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	<id>https://www.omega-rl.wiki/index.php?action=history&amp;feed=atom&amp;title=Draft%3AMonster_behavior</id>
	<title>Draft:Monster behavior - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://www.omega-rl.wiki/index.php?action=history&amp;feed=atom&amp;title=Draft%3AMonster_behavior"/>
	<link rel="alternate" type="text/html" href="https://www.omega-rl.wiki/index.php?title=Draft:Monster_behavior&amp;action=history"/>
	<updated>2026-09-21T22:11:48Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.9</generator>
	<entry>
		<id>https://www.omega-rl.wiki/index.php?title=Draft:Monster_behavior&amp;diff=1609&amp;oldid=prev</id>
		<title>OmegaAdmin: 整理投喂赠礼与盗窃机制，修正宝石交付并连接相关草稿</title>
		<link rel="alternate" type="text/html" href="https://www.omega-rl.wiki/index.php?title=Draft:Monster_behavior&amp;diff=1609&amp;oldid=prev"/>
		<updated>2026-09-12T14:15:07Z</updated>

		<summary type="html">&lt;p&gt;整理投喂赠礼与盗窃机制，修正宝石交付并连接相关草稿&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 14:15, 12 September 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l45&quot;&gt;Line 45:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 45:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Hunger and greed ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Hunger and greed ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;See [[Draft:Feeding and gifts|Feeding and gifts]] for delivery, value calculations, food and special recipients.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;An awake, living greedy monster picks up all objects on its current square during its ordinary action. Hunger is a separate trait: a creature whose corpse can be eaten is not necessarily hungry or willing to accept food while alive.&amp;lt;ref&amp;gt;{{Source|mon.c|53|62}}; {{Source|inv.c|410|467}}; {{Source|itemf1.c|662|750}}.&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;An awake, living greedy monster picks up all objects on its current square during its ordinary action. Hunger is a separate trait: a creature whose corpse can be eaten is not necessarily hungry or willing to accept food while alive.&amp;lt;ref&amp;gt;{{Source|mon.c|53|62}}; {{Source|inv.c|410|467}}; {{Source|itemf1.c|662|750}}.&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l79&quot;&gt;Line 79:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 81:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Retreat can make an ordinary enemy drop its possessions, but approaching to retrieve them can put you back in melee range. Do not expect a ghost to follow the same drop rule. Likewise, invisibility can disrupt pursuit while leaving adjacent attacks and some special powers available.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Retreat can make an ordinary enemy drop its possessions, but approaching to retrieve them can put you back in melee range. Do not expect a ghost to follow the same drop rule. Likewise, invisibility can disrupt pursuit while leaving adjacent attacks and some special powers available.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A peaceful [[Draft:Sneak-thief|sneak-thief]] can still steal. A weak village merchant can trigger a much larger fight. Attitude, individual combat strength and the consequences of provoking an encounter should therefore be checked separately.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A peaceful [[Draft:Sneak-thief|sneak-thief]] can still &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Draft:Theft#Monster theft|&lt;/ins&gt;steal&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]]&lt;/ins&gt;. A weak village merchant can trigger a much larger fight. Attitude, individual combat strength and the consequences of provoking an encounter should therefore be checked separately.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== References ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== References ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key mediawiki:diff:1.41:old-1569:rev-1609:php=table --&gt;
&lt;/table&gt;</summary>
		<author><name>OmegaAdmin</name></author>
	</entry>
	<entry>
		<id>https://www.omega-rl.wiki/index.php?title=Draft:Monster_behavior&amp;diff=1569&amp;oldid=prev</id>
		<title>OmegaAdmin: 整理伤害免疫、怪物移动及毒病睡眠机制，连接相关草稿入口</title>
		<link rel="alternate" type="text/html" href="https://www.omega-rl.wiki/index.php?title=Draft:Monster_behavior&amp;diff=1569&amp;oldid=prev"/>
		<updated>2026-09-12T08:55:34Z</updated>

		<summary type="html">&lt;p&gt;整理伤害免疫、怪物移动及毒病睡眠机制，连接相关草稿入口&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 08:55, 12 September 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l22&quot;&gt;Line 22:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 22:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Wandering and pursuit ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Wandering and pursuit ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For terrain, doors, flight, swimming and obstacles, see [[Draft:Monster movement|Monster movement]]. The rules here explain when a creature attempts to pursue or retreat.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A wandering mobile creature moves randomly. If you are within its sense range and it is hostile or needy, it stops wandering, but that action still skips the ordinary melee and ranged branch. The later nearby-special check can still run on the same action.&amp;lt;ref name=&amp;quot;pulse&amp;quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A wandering mobile creature moves randomly. If you are within its sense range and it is hostile or needy, it stops wandering, but that action still skips the ordinary melee and ranged branch. The later nearby-special check can still run on the same action.&amp;lt;ref name=&amp;quot;pulse&amp;quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>OmegaAdmin</name></author>
	</entry>
	<entry>
		<id>https://www.omega-rl.wiki/index.php?title=Draft:Monster_behavior&amp;diff=1543&amp;oldid=prev</id>
		<title>OmegaAdmin: 提取怪物攻击、行为与施法机制，更新总览、信息卡及相关草稿链接</title>
		<link rel="alternate" type="text/html" href="https://www.omega-rl.wiki/index.php?title=Draft:Monster_behavior&amp;diff=1543&amp;oldid=prev"/>
		<updated>2026-09-12T06:57:18Z</updated>

		<summary type="html">&lt;p&gt;提取怪物攻击、行为与施法机制，更新总览、信息卡及相关草稿链接&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Version box|version=0.90.4}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Monster behavior&amp;#039;&amp;#039;&amp;#039; depends on awareness, hostility, movement and needs as well as the creature&amp;#039;s special abilities. The Traits section of a [[Draft:Monster|monster&amp;#039;s]] information card describes these properties, but a peaceful creature can still have a harmful special power, and a retreating enemy can still attack when adjacent.&amp;lt;ref&amp;gt;{{Source|mon.c|12|68}}; {{Source|mmove.c|8|146}}; {{Source|mspec.c|638|673}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Awareness and hostility ==&lt;br /&gt;
Awake and hostile are independent states. A sleeping creature normally wakes when you are within its wake-up distance at the start of its scheduled action. Waking does not by itself change its attitude.&amp;lt;ref name=&amp;quot;pulse&amp;quot;&amp;gt;{{Source|mon.c|12|68}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! State !! Ordinary behavior&lt;br /&gt;
|-&lt;br /&gt;
| Asleep, peaceful || Does not perform its ordinary actions until awake; waking alone leaves it peaceful&lt;br /&gt;
|-&lt;br /&gt;
| Asleep, hostile || Does not perform its ordinary actions until awake; remains an enemy when it wakes&lt;br /&gt;
|-&lt;br /&gt;
| Awake, peaceful || May wander, follow needs, collect items or use special abilities; does not make the ordinary hostile melee or ranged attempt&lt;br /&gt;
|-&lt;br /&gt;
| Awake, hostile || Can pursue and attack when its movement, range and attack conditions allow&lt;br /&gt;
|}&lt;br /&gt;
The table describes ordinary scheduled behavior. Scripted group effects and conversations have their own conditions. Moreover, the normal monster-damage routine awakens and angers its target &amp;#039;&amp;#039;before&amp;#039;&amp;#039; checking damage immunity. An immune target can therefore become hostile even though that hit takes no HP. A missed attack and an immune hit are not interchangeable cases.&amp;lt;ref name=&amp;quot;pulse&amp;quot; /&amp;gt;&amp;lt;ref&amp;gt;{{Source|mon.c|113|131}}; {{Source|mspec.c|723|738}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wandering and pursuit ==&lt;br /&gt;
A wandering mobile creature moves randomly. If you are within its sense range and it is hostile or needy, it stops wandering, but that action still skips the ordinary melee and ranged branch. The later nearby-special check can still run on the same action.&amp;lt;ref name=&amp;quot;pulse&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An awake, non-wandering creature ordinarily attempts movement when it is hostile or needy, mobile, and more than one square away. A ranged attempt can reduce that action&amp;#039;s chance to move to 50%. What happens during movement then depends on the creature&amp;#039;s movement ability: ordinary pursuit, fleeing, random movement and teleportation are different behaviors.&amp;lt;ref name=&amp;quot;pulse&amp;quot; /&amp;gt;&amp;lt;ref&amp;gt;{{Source|mon.c|434|448}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Player invisibility makes ordinary pursuit and spirit movement choose random movement instead of tracking your position. It also stops the ordinary ranged attempt, but does not cancel adjacent melee or every nearby special power. Flying, swimming and being able to pass through obstacles describe where a creature can move; they do not themselves grant sight of an invisible player.&amp;lt;ref&amp;gt;{{Source|mmove.c|24|74}}; {{Source|mmove.c|128|146}}; {{Source|util.c|93|151}}; {{Source|mon.c|12|68}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Retreat ==&lt;br /&gt;
Low-HP retreat is checked when the appropriate movement ability runs, not whenever a monster takes damage. The thresholds below use the species template&amp;#039;s HP, with the division rounded down, rather than a higher starting HP supplied by an arena or other encounter.&amp;lt;ref&amp;gt;{{Source|mmove.c|24|74}}; {{Source|mmove.c|128|146}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Movement behavior !! Retreat threshold !! Consequences&lt;br /&gt;
|-&lt;br /&gt;
| Ordinary or smart movement || Current HP below floor(template HP / 4) || Switches to fleeing movement, drops possessions, and changes the action interval&lt;br /&gt;
|-&lt;br /&gt;
| Spirit movement, as used by [[Draft:Ghost|ghosts]] || Current HP below floor(template HP / 6) || Reverses movement while below the threshold; this check does not drop possessions or permanently replace its movement ability&lt;br /&gt;
|}&lt;br /&gt;
Ordinary retreat changes the interval to &amp;#039;&amp;#039;&amp;#039;min(2, previous interval - 1)&amp;#039;&amp;#039;&amp;#039;: an interval of 2 becomes 1, while one of 3 or more becomes 2. There is no lower clamp of 1 in that expression; an already one-tick creature reaches zero, so the usual interpretation of a smaller &amp;#039;&amp;#039;positive&amp;#039;&amp;#039; interval as faster must not be extended to that edge case.&amp;lt;ref&amp;gt;{{Source|mmove.c|24|49}}; {{Source|time.c|47|74}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fleeing does not clear hostility. A nearby hostile enemy can still execute its adjacent [[Draft:Monster attacks|melee sequence]] without running the movement check at all. Spirit retreat also differs from ordinary retreat: recovery above its threshold lets spirit movement approach again, whereas ordinary retreat has replaced the movement behavior.&amp;lt;ref&amp;gt;{{Source|mon.c|38|50}}; {{Source|mmove.c|24|146}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hunger and greed ==&lt;br /&gt;
An awake, living greedy monster picks up all objects on its current square during its ordinary action. Hunger is a separate trait: a creature whose corpse can be eaten is not necessarily hungry or willing to accept food while alive.&amp;lt;ref&amp;gt;{{Source|mon.c|53|62}}; {{Source|inv.c|410|467}}; {{Source|itemf1.c|662|750}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Need !! Giving an object&lt;br /&gt;
|-&lt;br /&gt;
| Greedy || Expects value of at least 100 times its level&lt;br /&gt;
|-&lt;br /&gt;
| Needy || Expects value of at least the current map depth squared&lt;br /&gt;
|-&lt;br /&gt;
| Hungry, without either preceding need || Accepts appropriate food; [[Draft:Horse|horses]] specifically require grain&lt;br /&gt;
|}&lt;br /&gt;
Greedy and needy creatures take the object before deciding whether its value is sufficient; a rejected gift is not returned. These checks precede hunger. If both greed and need are present, satisfying greed still leaves the needy threshold to check. A sufficient gift clears hostility, greed and need. For concrete uses, see [[Draft:Goblin|Goblin]] and [[Draft:Mendicant priest|Mendicant priest]].&amp;lt;ref&amp;gt;{{Source|inv.c|410|467}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Accepted food clears hunger and hostility, but poison food then makes its recipient hostile again and attempts poison damage. Poison immunity can prevent that damage without restoring peacefulness. Ordinary giving also has its own adjacency and item restrictions; see the [[Draft:Horse#Generation and obtaining a mount|horse interaction]] for a practical feeding example.&amp;lt;ref&amp;gt;{{Source|inv.c|427|467}}; {{Source|command2.c|400|454}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Group reactions ==&lt;br /&gt;
Group hostility is a property of particular encounters, not an automatic response by every creature of the same species.&amp;lt;ref&amp;gt;{{Source|mspec.c|705|759}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Encounter !! Trigger and result&lt;br /&gt;
|-&lt;br /&gt;
| [[Draft:Village merchant|Village merchant]] || When a hostile merchant&amp;#039;s special action runs in a village, it awakens and angers every creature in that village&amp;#039;s monster list, then disables that merchant&amp;#039;s alarm&lt;br /&gt;
|-&lt;br /&gt;
| [[Draft:Dragon&amp;#039;s Lair|Dragon&amp;#039;s Lair]] || A hostile lair participant&amp;#039;s special action makes living creatures sharing the lair response hostile, fires their opening bolts and changes their special abilities&lt;br /&gt;
|-&lt;br /&gt;
| [[Draft:Archmage|Archmage]] or [[Draft:Prime Sorceror|Prime Sorceror]] court response || A hostile court participant triggers a sweep through the level&amp;#039;s creature list, making each hostile and attempting shared spellcasting; court responders then change to ordinary spellcasting&lt;br /&gt;
|}&lt;br /&gt;
The court sweep invokes [[Draft:Monster spellcasting|the shared spell routine]] directly for its participants, so it does not wait for each participant&amp;#039;s own awake check or scheduled turn. The spell itself still checks hostility, line of sight and the player&amp;#039;s resistance. These reactions need their actual trigger; attacking one creature is not proof that every group effect happens immediately on that same command.&amp;lt;ref&amp;gt;{{Source|mspec.c|135|215}}; {{Source|mspec.c|705|759}}; {{Source|mon.c|12|68}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Use peaceful interactions where they address the creature&amp;#039;s actual need, and check the species page before offering valuable objects. Greed and need are value tests, while hunger is a food test; failing to distinguish them can cost a useful item without making the encounter safer.&lt;br /&gt;
&lt;br /&gt;
Retreat can make an ordinary enemy drop its possessions, but approaching to retrieve them can put you back in melee range. Do not expect a ghost to follow the same drop rule. Likewise, invisibility can disrupt pursuit while leaving adjacent attacks and some special powers available.&lt;br /&gt;
&lt;br /&gt;
A peaceful [[Draft:Sneak-thief|sneak-thief]] can still steal. A weak village merchant can trigger a much larger fight. Attitude, individual combat strength and the consequences of provoking an encounter should therefore be checked separately.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Drafts]]&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
[[Category:Omega 0.90.4]]&lt;/div&gt;</summary>
		<author><name>OmegaAdmin</name></author>
	</entry>
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