diff --git a/Setting-up-the-waves.md b/Setting-up-the-waves.md index 71d4c37..109572f 100644 --- a/Setting-up-the-waves.md +++ b/Setting-up-the-waves.md @@ -165,6 +165,10 @@ Boss waves consist of _one monster_ with a configurable (but optional) amount of `health: |[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: ` (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: ` (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: ` (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