![]() After that a monster may also have a few failsafe behaviors when it can't use any skills, such as strafing an enemy while waiting for a skill cooldown, repositioning, or finding a new target.Ĭertain behaviors can also be mutually exclusive. Considering skill cooldown timers or the fact that most bosses and special bosses use their Special skill only after having lost a percentage of their health, the ordering priority tends to be Special > Utility > Secondary > Primary. ![]() ![]() As such, the behaviors are generally ordered from most to least restrictive requirements. This may end up being the same one.Įvery monster has a predetermined list of behaviors and when it comes to choosing a new one the game will go over all of them in order until it finds the first one that passes all of its requirements. reset enemy target: upon selecting a different behavior to the current one, choose a new enemy target.This can be used to chain certain actions. next behavior: when the 'behavior timer' triggers a new selection, check if a predefined next selection is valid.A negative value means a selection will be forced on the next frame. behavior timer: how long the user will stick with this behavior before selecting a new one.Equipment that require target confirmation, such as the Royal Capacitor 20s Royal CapacitorĬall down a lightning strike on a targeted monster.Ĭall down a lightning strike on a targeted monster, dealing 3000% damage and stunning nearby monsters., can make sure the activation will succeed by using the 'line of sight' and 'aim target' requirements. fire equipment: the user will attempt to use the equipment.sprint: the user will attempt to sprint.aim type: defines where the user will look, i.e., Target, Enemy, Leader, Move Direction, or None. ![]() Friend is the nearest teammate within skill range, Leader is used for the owner of any minions, e.g., Drones, Beetle Guards Beetle GuardĪrmor: 0, etc, and Custom is used for any targets that do not fit under the previous definitions. target type: defines what the user will target, i.e., Enemy, Friend, Leader, or Custom.move type: defines how the user will move, i.e., Chase, Strafe, Flee, or Stop.ignore node graph: the user will move without using the predifined points in an Environment as target destinations, but will attempt to reach the target destination directly.Only the actions defined for a specific behavior will be taken. no repetition: the same behavior cannot be chosen twice in a row.grounded: the user must be on the ground.aim target: the user must be looking in the direction of the target.line of sight: the user must have the target in line of sight, even if they are behind them.distance: the target must be in less than, more than, or a range of some distance.target health: the target must have less than, more than, or a range of some health percentage. ![]() user health: the user must have less than, more than, or a range of some health percentage.equipment is ready: the user must possess an equipment and have at least one charge.skill is ready: the selected skill must have at least one charge.If the 'skill slot' is defined, but the 'skill' is not, it will simply use whichever skill is occupying that slot. This is mostly used for the Doppelganger Survivors who can have alternative skills for any of the skill slots. skill: the enemy must possess a certain skill.The keyword None is used to not necessitate the existence of any specific skill. Note that not all monsters have all four. skill slot: defines which skill type is to be used, i.e., Primary, Secondary, Utility, or Special.Not every requirement has to be defined for a behavior, in which case it is assumed to have the least restrictive value. Every behavior can be described by its requirements for valid selection and what actions the enemy will take upon selecting it. ![]()
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