Status monster-abilities

There are many abilities that monsters may have, and some should be implemented by the engine, others by the variant. This file keeps track of which abilities are where and the status for each.

Ability Status Where Also known as
<never-move> Implemented Engine NEVER_MOVE
<never-attack> Implemented Engine NEVER_BLOW
<weird-mind> WEIRD_MIND
<empty-mind> EMPTY_MIND
<stupid> STUPID
<random-mover> Implemented Engine RAND_*
<open-door> OPEN_DOOR
<bash-door> BASH_DOOR
<breeder> MULTIPLY
<invisible> partly Engine INVISIBLE
<initial-sleeper> FORCE_SLEEP
<pick-up-item> TAKE_ITEM
<overrun-others> KILL_BODY
<pass-wall> PASS_WALL
<cold-blood> COLD_BLOOD
<colour-changing> working, except for shimmer Engine ATTR_MULTI
<see-through> should work Engine ATTR_CLEAR
<smart> SMART
<push-others> MOVE_BODY
<powerful-breath> (not in v0.1) POWERFUL
<max-hitpoints> Working Engine FORCE_MAXHP
<destroy-wall> KILL_WALL
<regenerate> REGENERATE
<overrun-items> KILL_ITEM
<only-on-set-depth> e.g Sauron FORCE_DEPTH
<absorbs-symbol> should work (lurkers/trappers) Engine CHAR_CLEAR
<changes-symbol> mimics (not in v0.1 or vanilla) CHAR_MULTI

Stig E. Sandoe
Last modified: Sat Feb 9 17:35:47 CET 2002