Class

You can now set classes for mobs. Mobs flagged as that class will act appropriately. Invokers will only cast invoker spells. Paladins will bash and heal. Anti's will cast tazrik's, unholy on themselves as well as kicking and other fun happy stuff that anti's do. Every class in the game has their own set of spells and actions that they'll do. Here's the numerical listing of the classes. These are the actual values, NOT bitvectors, and they are not additive, that is, you cannot multiclass with this value:

CLASS_NONE 0*CLASS_THIEF 13
CLASS_WARRIOR 1*CLASS_ASSASSIN 14
CLASS_RANGER 2*CLASS_MERCENARY 15
*CLASS_BERSERKER 3CLASS_BARD 16
CLASS_PALADIN 4CLASS_PSIONICIST 17
CLASS_ANTIPALADIN 5CLASS_LICH 18
CLASS_CLERIC 6CLASS_ENCHANTER 19
*CLASS_MONK 7CLASS_INVOKER 20
CLASS_DRUID 8CLASS_ILLUSIONIST 21
CLASS_SHAMAN 9CLASS_BATTLECHANTER 22
*CLASS_SORCERER 10CLASS_ROGUE 23
CLASS_NECROMANCER 11CLASS_ELEMENTALIST 24
CLASS_CONJURER 12CLASS_DIRE_RAIDER 25
Battlechanters - Shaman/Rogue
Bards - Mage / Rogue

The classes marked with a * obviously are no longer in the game, so I won't bother to write a routine, with one notable exception. Sorcerer mobs will still go back to the standard HAS_MU spell routine which you may want to keep in mind.

As a recommendation before you set mages: Invokers are all offense. Enchanters are all defense. Much like PC's, these alone aren't that great, so you may want to either group them together, or just set 'em as sorcerer or put nothing and just the standard HAS_MU.

The old act flags (HAS_WA, HAS_CL, HAS_MU, HAS_TH) will still work, and I encourage you to use them in conjunction.