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Summon System
Demo Project: Summon Demo
Summoned monster this is a enemy that has teamId:0
by default, and some special ABS parameters.
Summoned monster will spawn from spawn map and follow the player
For call Summon monster, uses State with special parameter summon
. Until state on player, monster with him
When you change map, the summon state (with monster) disappears
- Support skill is optional
1 Ally
and Occasion 'Battle Screen`
<range:3>
(or more range, 3 - minimum)
You can add any Effects and any Damage Type.
For this example, i create Healing skill and name it "HealForPet"
Set support skill for enemy, use <supportSkillId:X>
, where X - skill ID
Set looting parameter, <canLooting:X>
, where X - 1 - can looting dead corpses, 0 - not
Summon monster settings from Demo Project (for example):
Setup Condition for support skill
Add support skill to enemy Action Patterns and set condition for using this skill
See Enemy Spawning
<summon:X>
, where X - EVENT ID on spawn map with summon monster
Recommended use Auto-removal Timing
- Turn End
and Duration in Turns
for setup time (in seconds)
You can add this ABS parameters to summon state Note:
<summonStartAnimId:X>
- animation, when summon monster appeared, ID - id from database
<summonEndAnimId:X>
- animation, when summon monster is disappeared
For example: <ABS:0>
that just add Summon state
Scope
- The user
<sBattleMode:X>
- standard battle mode (applied always when summon monster called)
0 - attack all
1 - attack only Player target
2 - protect player (attack only enemy, who attack player)
<sChangeModeAllowed:Z>
- can Player change battle mode in game? 0 - no, 1 - yes. Default - 1 (yes)