OptionalblockedOptionalclimbhow many levels up one step may climb; defaults to 1, the ordinary stair or ramp
Optionaldispositiondefaults to 'hostile' - always hunts on sight, exactly like every monster used to
OptionalfleeHP fraction (0 to 1) at or below which a visible target is fled rather than hunted
OptionalheightsThe map's heights, when climbing matters. A step from one cell to the next is
allowed when the destination rises no more than climb above the start;
going down is always allowed, the way stepping off a ledge is. Needs heights
to mean anything on its own.
Optionalprovokedtrue once this monster has been attacked (or otherwise provoked) - overrides a
neutral/peaceful disposition back to hunting, permanently, the same as hostile. A
game tracks this per monster and sets it the moment it lands the provoking hit; this
function stores no state of its own between calls, same as hpFraction.
Optionalsighthow far the monster can see, in cells - its own sight range, not the player's
Optionaltopology4 for cardinal moves only, 8 to allow diagonals
Cells to treat as blocked beyond the terrain (other creatures, usually).
Passed per call rather than held, because who is standing where changes every turn and a cached path is a monster walking through its neighbour.