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📑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.

Column
Accepted Values
Description

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\, the Map column is actually used here—there is no "filename determines the map" rule.

  • AI1/AI2/AI3 are not used automatically in sequence—they only become active if a MonsterAIElement of type "switch AI profile" explicitly references them.

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