Monster

Monster

AI
Component
Combine:
Combatable
Spawnable
Transform
Container
Visibility

AI monster entities, such as zombies

Properties

Name Type Description Script Name
HP Int AI’s current blood level HP
Max. HP Int AI’s current maximum blood level HPMax
Host Team Team Read Only
Get the entity of the AI’s team.
HostTeam
Old Spawn Point Direction point[Obsolete] (Deprecated, please do not use) SpawnPosition_Deprecated
Attack Damage Int Can only modify the attack power of normal attacks, skill attacks don’t count. AttackDamage
Attack Interval Int Can only modify the attack power of normal attacks, skill attacks don’t count. AttackInterval
Attack Range Float Can only modify the attack power of normal attacks, skill attacks don’t count. AttackRange
Wander Range Float AI’s free movement range, can only modify the base value, if there is extra bonus, it will be added on top of that value. WanderRange
Chase Vicinity Float AI’s range to detect enemies, can only modify the base value, if there is an extra bonus, it will be added on top of that value. DetectRange
Run Speed Float True movement speed, if there is a skill acceleration it will be multiplied by it. RunSpeed
Is Dead Drop Bool Whether the AI drops equipment or items when it dies. IsDeadDrop
Is Invincible Bool Whether the AI is currently invincible IsInvincible
Damage Taken Percent Float Percentage of damage dealt to the AI when it takes damage, can be reduced or increased DamageTakenPercent
Monster Type Monster Type Read Only
Type of AI
MonsterType
Is Auto-Chase Enemy Bool Read Only
Whether to automatically search for enemies
IsAutoChaseEnemy
Action Type Int Read Only
0 is auto attack, 1 is defense attack, 2 is no attack at all.
ActionType
Path ID Int Read Only
Path ID
PathID
Chase Target Combatable Chase Target ChaseTarget
Attack Target Combatable Read Only
Attack Target
AttackTarget
Spawn Position Vector3 AI’s birth point coordinates SpawnPosition
Team serial no. Int Read Only
The team’s camp number
TeamIndex

Event

Name Description
On Chase Triggered when the pursuit target enters the pursuit range
On Chase Stop Triggered when the pursuit target leaves the pursuit range
On Attack Triggered when the target enters the attack range
On Attack Stop Triggered when the target leaves the attack range

API

Name Description
Enable Default Behavour Tree AI entity stops/executes default behavior tree
Pursuit Target AI entity chases the designated target
Attack Target AI entity attacks the specified target
Patrol To AI entities patrolling to target points
Patrol Along AI entities patrol in order of the list of coordinates
Use Skill Target AI releases certain skill