Updated Setting up the waves (markdown)

garbagemule 2014-08-01 23:18:53 -07:00
parent 71bba25031
commit 5d3752576d

@ -165,6 +165,10 @@ Boss waves consist of _one monster_ with a configurable (but optional) amount of
`health: <amount>|[verylow|low|medium|high|veryhigh|psycho]` (optional) how much health the boss has. Can be either a flat value, e.g. 40 or 800, or one of the scaling values. Defaults to the scaling value medium. See [[Formulas]] for more info about the scaling values.
`reward: <item>` (optional) a reward for getting the killing blow on the boss. This reward will only be given to one player (the killer, if any).
`drops: <item list>` (optional) a comma-separated list of items dropped by the boss when killed. The boss will drop exactly the items listed. This could be used to have the boss drop a "key" to advance in the arena, or to gain access to a shed full of weapon chests or something wonderful like that. The item syntax is the same as the one for Supply Waves.
`abilities: <comma-separated list of boss abilities>` (optional) determines which (if any) boss abilities this boss has. The boss can have several abilities; just separate each ability with a comma (e.g. `arrows, fire-aura, throw-target`). Note that the abilities happen in a cycle every few seconds, so the more abilities, the longer it takes before each ability is used again. Here is an overview of the different abilities bosses can have:
NAME DESCRIPTION
@ -257,6 +261,7 @@ If you want to try a sample setup, here's one that you can use. Simply copy this
monster: zombie_pigman
health: high
abilities: root-target, arrows, fetch-distant, fire-aura
drops: lever, stone_button
upgrade2:
type: upgrade
wave: 14