//Monkey defines, placed here so they can be read by other things! //Mode defines #define MONKEY_IDLE 0 // idle #define MONKEY_HUNT 1 // found target, hunting #define MONKEY_FLEE 2 // free from enemies #define MONKEY_DISPOSE 3 // dump body in disposals #define MONKEY_FLEE_HEALTH 50 // below this health value the monkey starts to flee from enemies #define MONKEY_ENEMY_VISION 9 // how close an enemy must be to trigger aggression #define MONKEY_FLEE_VISION 4 // how close an enemy must be before it triggers flee #define MONKEY_ITEM_SNATCH_DELAY 25 // How long does it take the item to be taken from a mobs hand #define MONKEY_CUFF_RETALIATION_PROB 20 // Probability monkey will aggro when cuffed #define MONKEY_SYRINGE_RETALIATION_PROB 20 // Probability monkey will aggro when syringed // Probability per Life tick that the monkey will: #define MONKEY_RESIST_PROB 50 // resist out of restraints // when the monkey is idle #define MONKEY_PULL_AGGRO_PROB 5 // aggro against the mob pulling it #define MONKEY_SHENANIGAN_PROB 5 // chance of getting into mischief, i.e. finding/stealing items // when the monkey is hunting #define MONKEY_ATTACK_DISARM_PROB 50 // disarm an armed attacker #define MONKEY_WEAPON_PROB 20 // if not currently getting an item, search for a weapon around it #define MONKEY_RECRUIT_PROB 25 // recruit a monkey near it #define MONKEY_SWITCH_TARGET_PROB 25 // switch targets if it sees another enemy #define MONKEY_RETALIATE_HARM_PROB 95 // probability for the monkey to aggro when attacked with harm intent #define MONKEY_RETALIATE_DISARM_PROB 20 // probability for the monkey to aggro when attacked with disarm intent #define MONKEY_HATRED_AMOUNT 4 // amount of aggro to add to an enemy when they attack user #define MONKEY_HATRED_REDUCTION_PROB 25 // probability of reducing aggro by one when the monkey attacks // how many Life ticks the monkey will fail to: #define MONKEY_HUNT_FRUSTRATION_LIMIT 8 // Chase after an enemy before giving up #define MONKEY_DISPOSE_FRUSTRATION_LIMIT 16 // Dispose of a body before giving up #define MONKEY_AGGRESSIVE_MVM_PROB 0 // If you mass edit monkies to be aggressive. there is a small chance of in-fighting