To make the boss not move and the summoned monsters move:
you can check for dwMaxSummonsMonsterCount against 00000000 then if dwMaxSummonsMonsterCount is above zero it means that the monster is a boss
so then you have to store ecx at the top of the MonsterProperties script into a new variable
and so the next time that script is being passed by, you can check the stored BossPropertiesBace with the new PropertiesBace and if they are equal
you set DwStandDelay to something big like FFFFFFFF and DwMoveDelay to something small like 00000001
you compare like this
Code:
label(SkipBossBaceStore)
cmp [ecx+90],00000000
je SkipBossBaceStore
mov [PropertiesBace],ecx
SkipBossBaceStore:
and this is how you change the DwStandDelay and DwMoveDelay
Code:
label (SkipBossMoveEditing)
//mov [ecx+1C],00000000 //DwStandDelay
mov [ecx+20],000001F4 //DwMoveDelay //This line is always applied to apply it to all monsters
cmp [PropertiesBace],ecx
jne SkipBossMoveEditing
mov [ecx+1C],FFFFFFFF //DwStandDelay
mov [ecx+20],00000001 //DwMoveDelay //but this one changes the MoveDelay only for the bosses
SkipBossMoveEditing:
anyway good luck