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The problem is that the Kluex Statue has custom behavior called kluexbossstatue ( /behaviors/monsters/boss/kluexbossstatue/kluexbossstatue.behavior ) which uses the spawnMonster node in it, instead on relying on modular behavior.
If you open the statue's .monstertype file ( /monsters/boss/kluexbossstatue/kluexbossstatue.monstertype ), you won't see the usual ...Actions \-type lists of actions - you'll still see a behavior and behaviorConfig , but they'll be different to what most monsters have in them.
Obviously, you could use statue's behavior, but then I think your monster would be tied to that behavior specifically. Not sure if there's a way to combine the two easily though. (3/3)
There, it will look similar to this:
"action-spawnmonster-new": { // your action name
"type": "module",
"name": "action-spawnmonster-new",
"title": "",
"properties": {
"position": {"type": "position", "key": "self"},
"offset": {"type": "vec2", "value": [0, 0]},
"monsterType": {"type": "string", "value": "smallbiped"},
"replacement": {"type": "bool", "value": false},
"inheritParameters": {"type": "table", "value": []} // in case you want a default & want it to be empty
}
},
(2/3)
It's meant to be used by the spawnMonster behavior node used by the action-spawnmonster action.
If it doesn't work for you, you could try to create your own action similar to the original one (located in /behaviors/monsters/modular/movement/spawnmonster.behavior ) and pass the inheritParameters param explicitly to the spawnMonster node, similar to how "position", "replacement" and "type" are passed. (1/3)
To be clear - since dungeons are saved in JSON format, it's possible to edit monsters in them without Tiled - by directly changing their properties in the file, but I wouldn't recommend that as it's much safer to do with Tiled.
As far as I know, this boils down to editing the dungeon in Tiled by placing monster rectangles in your dungeon on the "monsters" layer, and adding necessary properties to it. Similarly, if you want to edit an existing one, you just find it within the dungeon and edit its properties.
There's a dedicated section on Starbounder Tiled guide that takes you through the process: Modding: Tiled/Example Mission - Monsters [starbounder.org]
And a general guide on what Tiled is & how to use it: Modding: Tiled [starbounder.org]
Out of curiosity, do you have any plans to write a guide on how to edit monster spawns within the game's dungeons? I'd be very interested in that one if you made it, but no pressure if not.