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)