chessmasterhong / WaterEmblem

https://chessmasterhong.bitbucket.io/projects/WaterEmblem/
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Able to create bosses programmatically #160

Closed DrkSephy closed 9 years ago

DrkSephy commented 9 years ago

Based on issue #159, it would also be great if we could add the following properties/abilities:

These two features seem to be add-ons to the enemySpawner method.

chessmasterhong commented 9 years ago

To clarify: the spawned unit that is set to never move can still attack only if there is an attackable unit within its attack range, correct?

DrkSephy commented 9 years ago

I should re-phrase, a unit that is spawned to never move will only attack if there is a player unit adjacent to them, i.e: they will never move to attack a player. They are always stationary and only initiate an attack if the player is adjacent.

chessmasterhong commented 9 years ago

Based on the most recent changes addressing this issue:

In regards to task 1: Place a boss in their own dedicated array inside enemy_groups_all inside the Enemy Spawner. Then, in Weltmeister, assign a custom key, zone, and its respective value pair, #, to an Enemy Spawner, where # should be replaced with the array index in which the boss is stored in enemy_groups_all. If no zone key is found, the default value, 0, will be used.

In regards to task 2: In Weltmeister, assign a custom key, immovable, and its respective value pair, true, to an Enemy Spawner if you do not want the spawned enemy unit to move (it will still be able to attack). If no immovable key is found, the default value, false, will be used.