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Flag Variables

Variable Description
$npc:hp current hp
$npc:hpmax max hp
$npc:mana current mana points
$npc:manamax max mana points
$npc:value1 $nbsp;
$npc:value2 $nbsp;
$npc:value3 $nbsp;
$npc:value4 $nbsp;
$npc:value5 $nbsp;
$npc:value6 $nbsp;
$npc:value7 npc 'article': 100 = no article, 101 = an, anything else = a, also manual control system (1 or 0)
$npc:value8 entangled / stunned
   
$npc:value2:1 strength
$npc:value2:2 intelligence
$npc:value2:3 wisdom
$npc:value2:4 stamina
$npc:value2:5 agility
$npc:value2:6 coordination
$npc:value2:7 body/fortitude resistance
$npc:value2:8 speed/reflex resistance
$npc:value2:9 mind/willpower resistance
$npc:value2:a experience level
   
$npc:value3:1 base experience value
$npc:value3:2 1 in X chance for gold
$npc:value3:3 gold level
$npc:value3:4 1 in X chance for box
$npc:value3:5 box level
$npc:value3:6 1 in X chance for misc.
$npc:value3:7 misc. level
$npc:value3:8 armor rating
$npc:value3:9 imobile armor rating
$npc:value3:a attack rating
   
$npc:value4:1 damage dice
$npc:value4:2 damage sides each dice
$npc:value4:3 damage bonus
$npc:value4:4 special attack chance (1-in-x)
$npc:value4:5 balance rating (unimplimented)
$npc:value4:6 fatigue rating (unimplimented)
$npc:value4:7 last player NPC attacked (melee, ranged, OR magic)
$npc:value4:8 last player to attack NPC (melee, ranged, OR magic)
$npc:value4:9 last player NPC engaged
$npc:value4:a last player to engage NPC
   
$npc:value5:1 subtype
$npc:value5:2 personality
$npc:value5:3 alignment
$npc:value5:4 controlled by player ID
$npc:value5:5 targetting player ID
$npc:value5:6 grudge against player ID
$npc:value5:7 allied with player ID
$npc:value5:8 scouting for player ID
$npc:value5:9 healing player ID
$npc:value5:a role/action outline
   
$npc:value6:1 last activity
$npc:value6:2 damage type / weapon type
$npc:value6:3 peaceful (timestamp of when it wears off)
$npc:value6:4 last interest ID
$npc:value6:5 object ID attacking
$npc:value6:6 generic object interest 1-20 (the higher, the more they will pursue it)
$npc:value6:7 generic npc interest 1-20 (the higher, the more they will pursue it)
$npc:value6:8 generic player interest 1-20 (the higher, the more they will pursue it)
$npc:value6:9 dodge rating
$npc:value6:a parry rating
   
$npc:value7:1 fire resistance / susceptibility (percent damage taken, normal is 100%)
$npc:value7:2 ice resistance / susceptibility (percent damage taken, normal is 100%)
$npc:value7:3 earth resistance / susceptibility (percent damage taken, normal is 100%)
$npc:value7:4 wind resistance / susceptibility (percent damage taken, normal is 100%)
$npc:value7:5 aether resistance / susceptibility (percent damage taken, normal is 100%)
$npc:value7:6 psychic resistance / susceptibility (percent damage taken, normal is 100%)
$npc:value7:7 holy resistance / susceptibility (percent damage taken, normal is 100%)
$npc:value7:8 unholy resistance / susceptibility (percent damage taken, normal is 100%)
$npc:value7:9 block rating
$npc:value7:a  
   
$npc:value8:1 Rhadam's Curse expiration
  Lanuda's Curse expiration
  Scur's Curse expiration
  Baslin's Curse expiration

Flags

Subtype Description
0 Humanoid
1 Four-legged animal
2 Large humanoid
3 Bird-like
4 Undead, corporeal
5 Undead, noncorporeal
6 Energy
7 Elemental
8 Dragon / wyvyrn
9 Demon
10 Sentient humanoid
11 Serpent
12 Shadow (not undead, yet noncorporeal)
13 Construct
14 Plant life
15 Undead, skeletal
16 Mechanical
17 Biomechanical
18 Insectoid, large
19 Arachnoid, large
Personality Description
0 NPC v 1.00 not supported
1 Neutral / passive
2 Aggressive / hostile
3 Peaceful / nonconfrontational
4 Ally
Alignment Description
0 True Neutral
1 Neutral Good
2 Neutral Evil
3 Chaotic Neutral
4 Lawful Neutral
5 Lawful Good
6 Lawful Evil
7 Chaotic Good
8 Chaotic Evil
Role/Action outline Description
0 None, uncivilized, whatever
100 Animal, idle
101 Animal, scavenging for food
102 Animal, protecting others
103 Animal, hunting prey
104 Animal, guarding area from all players
200 Summoned, idle
201 Summoned, attacking target
202 Summoned, protecting target
203 Summoned, guarding area from hostile NPCs
204 Summoned, following target
205 Summoned, scouting for target
206 Summoned, healing target
300 Early civilized humanoid, idle
301 Early civilized humanoid, scavenging for food
302 Early civilized humanoid, protecting others
303 Early civilized humanoid, hunting prey
304 Early civilized humanoid, guarding area from all players
305 Early civilized humanoid, healing target
306 Early civilized humanoid, following target
307 Early civilized humanoid, guarding area from all hostile NPCs
400 Civilized humanoid, idle
401 Civilized humanoid, protecting others
402 Civilized humanoid, patrolling / guarding area from all hostile NPCs
403 Civilized humanoid, attacking target
404 Civilized humanoid, protecting target
405 Civilized humanoid, healing target
406 Civilized humanoid, guarding target
407 Civilized humanoid, following target
500 Unintelligent undead, idle
501 Unintelligent undead, wandering
502 Unintelligent undead, feeding
600 Intelligent undead, idle
601 Intelligent undead, haunting area (attacks players on sight)
Last Activity Description
0 Nothing
1 Was attacked
2 Attacked target
3 Moving to defend a creature
4 Moving to defend a player
5 Building a structure
6 Hunting
7 Eating
8 Healed someone
Skinning Effect
0 No
1 Yes
Damage Code Description
1 Slashing damage (swords, axes, claws)
2 Bludgeoning damage (clubs, maces, quarterstaffs)
3 Piercing damage (spears, punching daggers, teeth)
4 Piercing damage/ranged (arrows, quarrels, sling bullets, darts)
5 Unarmed damage/brawling (punches, kicks, headbutts)
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Page last modified on December 13, 2006, at 03:03 PM EST
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