/
Crimson2/alias/
Crimson2/area.tmp/
Crimson2/area.tmp/AnomalySpaceDock/
Crimson2/area.tmp/AnomalyStation/
Crimson2/area.tmp/AntHill/
Crimson2/area.tmp/ArcticTerrarium/
Crimson2/area.tmp/BuilderCity/
Crimson2/area.tmp/Dungeon/
Crimson2/area.tmp/MiningDock/
Crimson2/area.tmp/PipeSystem/
Crimson2/area.tmp/RattArea/
Crimson2/area.tmp/RobotFactory/
Crimson2/area.tmp/SilverDale/
Crimson2/area.tmp/StarshipFearless/
Crimson2/area.tmp/StationConduits/
Crimson2/area.tmp/TerrariumAlpha/
Crimson2/area.tmp/TerrariumBeta/
Crimson2/area.tmp/TestArea/
Crimson2/area.tmp/Void/
Crimson2/area/
Crimson2/area/AnomalySpaceDock/
Crimson2/area/AnomalyStation/
Crimson2/area/MiningDock/
Crimson2/area/PipeSystem/
Crimson2/area/SilverDale/
Crimson2/area/StationConduits/
Crimson2/area/Void/
Crimson2/board/
Crimson2/clone/
Crimson2/lib/
Crimson2/mole/
Crimson2/mole/mole_src/HELP/
Crimson2/player/
Crimson2/util/
Crimson2/wldedit/
Crimson2/wldedit/res/
Monster fields description:
===========================

#<virtual number><NL> is:
  The monsters virtual number. Rules are same as for room virtual numbers.

<namelist>~<NL>
  The space-separated name alias list.

<short description>~<NL>
  This string will be displayed when the monster take action, for example
  if it is "The Beastly Fido", and fido leaves south the message will be
  "The Beastly Fido leaves south."

<long description>~<NL>
  This description is displayed when the monster is in it's "default"
  position. When not in the default position, a message like:
  "<short description> is sleeping here." could be displayed.

<description><NL>~<NL>
  This will be displayed when a player looks at the monster.

<action flags>[NL]

  This bitvector define how the monster behave.  The bits mean:

  ACT_SPEC         1  This means that there is a special programmed C
                      procedure connected to the monster. When this bit
                      is set the monster "function pointer" must be
                      assigned in the "spec_assign.c" file.

  ACT_SENTINEL     2  When this bit is set the monster will NOT
                      move around in the world.

  ACT_SCAVENGER    4  When this bit is set, monsters will pick up stuff
                      lying on the ground. It will pick up the most
                      expensive items first.

  ACT_ISNPC        8  RESERVED FOR INTERNAL USE

  ACT_NICE_THIEF  16  When this bit is set, a monster will not attack
                      a thief which has been caught in the act of 
                      stealing from this monster.

  ACT_AGGRESSIVE  32  When this bit is set, the monster will attack and
                      attempt to kill any player it can get it's claws on.
                      It will not attack players it can't see (for example
                      dark rooms or when player is invisible, unless the
                      monster can detect invisibility)

  ACT_STAY_ZONE   64  When this bit is set, the monster will never move
                      into another zone of the world (this is good for
                      keeping your monsters in your own adventure).

  ACT_WIMPY      128  When this bit is set, the monster will flee when it's
                      getting percentwise low on hitpoints.
                      If the monster is both aggressive and wimpy, then it
                      will only attack players that are NOT awake! (ie. also
                      suffering players).

<affection flags>[NL]

  This is a bitvector that indicates what the monster is affected by.
  Puff could for example be able to "detect invisible" or maybe
  "sanctuary" (1/2 damage). A lot of these bits are meant for players
  only (in a context with a spell), and should NOT be used when indicated.
  The bits are:

  AFF_BLIND             1         RESERVED PLAYERS
  AFF_INVISIBLE         2         The monster is invisible
  AFF_DETECT_EVIL       4         RESERVED PLAYERS
  AFF_DETECT_INVISIBLE  8         The monster can see invisible players
                                  (Especially good for aggressive npc's)
  AFF_DETECT_MAGIC      16        RESERVED PLAYERS
  AFF_SENCE_LIFE        32        RESERVED PLAYERS
  AFF_HOLD              64        ??? DO NOT USE
  AFF_SANCTUARY         128       The monster has sanctuary (1/2 damage)
  AFF_GROUP             256       RESERVED PLAYERS
  AFF_CURSE             1024      ??? DO NOT USE
  AFF_FLAMING           2048      ??? DO NOT USE
  AFF_POISON            4096      RESERVED PLAYERS
  AFF_PROTECT_EVIL      8192      ??? DO NOT USE
  AFF_PARALYSIS         16384     ??? DO NOT USE
  AFF_MORDEN_SWORD      32768     ??? DO NOT USE
  AFF_FLAMING_SWORD     65536     ??? DO NOT USE
  AFF_SLEEP             131072    RESERVED PLAYERS
  AFF_DODGE             262144    ??? DO NOT USE
  AFF_SNEAK             524288    The message "The xxx leaves direction" will
                                  not be displayed when the monster moves
                                  out/in to a room.
  AFF_HIDE              1048576   The monster will be hidden, and can only
                                  be detected by a "sense life" spell
  AFF_FEAR              2097152   ??? DO NOT USE   
  AFF_CHARM             4194304   The monster will act as charmed when a
                                  "follow <player>" is entered. Note that
                                  players can't force monsters to follow
                                  them.
  AFF_FOLLOW            8388608   RESERVED PLAYERS


<Alignment Flag>[NL]

  This is the monsters alignment, read as:
  +1000 .. +350  Good Alignment
   +349 .. -349  Neutral Alignment
   -350 ..-1000 Evil Alignment

<Detailed/Simple flag><NL>

  This flag must be entered as a uppercase "S". S indicates that "Simple"
  monster data follow. Anything but an S will be interpreted as if
  "Detailed" monster data is to follow. We will NOT describe detailed
  monsters as they are VERY detailed.


<Level>
   This is the level of the monster. See "defs.doc" for guidelines when
   setting the level.

<THAC0>
   The monsters THAC0.
   See the file "defs.doc" for an explanation of armour vs. THAC0, and
   guidelines for THAC0.
   THAC0 is an abbrevation for "To Hit Armour Class Zero".

<AC>
   The monsters armour class. See "defs.doc" for guidelines regarding
   armour.

<Hit Points (format is xdy+z)>
   This defines the number of hitpoints a given monster has. If this is
   entered into the file:

   ... ... 3d8+10 ...

   the monster will have 10 hitpoints plus the result of rolling 3 dice
   with 8 side, and adding their sum. All the numbers (even zero), the
   plus sign, and the letter 'd' MUST be entered!!! Example:

   ..... 1d6+0 ....


<Damage (as HP)><NL>
   This is the damage a monster will cause when it is using NO weapons
   (the Bare hand damage). The format is exacly like the one described
   for hit points. A thing to note about damage:
   The number after the plus sign, is the "strength bonus". This bonus
   will apply to any weapons used, and bare hands too. Example:

   ..... 1d4+10

   This monster will damage between 11 and 14 hitpoints each round. If the
   monster picks up and wields a tiny stick which give 1d2 damage, then the
   monster will now damage by : 1d2 + 10 points. 

<Gold>
   The amout of gold carried by the monster.

<Exp><NL>
   The experience this monster has. Follow guidelines in "defs.doc".

<position>
   This defines the monster's position when loaded into the game.
   A position is one of:

   POSITION_DEAD       0  DO NOT USE
   POSITION_MORTALLYW  1  DO NOT USE
   POSITION_INCAP      2  DO NOT USE
   POSITION_STUNNED    3  DO NOT USE
   POSITION_SLEEPING   4  The monster is sleeping.
   POSITION_RESTING    5  The monster is resting.
   POSITION_SITTING    6  The monster is sitting.
   POSITION_FIGHTING   7  DO NOT USE.
   POSITION_STANDING   8  The monster is standing.


   This position also defines when the <long description>
   is displayed - other positions result in Name+position string..

<sex><NL>
   This is the monsters sex, on of:

   SEX_NEUTRAL   0
   SEX_MALE      1
   SEX_FEMALE    2

   No further explanation is needed (hopefully).