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10 changes: 5 additions & 5 deletions Components/ThunderRoad/JSON/Wave.md
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,7 @@ The Wave JSON is used to spawn waves of enemies in maps in Blade and Sorcery.
| totalMaxAlive | The total amount of enemies that can be on the map at a time. Higher the number, the more enemies that spawn, but the laggier it could get. |
| alwaysAvailable | Wave is available on all maps, ignores "waveSelectors". If false, it will only be available on map IDs listed in "waveSelectors". These IDs are not the map ID, but the ID that is stated in the wave spawner. |
| waveSelectors | If "alwaysAvailable" is false, this wave can only appear on these maps. |
| factions | Stated what faction(s) this wave will contain. <details>• *Passive* - NPCs will not attack.<br>• *None* - NPC will attack all, NPC and Player.<br>• *Ignore* - Will ignore player<br>• *Player* - Friendly. Will attack enemies but not player.<br>• *MixedEnemies* - Used for faction-less NPCs.<br>• *Bandits* - Bandit Faction, known in game as "Kingdom of Eraden".<br>• *Cult* - Cult Faction, known in game as "The Eye".<br>• *Mercenary* - Mercenary Faction, used with Bandits as "Wildfolk" or "Tribal".<br>• *Gladiator* - Gladiator faction, known in game as "Scavengers" or "Outlaws".<br>• *Soldier* - Soldier faction, used with "Bandits" or "Kingdom of Eraden".<br>• *Rogue* - Rogue faction, used with "Cult" faction or "The Eye".<br>Note: All *named* factions will combat other factions including the player. |
| factions | Stated what faction(s) this wave will contain. <details>• *-1 Passive* - NPCs will not attack.<br>• *0 None* - NPC will attack all, NPC and Player.<br>• *1 Ignore* - Will ignore player<br>• *2 Player* - Friendly. Will attack enemies but not player.<br>• *3 MixedEnemies* - Used for faction-less NPCs.<br>• *4 Bandits* - Bandit Faction, known in game as "Kingdom of Eraden".<br>• *5 Cult* - Cult Faction, known in game as "The Eye".<br>• *6 Mercenary* - Mercenary Faction, used with Bandits as "Wildfolk" or "Tribal".<br>• *7 Gladiator* - Gladiator faction, known in game as "Scavengers" or "Outlaws".<br>• *8 Soldier* - Soldier faction, used with "Bandits" or "Kingdom of Eraden".<br>• *9 Rogue* - Rogue faction, used with "Cult" faction or "The Eye".<br>Note: All *named* factions will combat other factions including the player. |

## Groups

Expand All @@ -37,8 +37,8 @@ Each "Group" is an enemy that spawns. If you want a seamlessly looping wave, you
| overrideBrainID | ID of the Brain used if overriden |
| overrideMaxMelee | If true, this group will ignore the set maximum amount of enemies that can be fighting the player at a time. <details>For example, if set to 1, only one enemy can fight at a time, and the other enemies will circle the player. If set to 3, 3 enemies will try and attack you at the same time. </details> |
| overrideMaxMeleeCount | The amount of enemies that will fight the player at the same time, if overrideMaxMelee is true |
| groupHealthMultiplier | The miltiplier of the health enemies will have. "1.0" is their normal health amount. |
| groupHealthMultiplier | The multiplier of the health enemies will have. "1.0" is their normal health amount. |
| minMaxCount | The minimum/maximum amount of enemies that can spawn from this group. |
| spawnPointIndex | *Unused/Obsolete*
| prereqGroupIndex | Determines a group that needs to be "completed" before this group can spawn. |
| prereqMaxRemainingAlive | Determines how many can be left alive from a previous group to be considered completed. |
| spawnPointIndex | *Unused/Obsolete*, determines spawn point of an NPC.
| prereqGroupIndex | Determines a group that needs to be "completed" before this group can spawn. <details> The first group is group -1, the second group is group 0, third group is group 1, it keeps going from there. |
| prereqMaxRemainingAlive | Determines how many can be left alive from a previous group to be considered completed. <details> For example, setting group 0 to a MaxRemainingAlive to 0 means it will wait for group -1 to have no more enemies alive.<br>-1 means no prerequisite amount.|
28 changes: 28 additions & 0 deletions Components/ThunderRoad/Levels/GolemSpawner.md
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---
parent: Levels
grand_parent: ThunderRoad
---
# Golem Spawner

## Overview
This component allows you to spawn in a golem, either with [Unity Events](https://docs.unity3d.com/Manual/UnityEvents.html), or when the level loads.

## Properties
{: .Note}
All three Golem Wake animations are played at random once the player is seen by the Golem
| Field | Description
| --- | ---
| Golem Address | ID of the golem. The golem in the vanilla game is `Bas.Boss.Golem`.
| Arena Crystal Randomizer | The prefab of the Weak Point Randomizer component.
| Spawn on Start | If enabled, the golem will spawn when the level loads.
| Action on Spawn | Will change what the golem does on spawn <details>• *None* - The golem will spawn in and the player will need to go near it to wake it.<br>• *Disable* - The golem will spawn in with the GameObject disabled.<br>• *Wake* - The golem will spawn in and start attacking the player. The `Start Wake` events will still trigger.</details> |
| Events|
| On Start Wake Full | When the golem wakes up.
| On Start Wake Short A | When the golem wakes up.
| On Start Wake Short B | When the golem wakes up.
| On Golem Awaken | Once the wake animations finish or on spawn, dependent on your `Action on Spawn`
| On Golem Defeat | When the golem loses all of its crystals.
| On Golem Kill | When the golem gets its `Prismatic Crystal Core` removed by the player.
| On Golem Stun | When the golem gets stunned by the player, typically by a `Meteor`.
| On Crystal Grabbed | When the golems `Prismatic Crystal Core` gets grabbed by the player, either by hand or with telekinesis.
| On Crystal Ungrabbed | When the golems `Prismatic Crystal Core` stops grabbed by the player, either by hand or with telekinesis.