Monster Properties(4) LPC LOCAL FUNCTIONS Monster Properties(4) NAME Monster Properties - common properties in monsters SYNOPSIS set ( <property>, <value> ); DESCRIPTION Monsters use all of the properties defined in the standard living object. They also use the following special properties: stats A mapping whose keys are the names of the statistics and whose values are integers, in the default mudlib between 5 and 25 for players. There is no enforced limitation on them other than that they must be an integer. Players have four stats in the default: strength, constitution, dexterity, and intelligence. Monsters can have the same, fewer, or additional. Each skill the monster has must have a stat to go with it, so that most monsters have a strength stat and a dexterity stat. hit_points An integer which is the current number of hits the beastie has. The value 0 represents a (just) living monster, and -1 indicates it is no more. max_hp An integer which is the maximum number of hits the beastie can ever have. attack_strength A positive integer which indicates how likely it is that the monster will hit its target. 0 is quite unlikely, 10 is pretty good, 20 is awesome in the default mudlib. As usual, you can change these things. weapon_name A string that is the name of the weapon or body part the monster uses to make its attack. damage An array of two integers, the first being the minimum base damage the attack will do, and the second being the maximum base damage the attack will do. The base damage is further modified by stats, skills, and weapons. armor_class Page 1 (printed 11/25/92) Monster Properties(4) LPC LOCAL FUNCTIONS Monster Properties(4) A positive integer indicating how resistant to being hit the monster is. 0 is unarmored, 10 is quite armored, and 20 is skin of steel in the default mudlib. Can be changed. aggressive An integer. If a monster's aggressive property is 1, the monster will attack any player entering the room automatically. If aggressive is 0, the monster will wait to be attacked before engaging in combat. set("aggressive",1) replaces set_aggressive(1) in most applications. Page 2 (printed 11/25/92)