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QuestIniSpawn
A monster spawn event. This is a special event that will also add a monster to the monster list.
The monster type or another Spawn component. This can be a space separated list, in which case the first that is available will be used (so that expansion monsters can be listed first). If traits or traitpool is used this list is an exclusion list and none of these will be available in the pool.
A space separated list of traits to fetch a random monster by. A monster type will be chosen randomly that matches all of the provided traits (not required if list is empty). If this is used in combination with specific placement it is recommended to use a size trait (small, medium, huge, massive).
A space separated list of traits to fetch a random monster by. A monster type will be chosen randomly that matches one of the provided traits (not required if list is empty). If this is used in combination with specific placement it is recommended to use a size trait (small, medium, huge, massive).
A space separated list of MPlace sections. If this is provided and 2 heroes are playing then the location for the Monster section will not get a marker (the camera will still move there) and instead each of the MPlate monsters locations will be shown. This is for use with grouped monsters, MoM monsters should have indivitual Monster events.
A space separated list of MPlace sections. If this is provided and 3 heroes are playing then the location for the Monster section will not get a marker (the camera will still move there) and instead each of the MPlate monsters locations will be shown. This is for use with grouped monsters, MoM monsters should have indivitual Monster events.
A space separated list of MPlace sections. If this is provided and 4 heroes are playing then the location for the Monster section will not get a marker (the camera will still move there) and instead each of the MPlate monsters locations will be shown. This is for use with grouped monsters, MoM monsters should have indivitual Monster events. /placement3/placement4
Set to true to flag this monster as unique, which provides special info text and allows the 'defeat unique' option and event trigger. If the monsters are grouped and this type is already in the list it will become unique. For custom activations or other monster changes CustomMonster should be used instead.
Apply this much bonus health.
Multiply this by the number of heroes and add the health value as bonus health. These values are floats and the final value is rounded to the nearest int.
Set to true to spawn the monster already activated.
Optional, if provided will highlight the horizontal position in squares.
Optional, if provided will highlight the vertical position in squares.
See Event.
See Event.
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Title to use for the unique monster info text, defaults to "Master {type}". {type} can also manually to insert the monster type.
Text to use for the unique monster info. This markup can be used as well as the symbols listed here. {var:<Var>}
can be used to fill in a Var value.
The text to be displayed when this event is triggered.
{rnd:hero}
can be used to fill in a random hero name. If used more than once in the same event the names will match. This will change each time the token is selected.
{var:<Var>}
can be used to fill in a Var value.
{c:<QItemComponent>}
can be used to fill in the selected item name.
{c:<SpawnComponent>}
can be used to fill in the selected monster name.
{c:<CustomMonsterComponent>}
can be used to fill in the monster name.
{c:<TileComponent>}
can be used to fill in the tile name.
{c:<EventComponent>}
can be used to the selected hero (through manual selection or rnd:hero), only shows first hero.
This markup can be used as well as the symbols listed here. Additionally {type} can be used to add the selected monster type name.
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