For the complete documentation index, see llms.txt. This page is also available as Markdown.

📑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.

Column
Accepted Values
Description

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 CurrentState may have multiple entries with different Priority values—the server evaluates the lowest Priority first.

Last updated