CB,
You can set fix the stats at whatever value you want but since some are pocket variables, you will need to do it with individual sets. A creature created via the spawn command gets a copy of the template's pockets at the beginning of a 'level' (10 point range). So passive1 and aggro1 starts with 0 aim and dodge and caps at 10. The highest passive4 and aggro4 start at 30 and cap at 40. The reason I haven't created a higher level template is because there isn't a trainer beyond that for the rest of us (yet). You can actually take a lower level creature who has advanced to their cap to the appropriate trainer and force them to do what is required to gain the next cap. The trainers don't care if their students are players or other livings.
Now, let's get to what you are wanting to do. Each spawned creature had a tickloc that runs ticked. Under ticked, just insert the sets and a print statement to tell you when they are set, save the code, wait for the message, then remove the sets and save again.
##ticked:
set $actor's aim to 100;
set $actor's aimcap to 100;
set $actor's dodge to 100;
set $actor's health = 100;
set $actor's healthmax to 100; rem this field is used as a dodge cap so no dodgecap field exists;
print "updated";
The new system will have a discrete dodgecap so it will be possible to have low-dodge/high-health or high-dodge/low-health combinations. That's not possible right now (sorry).
If your creature casts spells (see Zulphur as an example), you can also set mana and manamax.
There are 2 approaches to this. 1: set mana each time before calling cast, or 2: put an if statement to test mana for enough to cast, then have an item or something that restores mana over time. I prefer the latter because then we can code items and spells that do a vampyric mana drain which would add a strategy for dealing with magic creatures.
Setting the skills like that will no longer work when we move to the new system. We were going to put skillnames in a skills field and values in a skillvals field, but wolis has come up with new syntax that will make it easier to put both the names and values in the skills field. So I have to redo the new system for that and then creatures will be changed from being coded to being material-based.
Hope that helps.
--Thorn