📑MonsterAIAutomata
State machine that determines when a monster changes behavior (e.g., from "idle" to "chasing," from "chasing" to "attacking," or from "attacking" to "fleeing"). Used by MonsterAIUnit.txt.
Number
Number, one per state machine
Identifies this state machine. Referenced by the Automata column in MonsterAIUnit.txt.
Name
Text enclosed in quotes
Description of the transition (e.g., "General -> Go"), used for identification only.
Priority
Number, in sequence (0, 1, 2...)
Order in which this transition rule is evaluated within the same current state.
CurrentState
Number
The state the monster must currently be in for this rule to apply.
NextState
Number
The state the monster transitions to if the rule is triggered.
TransitionType
Number (fixed code)
Condition that triggers the state change (e.g., always, time-based, health-based, distance-based).
TransitionRate
Number (%)
Chance that the transition actually occurs when the condition is met.
TransitionValueType
Number, or *
Determines how TransitionValue is interpreted. * = not used.
TransitionValue
Number, or *
Value used by the condition (e.g., distance, time, health percentage). * = not used.
DelayTime
Number, in milliseconds
Minimum interval before this transition can be evaluated again.
Notes
The states (
CurrentState/NextState) are fixed internal server values (e.g., idle, chase, attack, flee)—the same numbering scheme is used across all state machines in the file.A single
CurrentStatemay have multiple entries with differentPriorityvalues—the server evaluates the lowestPriorityfirst.
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