This bit vector allows you to control some aspects of your NPCs behavior. Sum all the values that apply. Try to keep it simple and clean, for example there isn't much point adding the memory flag if the mob's aggressive anyways. Additionally don't add HAS_WAR when you can just make it classed warrior.
| ACT_SPEC | 1 | This means that there is a special procedure. |
| ACT_SENTINEL | 2 | This NPC will not wander randomly. sentinal > protector |
| ACT_SCAVENGER | 4 | Mob will pick up items on floor. |
| ACT_NICE_THIEF | 16 | Mob wont attack a pc that fails a steal attempt. |
| ACT_AGGRESSIVE | 32 | When this bit is set, the monster be aggressive. |
| ACT_STAY_ZONE | 64 | Monster will only move in his zone. |
| ACT_WIMPY | 128 | Monster will auto-flee when its low on hits. |
| ACT_AGGRES_EVIL | 256 | For these three flags, the monster will ONLY be |
| ACT_AGGRES_GOOD | 512 | aggressive toward the alignments listed in these |
| ACT_AGGRES_NEUT | 1024 | flags. Note that these three ALSO imply that the NPC can detect alignment. For agg_neut, they can detect both good and evil. |
| ACT_MEMORY | 2048 | The NPC will remember who attacks it. |
| ACT_STAY_SECTOR | 4096 | Won't leave sector type it was loaded in unless hunting |
| ACT_PET/SAVE | 8192 | Mob can be saved in a petshop...coming soon (we hope) |
| ACT_HELPER | 16384 | Mob will spellup all other mobs, even if not grouped |
| ACT_DELAY_HUNTER | 32768 | Mob will only become a hunter after its been damaged by 10% of its max hp's. So it will prevent players from just using a rogue or archer to tag every mob in a zone and lure it to a safe room. It does not prevent a player from attempting to flee across a zone, but if used with other mobs who have the normal ACT_HUNTER flag it will cause more chaos and keep players on their toes...give it a try! |
| ACT_ARCHER | 65536 | The mob is an archer-give him missile weapons |
| ACT_NOKILL | 131072 | Can't kill the mob |
| ACT_HAS_PSI | 262144 | Is a psionicist |
| ACT_HAS_CL | 524288 | For these flags, the NPC will have the classes |
| ACT_HAS_MU | 1048576 | and powers of that class, if you assign the |
| ACT_HAS_TH | 2097152 | flag to em. A NPC may have more than one. |
| ACT_HAS_WA | 4194304 | |
| ACT_SPEC_DIE | 8388608 | This is a spec proc. called only at NPC death. |
| ACT_BREAK_CHARM | 33554432 | This will give the NPC the ability to break-charm. |
| ACT_PROTECTOR | 67108864 | When this mob is within 1 room of combat they will move
to the combat. Once there they will evaluate the attacker based on
alignment and if it conflicts with the PC, assist the mob. protector < sentinal protector < no_mob room |
| ACT_MOUNT | 134217728 | Mob can be used as a mount, should also be sentinel |
| ACT_AGG_RACEEVIL | 268435456 | Aggressive toward evil races. |
| ACT_AGG_RACEGOOD | 536870912 | Aggressive toward good races. |
| ACT_HUNTER | 1073741824 | NPC will hunt down PCs in it's memory, this flag interacts with STAY_ZONE and SENTINEL. |