A large list of monsters sorted by their names could be found here.
Another whole page dump of monsters could be found here additionally.
The configuration files for the monsters of crossfire are usually
found in the `arch' archive and svn repository.
They are usually suffixed by the .arc extension.
A monster's .arc file may contain several monsters or levels. A
find -name "*.arc" | wc -l
inside the arch/monster directory of */share/crossfire/ gave me 344 counts.
So it might be better to split the monsters according to their sub-directories to not overload this page …
The monsters in crossfire are in general hostile; especially the monsters issued by their generators. They have the
FLAG_MONSTER 14 /* Will attack players */
Other flags for monsters from server/include/define.h are:
FLAG_FRIENDLY 15 /* Will help players */ FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ FLAG_HITBACK 33 /* Object will hit back when hit */ FLAG_UNDEAD 36 /* Monster is undead */ FLAG_SCARED 37 /* Monster is scared (mb player in future)*/ FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ but can still attack at a distance */ FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ FLAG_READY_BOW 60 /* not implemented yet */ FLAG_XRAYS 61 /* X-ray vision */ FLAG_SLEEP 66 /* NPC is sleeping */ FLAG_STAND_STILL 67 /* NPC will not (ever) move */ FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ FLAG_CONFUSED 70 /* Will also be unable to cast spells */ FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ FLAG_READY_HORN 83 /* unused (Monster) has a horn readied */ FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ FLAG_FLAG_BLIND 92 /* If set, object cannot see (visually) */ FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ FLAG_NO_STEAL 96 /* Item can't be stolen */ FLAG_ONE_HIT 97 /* Monster can only hit once before going away (replaces ghosthit) */ FLAG_BERSERK 99 /* monster will attack closest living object */ FLAG_NEUTRAL 100 /* monster is from type neutral */ FLAG_NO_ATTACK 101 /* monster don't attack */ FLAG_NO_DAMAGE 102 /* monster can't be damaged */
* monsters_from_a_to_d template for a sorted name list
* monster_template template to create monster wiki entries