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Follow-up — two more things landed on this after the owner pushed on it, both about how the monsters actually FEEL rather than the aggro rule itself.
First, the pacing. The original game decides a monster's next move on a timer, but it also waits for the current walk animation to finish before acting on it — so the monster completes its stride instead of snapping around mid-step. I'd only ported the timer. Adding the animation half changes the real interval measurably: a Snail's walk cycle is 900ms, so its decisions land every 1800ms rather than 1608ms; a Pig's is 500ms, so 2000ms. They should look less twitchy now.
Second, and this one was a genuine bug you'd have hit eventually: an aggressive monster chasing you had no stopping condition. It walked straight THROUGH you, then realised you were now behind it and turned around — back and forth across you forever. It now stops once it's actually touching you and stands there facing you, still doing contact damage, which is what a monster pressed up against you looks like in the real game.
To re-test: peaceful monsters (snails, pigs, mushrooms) should wander and never follow you. An aggressive one should walk up to you and STAY there rather than sliding past and pivoting. If the wandering now feels too slow or too aimless, say so — that's a feel judgement and I can't make it from here.