Bit Legend: ---------- MD_CANMOVE | 0x001 | 1 MD_LOOTER | 0x002 | 2 MD_AGGRESSIVE | 0x004 | 4 MD_ASSIST | 0x008 | 8 MD_CASTSENSOR | 0x010 | 16 MD_BOSS | 0x020 | 32 MD_PLANT | 0x040 | 64 MD_CANATTACK | 0x080 | 128 MD_DETECTOR | 0x100 | 256 MD_CHANGETARGET | 0x200 | 512 //removed, not needed MD_CHANGECHASE | 0x400 | 1024 MD_ANGRY | 0x800 | 2048 ---------- 1: Can Move. 2: looter. 4: Aggressive: normal aggressive mob, will look for a close-by player and charge him until death. Aggressive mobs also can change target if they are hit by someone else while chasing someone else. 8: Assist 16: Cast Sensor: If mob is aggressive, it will also change targets while chasing/following someone else, otherwise, it'll also be cast-sensitive while idle/random-walking. 32: Boss. Special flag which makes mobs immune to certain stuff like status-changes and basilica. 64: Plant. Always receives 1 damage from stuff. 128: Can Attack. Everyone with a few exceptions has this. Only prevents normal attacks, not skills. 256: Detector: can see hidden players. Insects, Demons, and Bosses automatically receive this. 1024: ChangeChase: When the mob is chasing a player and it passes nearby another player, it will switch targets and hit this other player. Note this only applies if the new player is withing attack range, it won't change it's chase-path to another player! 2048: Angry: These mobs are "hyper-active". They will change to the closest player while they are following up, They also have skill states "follow" and "angry" (instead of "chase"/"attack") when they pick a new target by their own (ie: not when they change targets due to being attacked). If attacked even once, they loose their Angry mode. Change Target: (coded) Only Assist, Angry or Aggressive+CastSensor mobs can change target while attacking. Target must be no more than 3 cells away. Mob in Hyper-active mode can change target unconditionally. Mob that chases player can change target only, when he's Aggresive and get attacked. Old -> New ---------- 64 -> 64: Plants 128 -> 0: Passive immobile beings (pupa) 129 -> 129: Normal enemies 131 -> 131: looters (porings) 132 -> 132: Immobile attackers (hydra) 133 -> 133: Aggressive 137 -> 137: Assists others (wolves) 139 -> 139: Assists & loots (thief bugs) 141 -> 141: Aggressive & Assists (no idea how these would differ from plain aggressive, but there's a lot of enemies defined this way) 145 -> 145: Detectors (Giearth) 149 -> 149: Aggressive & Detector (Hunter Fly) 159 -> 159: Cast sensor, Assist, Agressive, Looter 171 -> 171: Boss, summons, assists & loots (Golden Thief Bug) 181 -> 1461: Boss, summons, detector & aggressive (pretty much every MVP and miniboss) none -> 2181 : Hyper-active (Familiar)==== ORIGINAL VERSION doc/mob_db_mode_list.txt 118977565246923 CanMove: Enables the mob to move/chase characters. CanAttack: Enables the mob to attack/retaliate when you are within attack range. Note that this only enables them to use normal attacks, skills are always allowed. Looter: The mob will loot up nearby items on the ground when it's on idle state. Aggressive: normal aggressive mob, will look for a close-by player to attack. Assist: When a nearby mob of the same class attacks, assist types will join them. Cast Sensor Idle: Will go after characters who start casting on them if idle or walking (without a target). Cast Sensor Chase: Will go after characters who start casting on them if idle or chasing other players (they switch chase targets) Boss: Special flag which makes mobs immune to certain status changes and skills. Plant: Always receives 1 damage from attacks. Detector: Enables mob to detect and attack characters who are in hiding/cloak. ChangeChase: Allows chasing mobs to switch targets if another player happens to be within attack range (handy on ranged attackers, for example) Angry: These mobs are "hyper-active". Apart from "chase"/"attack", they have the states "follow"/"angry". Once hit, they stop using these states and use the normal ones. The new states are used to determine a different skill-set for their "before attacked" and "after attacked" states. Also, when "following", they automatically switch to whoever character is closest. Change Target Melee: Enables a mob to switch targets when attacked while attacking someone else. Change Target Chase: Enables a mob to switch targets when attacked while chasing another character. Aegis Mob Types: ------------------------------------------------------------------------------- What Aegis has are mob-types, where each type represents an AI behaviour that is mimicked by a group of eA mode bits. This is the table to convert from one to another: Aegis/eA (description) 01: 0x0081 (passive) 02: 0x0083 (passive, looter) 03: 0x1089 (passive, assist and change-target melee) 04: 0x3885 (angry, change-target melee/chase) 05: 0x2085 (aggro, change-target chase) 06: 0x0000 (passive, immobile, can't attack) [plants] 07: 0x108B (passive, looter, assist, change-target melee) 09: 0x3095 (aggro, change-target melee/chase, cast sensor idle) [Guardian] 10: 0x0084 (aggro, immobile) 11: 0x0084 (aggro, immobile) [Guardian] 12: 0x2085 (aggro, change-target chase) [Guardian] 13: 0x308D (aggro, change-target melee/chase, assist) 17: 0x0091 (passive, cast sensor idle) 19: 0x3095 (aggro, change-target melee/chase, cast sensor idle) 20: 0x3295 (aggro, change-target melee/chase, cast sensor idle/chase) 21: 0x3695 (aggro, change-target melee/chase, cast sensor idle/chase, chase-change target) - Note that the detector bit due to being Insect/Demon, plant and Boss mode bits need to be added independently of this list.