Building: Combat
skill.combat - combat skill. between 0 and 150 for most mobiles. Used for both sides. There are variants 'skill.unarmed', 'skill.cutting', 'skill.impact', 'skill.stabbing' that are used instead if available. No UI to these though.
fakeskill.combat - used to make a mobile appear much weaker than it actually is in the output of the consider command.
att.str - used for attacking side.
att.dex - used for defenders side.
armour - used for defending side
damage - used for attacking side. comes from the weapon if it exists.
maxload - used for determining encumberance
The regular values are as follows -
HP | Dex | Str | Skill | Damage | |
---|---|---|---|---|---|
boss | 200 | 40 | 40 | 100 | 40 |
very hard | 200 | 30 | 30 | 80 | 30 |
hard | 200 | 20 | 20 | 70 | 30 |
tough | 200 | 20 | 20 | 60 | 25 |
medium/navy officer | 200 | 20 | 20 | 50 | 20 |
easy | 200 | 15 | 15 | 25 | 10 |
civilian | 200 | 10 | 10 | 0 | 10 |
child | 100 | 10 | 10 | 0 | 0 |
animal | 50 | 10 | 10 | 0 | 0 |
bug | 10 | 10 | 10 | 0 | 0 |
You can set the Immortal pflag on a mobile to indicate it can never be killed. When in combat, players will curiously make weak hits if they would otherwise kill it.