characters can't use it.
ANTI-EVIL: Evil characters can't use it.
INVENTORY: Unlimited item - like stuff, a shopkeeper sells - be careful with this flag.
NOPURGE: This object can't be purged - DO NOT SET if you don't know what you're doing!
ROT-AFTER-DEATH: You death causes the objects decay timer to start, if you carry it.
VIS-AFTER-DEATH: Your death makes it bekom visible, if you carry it. Only makes sense if it's invis.
NO_SAC: The object can't be sacrificed. Makes sense with almost all notake objects.
NO_COND: Object can't be damaged.
SCENIC: The object does not show up as object - do not forget to mention it in your room description. Scenics can never be taken.
NODISARM: Does only make sense on a weapon - it can't be disarmed.
USABLE: This object is allowed to trigger a use event. After triggering it - it is destroyed.
USABLE_INFINITE: This object is allowed to trigger a use event.
HYPERTECH: It's only usable by migo and extremely intelligent others.
ANIMATED: DO NOT SET THAT MANUALLY!
MELT-DROP: Dropping this object will destroy it.
NO-LOCATE: This object can't be located.
SELL-EXTRACT: This object is destroyed when sold - similar to TRASH objects.
NO-UNCURSE: Remove curse will not work on this object - be careful. That can ve extremely mean.
BURN-PROOF: The object will resist elementar damage.
ARTIFACT: This enables the artifact set of variables.
VANISH: This object vanishes for good, when carried out of its home area.
Room
DARK: The room is dark - you need a light of some sort.
DUMP: Everything dropped here will decay shortly after.
NO_MOB: Mobs don't wander in by random movement, but they can reset here or move in when following or progged.
INSIDE: No weather effect, protection against flying TELEHUNTERS.
PRIVATE: Room is being saved like morgue rooms.
SAFE: This is a protected room - no offensive actions can happen here.
PET_SHOP: Used to mark the pet storage of a Pet Shop.
NO_RECALL: You can't recall from here, you can't portal, gate (,...) to here.
SOLITARY: Only 1 player can be in here at the same time.
IMP_ONLY: Only imms of the IMP rank can enter.
GODS_ONLY: Only imms can enter.
HEROES_ONLY: Only heroes or imms can enter.
NEWBIE_ONLY: Only newbies, imms or helpers can enter.
LAW: Some basic stuff like charming is forbidden here - good for central areas without aggros.
FASTHEAL: Double regeneration - but you can do that as well with the regeneration variables.
RENT: This room can be leased. Do not forget to set the rent cost.
AUCTION: This marks an auction hall - ASK before you set it.
BOUNTY_OFFICE: This marks a bounty office - ASK before you set it.
PKILL: Marks a free PK room - meaningless in full PK mode.
MISTY: Disables scanning in this room.
ECHO: Enables rooom-to-room WEV echoes.
BUILDING_PATTERN: Marks this room as building pattern - NEVER EVER SET WITHOUT ASKING!
VEHICLE: This is used to dynamically mark a vehicles interior - NEVER EVER SET WITHOUT ASKING!
GAS: Gas Station, where you can refuel your vehicles.
DREAM_SAFE: Dreaming here will never result in a nightmare.
NO_DREAM: Dreaming is disabled here.
NO_FLEE: You can't flee from this room.
TREE: Marks that a tree is here - NO NEED TO SET THAT MANUALLY.
ALWAYS_RESET: The room will reset on TICK, no matter if there is a player in it or not. Good in crowded newbie areas without many aggros.
NOMAGIC: No magic is possible here. Roomwide version of the NOMAGIC area flag.
Raffects
HOLY_GROUND: Holy damage to evil characters.
EVIL_GROUND: Negative damage to good characters.
SILENCE: IC communications & verbal spells disabled.
DARKNESS: Light effects disabled.
WILD-MAGIC: Spells are being randomized within their own target type.
LOW-MAGIC: Magic is less effective here.
HIGH-MAGIC: Magic is more effective here.
NO_BREATHE: Causes damage.
DRAIN: Causes damage.
MARE: You can only have nightmares here.
ENCLOSED: There is no way to enter or exit this room - usually only used as TEMPORARY spell affect.
NO_MORGUE: If you die here, your corpse stays here.
FATIGUE: Causes stun damage.
DESTRUCTIVE: Destroys your equipment.
Exits
DOOR: There is a door => Closeable.
CLOSED: (Needs DOOR!) The door is closed by default.
LOCKED: (Needs DOOR, CLOSED!) The door is locked by default.
PICKPROOF: (Needs DOOR, CLOSED, LOCKED!) You can't pick the lock on that door.
HIDDEN: (Needs DOOR, CLOSED!) The door is hidden - you need to search.
NO_PASS: (Needs DOOR, CLOSED!) Pass Door spell won't help you getting through.
ECHO_ALL: All kinds of WEVs will be transmitted through the exit.
ECHO_SOUND: Only audible WEVs will be transmitted.
ECHO_VISION: Only visible WEVs will be transmitted.
ROBUST: (Needs DOOR!) The door is hard to smash.
ARMOURED: (Needs DOOR!) The door is harder to smash.
WALL: (Needs DOOR, CLOSED!) The door is actually a wall, you can destroy (smash, explosives,...)
CREAKY: (Needs DOOR!) The door emits a sound when opened/closed. You can trigger on that event.
TRICKY: (Needs DOOR, CLOSED, LOCKED!) You can pick that lock, but it's hard.
Specs
BREATH_ANY: Randomly selected breath attack.
BREATH _ACID: Acid breath attack.
BREATH_FIRE: Fire breath attack.
BREATH_FROST: Frost breath attack.
BREATH_GAS: Poison breath attack.
BREATH_LIGHTNING: Lightning breath attack.
CAST_ADEPT: Uses 'mob adept' spell list. Does Spellups to newbies.
CAST_CLERIC: Uses 'mob cleric' spell list.
CAST_MAGE: Uses 'mob mage' spell list.
CAST_UNDEAD: Uses 'mob undead' spell list.
CAST_JUDGE: This is ROM compatibility. DO NOT SET.
CAST_NATURE: Uses 'mob nature' spell list.
CAST_POWER: Uses 'mob power' spell list.
GUARD: Attacks criminals.
EXECUTIONER: Mainly the same as guard but summons some other guards too.
FIDO: Devours corpses.
JANITOR: Collects worthless objects.
MAYOR: This is ROM compatibility. DO NOT SET.
POISON: The mob can poison you.
PLAGUE: The mob can plague you.
THIEF: The mob attempts to steal from you.
NASTY: A nasty mixture of attacking, stealing and running.
PUFF: This is ROM compatibility. DO NOT SET.
CLANGUARD: The mob attacks non-clannies. Add _soc_<num> to the name.
HOMEGUARD: The mob attacks everyone but the owner. Add _plr:<name> to the name.
PLAYERSHOP: Owned shopkeeper. Add _plr:<name> to the name.
MINER: Owned Miner. Add _plr:<name> to the name.
TRANSLATOR: The mob can translate books.
MECHANIC: The mob can repair vehicles.
HUNTER: Basic mob memory. The mob remembers who attacked it.
TRACKER: A hunter who tracks his enemy.
TELETRACKER: The mob tracks his enemy by teleporting but does not attack
TELEHUNTER: The mob tracks his enemy by teleporting and attacks at sight.
HOUND: A modified telehunter. ASK before you set.
ARTIFACTTRACKER: A teletracker with a special affinity to artifacts. ASK before you set.
ARTIFACTHUNTER: A telehunter with a special affinity to artifacts. ASK before you set.
PATROLMAN: Stops fighting. ROM compatibility but can come handy.
TROLL_MEMBER: ROM compatibility. Basic gang set.
OGRE_MEMBER: ROM compatibility. Basic gang set.
SOCIAL: Those mobs tend to group with other mobs of their kind.