📑MonsterAIGroup
Scripted spawning of "intelligent" monster squads—similar to SetBase\, but each monster is assigned an AI profile directly from MonsterAIUnit.txt, and members of the same group recognize each other (they can heal allies, follow a leader, etc.). Used by events such as the Dark Elf invasion.
Number
Number, one per group
Identifies the squad. All monsters with the same Number recognize each other as members of the same group.
Guid
Number, unique within the group
Identifies this monster within the group.
Monster
Monster class number
The entity that spawns.
Rank
0 or *
0 = this monster is the group leader. * = regular member.
StartAI
Number corresponding to an Index in MonsterAIUnit.txt
Initial AI profile assigned to this monster.
AI1 / AI2 / AI3
Number corresponding to an Index in MonsterAIUnit.txt
Alternate AI profiles that this monster may switch to later (triggered by a "switch AI profile" action in MonsterAIElement.txt).
CreateType
Number
Method used to create/spawn the monster.
Map
Map number
Map where the monster spawns.
X / Y
Coordinates
Spawn location.
Dir
Number from 0 to 7, or *
Initial facing direction. * = random direction.
RegenType
Number
Whether and how this monster respawns after death.
Notes
Unlike
SetBase\, theMapcolumn is actually used here—there is no "filename determines the map" rule.AI1/AI2/AI3are not used automatically in sequence—they only become active if aMonsterAIElementof type "switch AI profile" explicitly references them.
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