# Create New Monster/Mob

Remember that this item must be added to the GameplayManager/Waves within each scene.

<figure><img src="https://215355839-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fc8AVbPtcUOjcVrQx9Eyu%2Fuploads%2F6sJVp8jCNRXhOIZABPMz%2FMonsterMob.png?alt=media&#x26;token=30e584d8-4379-466c-9fcb-0b240632d1af" alt=""><figcaption></figcaption></figure>

1. Add a capsule collider and configure.
2. Add a NavmeshAgent and configure.
3. Add the MonsterEntity component and configure

<figure><img src="https://215355839-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fc8AVbPtcUOjcVrQx9Eyu%2Fuploads%2F3Yg936hwtAAjOcBCXv9y%2FMonsterStats.png?alt=media&#x26;token=ec1ec412-ac01-4f0c-bc52-f6adcbd794c4" alt=""><figcaption></figcaption></figure>

Base Stats: Set the Monster's basic stats to the same as the characters' \
The following stats are not used by the monster and can be left as 0 (zero): \
-Attack Speed ​​(use the attack cooldown to determine the cooldown time to deal damage again while the player is colliding with the monster)\
-Cooldown reduction \
-Collect Range \
-Max Stats \
-Mas Skills

Character Type Data: Damage element that the monster causes when colliding with the player.

Drop Gold/Drop EXP: Check the boxes if you prefer the monster to drop exp or gold, you need to add the drop prefab. Leaving it unchecked makes the exp and gold be collected automatically without dropping on the ground.

Attack Cooldown: cooldown for the monster to deal damage again to the player who collides with it.

is Final Boss: Check this box to set the monster as the final boss, making its hp bar appear when it is spawned, there can only be 1 boss per scene.

Can Use Skill: Check an option for the monster to use skills.

<figure><img src="https://215355839-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fc8AVbPtcUOjcVrQx9Eyu%2Fuploads%2FOkEtfquim85RAeF3OPpV%2FMonsterSkills.png?alt=media&#x26;token=7a2ab008-0c07-4a07-9a5f-440bc17eb821" alt=""><figcaption></figcaption></figure>

SkillName: monster skill name, but currently it is not shown in any UI.

Damage Type: Damage element a skill deals.

Damage Amount: Damage amount before element reductions and increases.

Cooldown: Cooldown of this skill, monsters automatically use the skill when it comes off cooldown.

Shots: Number of skill shots.

Angle: Angle between one shot and another.

Delay Between Shots: delay between one shot and another.

DemagePrefab: Monster Damage Entity prefab that will be spawned.

Spawn offset: Options to change the positions where the skill prefab will spawn from.

Launch Speed: Prefab speed.

Min Distance: Minimum distance the player needs to be from the monster for him to use the skill.

Delay to Launch: Delay before generating prefabs, use this to regulate the timing of the skill's animation and spawn.

Animation Index: Index of the animation that will play when using a skill.

<figure><img src="https://215355839-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fc8AVbPtcUOjcVrQx9Eyu%2Fuploads%2FONAcUcvWAVUzLQlHMYzm%2FAnimatorMonster.png?alt=media&#x26;token=84ae9f98-9270-4e0b-86b5-c45c5a4d0f06" alt=""><figcaption></figcaption></figure>

The monster only has walking and skill animations, add UseSkill + index as a trigger in the animator If the Animation Index of the monster's skill is 0 it will activate the UseSkill0 trigger and so on.

**You can duplicate the existing AnimatorController and configure the skills of a new monster and in the monster's Animator place this edited controller.**


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