//Monkey defines, placed here so they can be read by other things! /// below this health value the monkey starts to flee from enemies #define MONKEY_FLEE_HEALTH 40 /// how close an enemy must be to trigger aggression #define MONKEY_ENEMY_VISION 9 /// how close an enemy must be before it triggers flee #define MONKEY_FLEE_VISION 4 /// How long does it take the item to be taken from a mobs hand #define MONKEY_ITEM_SNATCH_DELAY 25 /// Probability monkey will aggro when cuffed #define MONKEY_CUFF_RETALIATION_PROB 20 /// Probability monkey will aggro when syringed #define MONKEY_SYRINGE_RETALIATION_PROB 20 // Probability per Life tick that the monkey will: /// probability that monkey aggro against the mob pulling it #define MONKEY_PULL_AGGRO_PROB 5 /// probability that monkey will get into mischief, i.e. finding/stealing items #define MONKEY_SHENANIGAN_PROB 20 /// probability that monkey will disarm an armed attacker #define MONKEY_ATTACK_DISARM_PROB 20 /// probability that monkey will get recruited when friend is attacked #define MONKEY_RECRUIT_PROB 25 /// probability for the monkey to aggro when attacked #define MONKEY_RETALIATE_PROB 85 /// amount of aggro to add to an enemy when they attack user #define MONKEY_HATRED_AMOUNT 4 /// amount of aggro to add to an enemy when a monkey is recruited #define MONKEY_RECRUIT_HATED_AMOUNT 2 /// amount of aggro to add if someone stole the food we wanted #define MONKEY_FOOD_HATRED_AMOUNT 2 /// probability of reducing aggro by one when the monkey attacks #define MONKEY_HATRED_REDUCTION_PROB 20 ///Monkey recruit cooldown #define MONKEY_RECRUIT_COOLDOWN (1 MINUTES)