Skip to content

QuestIniSpawn

Quantumrunner edited this page May 1, 2021 · 1 revision

Spawn<name>

A monster spawn event. This is a special event that will also add a monster to the monster list.

Functional

monster

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.

traits

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).

traitpool

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).

placement2

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.

placement3

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.

placement4

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

unique

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.

uniquehealth

Apply this much bonus health.

uniquehealthhero

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.

activated

Set to true to spawn the monster already activated.

xposition

Optional, if provided will highlight the horizontal position in squares.

yposition

Optional, if provided will highlight the vertical position in squares.

display

See Event.

buttons

See Event.

event<num>

See Event.

buttoncolor<num>

See Event.

quota

See Event.

audio

See Event.

music

See Event.

minhero

See Event.

hero

See Event.

add

See Event.

remove

See Event.

trigger

See Event.

conditions

See Event..

operations

See Event.

randomevents

See Event.

mincam

See Event.

maxcam

See Event.

Text

<sectionname>.uniquetitle

Title to use for the unique monster info text, defaults to "Master {type}". {type} can also manually to insert the monster type.

<sectionname>.uniquetext

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.

<sectionname>.text

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.

Back to QuestIniDetails.

Clone this wiki locally