d2tools/txt/AiParms.txt
2021-03-23 02:13:54 -06:00

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Description of Ai Parameters
/* ================================================================ */
"Brute" Ai
Yeti
Thorn Hulk
Baboon Demon
This Ai always walks towards the player & engages in melee
if the monster is in range but decides not to strike it will circle
left or right
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P1 Pct chance to strike - set this to affect attack speed
P2 Pct chance to do Attack2 - the more powerful one
P3 -
P4 -
Missiles: None
Skills: None
/* ================================================================ */
"Conservative" Ai
Evil Spider
This Ai may not intially attack, though it will do so if it is struck
It will flee if it is hurt beyond a certain threshold
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P1 Pct chance to strike - set this to affect attack speed
P2 Pct chance to do Attack2 - the more powerful attack
P3 Chance to decide to engage in to attack
P4 Pct health to flee
/* ================================================================ */
Corrupt Rogue
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P1 Not melee - pct chance of walking towards/circle enemy else
delay
P2 Melee - pct chance of doing attack else delay
P3 Delay time
P4 -
Missiles: None
Skills: None
Spike Fiend
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P1 Not melee - distance where missile is considered
P2 Missile considered - pct chance of attack else runaway
P3 Missile considered - amt of extra missiles to fire
P4 Not melee/melee - amt to move once wandering or runaway is
done
Missiles: Spike1, Spike2, Spike3, Spike4, Spike5
Skills: None
Big Head
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P1 Pct health left before go into run and shoot mode
P2 -
P3 -
P4 -
Missiles: BigHead1, BigHead2, BigHead3, BigHead4, BigHead5
Skills: None
Zombie
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P1 Distance before they realize person
P2 If person not realize, the chance they'll walk randomly else
delay
P3 Pct chance to do Attack1 else Attack2
P4 -
Missiles: None
Skills: None
Fallen
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P1 Pct that special anim will run all in group will attack
P2 Pct Attack1 (forehand) will be run over Attack2
P3 Distance away from player that they are still in wandering
mode
P4 When melee distance from player - pct that I will attack
Missiles: None
Skills: None
Fallen Shaman
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P1 If there are dead, pct chance I'll raise them
P2 If I have a ranged enemy, pct chance I'll shoot
P3 If I don't shoot or raise, pct chance I'll move
P4 -
Missiles: ShaFire1, ShaFire2, ShaFire3, ShaFire4, ShaFire5
Skills: None
Andariel
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P1 Pct chance to shoot else attack
P2 -
P3 -
P4 -
Missiles: Andrial
Skills: None
Skeleton
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P1 If not attack distance, pct chance I'll walk to enemy else
delay
P2 If in attack distance, pct chance I'll swing else delay
P3 Delay amt
P4 If attacking, pct chance I'll do Attack1 else Attack2
Missiles: None
Skills: None
Pin Head
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P1 If attack distance, pct chance to attack
P2 If attack distance, and I don't attack, the amount of frames
I'll delay
P3 If not attack distance, pct chance I'll walk to nearest player
P4 If not attack distance, and I don't walk, the amount of frames
I'll delay
P5 If attacking, pct chance I'll do Smite
Missiles: None
Skills: Smite: Damage, (1 - 4) * SkillLvl
Serpent Demon
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P1 If attack distance, pct chance to attack
P2 If attacking, pct chance I'll do attack1 (tail poke) else
attack2 (claw swipe)
P3 If attack distance, and I don't attack, the amount of frames
I'll delay
P4 If not attack distance, pct chance I'll Zeal towards players
else I'll just walk
Missiles: None
Skills: Zeal: Damage,
(40 * (amount of time through run cycle)) / SkillLvl
Scarab
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P1 If attack distance, pct chance to attack
P2 If attacking, and not Jab skilling, pct chance I'll do attack1
(ax looking thing) else attack2 (leg poke)
P3 If attack distance, and I don't attack, the amount of frames
I'll delay
P4 If attacking, pct chance I'll do Jab Skill else I'll do
regular attack stuff
Missiles: None
Skills: Jab: DamageMin, 5 * SkillLevel; DamageMax,
DamageMin + 15; ToHit, 15 + (SkillLevel * 5)
Sand Raider
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P1 Pct health left so that I will start looking for other
monsters to retreat to
P2 If not in attack distance, pct chance I'll circle around
P3 If attack distance, pct chance I'll attack
P4 If attack distance, and I don't attack, number of frames I'll
delay
Missiles: None
Skills: FireHit: FireDamMin, 5 * SkillLevel; FireDamMax,
FireDamMin + 15; ToHit, 15 + (SkillLevel * 5)
Sand Maggot
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P1 If not damaged (< 30%), and I'm underground, I'll come up when
the player is in this distance
P2 If damaged, player farther than 7 and, I don't lay an egg, pct
chance I'll shoot else walk
P3 Max Eggs to lay.
P4 If attack distance, pct chance I'll attack else pause
P5 Time I'm going to stay up or down minimum
Missiles: GooSpit1, GooSpit2, GooSpit3, GooSpit4, GooSpit5
Skills: None
Note: Maggots now lay eggs up to their max if they haven't decided
to do anything else of interest.
Sand Maggot Baby
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P1 If attack distance, pct chance I'll attack
P2 If attack distance, and I don't attack, number of frames I'll
delay
P3 If not attack distance, pct chance I'll walk towards player
P4 If not attack distance, and I don't walk towards, number of
frames I'll delay
Missiles: None
Skills: None
Sand Maggot Egg
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P1 Frames delay before spawning
P2 Amount of maggots to spawn
P3 -
P4 -
Missiles: None
Skills: None
Greater Mummy
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P1 If player is next to me or in gas range, pct chance I'll
attack
P2 If I don't swipe or gas, pct chance if there's dead I'll
resurrect
P3 If I don't swipe, gas, or res, pct chance if there's hurt I'll
heal'em
P4 If I don't swipe, gas, res, or heal, pct chance I'll try to
shoot
Missiles: UnHolyBolt1, UnHolyBolt2, UnHolyBolt3, UnHolyBolt4,
Mummy1, Mummy2, Mummy3, Mummy4
Skills: Resurrect: none
Heal: HealMin, 5 * SkillLevel; HealMax,
HealMin + 15
Mummy
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P1 Distance before they realize person
P2 If person not realize, the chance they'll walk randomly else
delay
P3 Pct chance to do Attack1 else Attack2
P4 -