The following offensive flags are available on Dawn, although not all are currently active (please use them anyway if they are appropriate, as they will be enabled at some future date.) Please be sure to check the notes at the bottom.
A | area attack | Mobile hits all characters fighting against it (very powerful) |
B | backstab | Mobile can backstab to start a combat |
C | bash | Mobile can bash characters off their feet |
D | berserk | Mobile may go berserk in a fight |
E | disarm | Mobile can disarm without a weapon wielded** |
F | dodge | Mobile dodges blows |
G | fade* | Mobile can fade "out of phase" to avoid blows |
H | fast | Mobile is faster than most others, so has extra attacks |
I | kick | Mobile can kick in combat for extra damage |
J | kick dirt | Mobile kicks dirt, blinding opponents |
K | parry | Mobile can parry without a weapon wielded** |
L | rescue* | Mobile may rescue allies in a fight |
M | tail* | Mobile can legsweep with its tail or tentacles |
N | trip | Mobile trips in combat |
O | crush* | Mobile can crush opponents in its arms |
a | assassinate | Mobile can assassinate |
n | not-assist | Mobile will not assist, even if mobgroup is set (for defended-only mobs) |
p | profession | Mobile has a profession/career |
* not yet enabled
** warrior and thief mobs (see action bits) can disarm and parry with a weapon wielded automatically
Offensive flags also control the assisting behavior of a mobile, by using the following flags:
P | all | Mobile helps all other mobiles in combat |
Q | align | Mobile assists mobiles of like alignment |
R | race | Mobile will assist other mobiles of the same race |
S | players | Mobile will assist players (it will fight alongside the attacked player) |
T | guard | Mobile assists as a cityguard |
U | vnum | Mobile assists mobiles of the same number only |
Assisting by race and vnum are by the far the most common assist types. Mobiles also assist mobiles in the same group, as defined by the group number.
Notes: The area attack and fast flags are quite powerful, and mustn't be overused. Only the most powerful mobiles should be capable of area attack, and only mobiles that really are faster than most should be fast. Proper assist flag setting can greatly enhance the cooperation within an area.
Example: An orc might have bash, kick, and kick dirt (it will probably be a warrior, so will parry and disarm if armed), and will assist by race and alignment, for an offensive flag of CIJQR. There is no limit to the number of offensive flags that may be set on a mobile, but be sure not to use the same letter twice.