Prototype/EnemySpawner: Difference between revisions
(dying_sound is optional) |
(1.0.0: added spawn_decorations_on_expansion, spawn_decoration) |
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{{Prototype property|integration|[[Types/SpriteVariations|SpriteVariations]]|optional=true}} | {{Prototype property|integration|[[Types/SpriteVariations|SpriteVariations]]|optional=true}} | ||
{{Prototype property|min_darkness_to_spawn|[[Types/float|float]]|0.0|optional=true}} | |||
{{Prototype property|max_darkness_to_spawn|[[Types/float|float]]|1.0|optional=true}} | |||
{{Prototype property|random_animation_offset|[[Types/bool|bool]]|true|optional=true}} | {{Prototype property|random_animation_offset|[[Types/bool|bool]]|true|optional=true}} | ||
{{Prototype property| | {{Prototype property|spawn_decorations_on_expansion|[[Types/bool|bool]]|false|optional=true}} | ||
Whether <code>spawn_decoration</code> should be spawned when enemies [[Enemies#Expansions|expand]]. | |||
{{Prototype property| | {{Prototype property|spawn_decoration|[[Types/CreateDecorativesTriggerEffectItem|CreateDecorativesTriggerEffectItem]] or [[Types/table|table]] of [[Types/CreateDecorativesTriggerEffectItem|CreateDecorativesTriggerEffectItem]]|optional=true}} | ||
A single [[Types/CreateDecorativesTriggerEffectItem|CreateDecorativesTriggerEffectItem]] or an array of them. Decoratives to be created when the spawner is created by the [[map generator]]. Placed when enemies expand if <code>spawn_decorations_on_expansion</code> is set to true. |
Revision as of 11:20, 8 September 2020
Template:Prototype parent Can spawn entities. Used for biter/spitter nests.
Mandatory properties
This prototype inherits all the properties from Prototype/EntityWithHealth.
Template:Prototype property Count of enemies this spawner can sustain.
Template:Prototype property How many friendly units are required within the spawning_radius of this spawner for it to stop producing more units.
Template:Prototype property Ticks for cooldown after unit is spawned
Template:Prototype property How far from the spawner can the units be spawned.
Template:Prototype property What spaces should be between the spawned units.
Template:Prototype property Max richness to determine spawn shift. Spawn shift is linear interpolation between 0 and maxSpawnShift.
Template:Prototype property Caps how much richness can be added on top of evolution when spawning units. (See also [1])
Template:Prototype property Array of the entities that this spawner can spawn and their spawn probabilities. The sum of probabilities is expected to be 1.0. The array must not be empty.
Optional properties
Template:Prototype property
Whether spawn_decoration
should be spawned when enemies expand.
Template:Prototype property
A single CreateDecorativesTriggerEffectItem or an array of them. Decoratives to be created when the spawner is created by the map generator. Placed when enemies expand if spawn_decorations_on_expansion
is set to true.