Updated Setting up the waves (markdown)

garbagemule 2011-08-22 20:36:41 -07:00
parent 8061b001a5
commit a7285d3f18

@ -34,19 +34,19 @@ The waves are split into two branches, `recurrent` and `single`. _Recurrent wave
### Recurrent waves ### ### Recurrent waves ###
**`type: [default|special|swarm|boss]`** (required) determines the wave type. Read the **Wave types** section further down for more details. `type: [default|special|swarm|boss]` (required) determines the wave type. Read the **Wave types** section further down for more details.
**`frequency: #`** (required) determines how often the wave will/can spawn. With a frequency of 1, the wave can potentially spawn on every single wave number. The implicit default waves in MobArena have a frequency of 1, and the implicit special waves have a frequency of 4, which means the default waves (can) spawn every wave, and the special waves (can) spawn every 4th wave. `frequency: #` (required) determines how often the wave will/can spawn. With a frequency of 1, the wave can potentially spawn on every single wave number. The implicit default waves in MobArena have a frequency of 1, and the implicit special waves have a frequency of 4, which means the default waves (can) spawn every wave, and the special waves (can) spawn every 4th wave.
**`priority: #`** (required) determines how "important" the wave is. If two recurrent waves clash, the wave with the highest priority will spawn. The implicit default waves in MobArena have a priority of 1, and the implicit special waves have a priority of 2, which means if the default and special waves clash, the special waves will spawn because their priority is higher. `priority: #` (required) determines how "important" the wave is. If two recurrent waves clash, the wave with the highest priority will spawn. The implicit default waves in MobArena have a priority of 1, and the implicit special waves have a priority of 2, which means if the default and special waves clash, the special waves will spawn because their priority is higher.
**`wave: #`** (optional) determines the first wave number on which this wave can/will spawn. This is useful for offsetting waves with similar frequencies. Note that if no wave is specified, it will default to the value of the (required) frequency-node. The implicit default waves in MobArena have wave value of 1, and the implicit special waves have a wave value of 4 (same as the frequency), which means the default waves may begin spawning from wave 1, and the special waves may begin spawning from wave 4. `wave: #` (optional) determines the first wave number on which this wave can/will spawn. This is useful for offsetting waves with similar frequencies. Note that if no wave is specified, it will default to the value of the (required) frequency-node. The implicit default waves in MobArena have wave value of 1, and the implicit special waves have a wave value of 4 (same as the frequency), which means the default waves may begin spawning from wave 1, and the special waves may begin spawning from wave 4.
### Single waves ### ### Single waves ###
**`type: [default|special|swarm|boss]`** (required) determines the wave type. Read the **Wave types** section further down for more details. `type: [default|special|swarm|boss]` (required) determines the wave type. Read the **Wave types** section further down for more details.
**`wave: #`** (required) determines the wave on which this wave _will_ spawn. No matter what priority a recurrent wave have, if it clashes with a single wave, the single wave will always spawn instead of the recurrent waves. Single waves are good for extraordinary waves like "swarm" waves, "boss" waves or even normal waves with specific monster types, for instance. `wave: #` (required) determines the wave on which this wave _will_ spawn. No matter what priority a recurrent wave have, if it clashes with a single wave, the single wave will always spawn instead of the recurrent waves. Single waves are good for extraordinary waves like "swarm" waves, "boss" waves or even normal waves with specific monster types, for instance.
## Wave types ## ## Wave types ##
@ -56,9 +56,9 @@ All MobArena waves must specify a _wave type_, which must be either `default`, `
Default waves are waves that spawn an amount of monsters picked semi-randomly from an optional list of monsters. The amount of monsters grow at a configurable (but optional) rate. If no growth or monster-list is specified, default waves will consist of 5 different monster types (zombie, skeleton, spider, creeper, wolf), all equally likely to spawn, spawned at the "old" growth rate (player count + wave number). Nodes: Default waves are waves that spawn an amount of monsters picked semi-randomly from an optional list of monsters. The amount of monsters grow at a configurable (but optional) rate. If no growth or monster-list is specified, default waves will consist of 5 different monster types (zombie, skeleton, spider, creeper, wolf), all equally likely to spawn, spawned at the "old" growth rate (player count + wave number). Nodes:
**`growth: [old|slow|medium|fast|psycho]`** (optional) determines how fast the monster count grows with every wave. `old` means (player count + wave number), but the other four use a mathematical function to determine the monster count, also based on player count and wave number. `growth: [old|slow|medium|fast|psycho]` (optional) determines how fast the monster count grows with every wave. `old` means (player count + wave number), but the other four use a mathematical function to determine the monster count, also based on player count and wave number.
**`monsters: <list of <monster>: <probability>>`** (optional) determines [[monster types]], and their individual probabilities of spawning on each wave. Note that the probabilities are just that, probabilities. They do not specify exact amounts, but only chance of spawning. The following sample will statistically spawn twice as many zombies as skeletons: `monsters: <list of <monster>: <probability>>` (optional) determines [[monster types]], and their individual probabilities of spawning on each wave. Note that the probabilities are just that, probabilities. They do not specify exact amounts, but only chance of spawning. The following sample will statistically spawn twice as many zombies as skeletons:
monsters: monsters:
zombies: 10 zombies: 10
@ -68,7 +68,7 @@ Default waves are waves that spawn an amount of monsters picked semi-randomly fr
Special waves are waves that spawn _one type_ of monster, and always a fixed amount. Unlike with _default waves_, the (optional) monster list with probabilities determines which monster out of the entire list should spawn. The monsters-node's notation is identical to that of _default waves_. Special waves are waves that spawn _one type_ of monster, and always a fixed amount. Unlike with _default waves_, the (optional) monster list with probabilities determines which monster out of the entire list should spawn. The monsters-node's notation is identical to that of _default waves_.
**`monsters: <list of <monster>: <probability>>`** (optional) determines [[monster types]], and their probabilities of spawning on each wave. The following sample will statistically spawn powered-creepers twice as often as slimes: `monsters: <list of <monster>: <probability>>` (optional) determines [[monster types]], and their probabilities of spawning on each wave. The following sample will statistically spawn powered-creepers twice as often as slimes:
monsters: monsters:
powered-creepers: 4 powered-creepers: 4
@ -78,19 +78,19 @@ Special waves are waves that spawn _one type_ of monster, and always a fixed amo
Like _special waves_, swarm waves spawn just _one type_ of monster, but in a configurable (but optional) amount. The swarm wave monsters only have _1 health point_, meaning they will die with just one blow from anything. Their numbers are vast compared to default and special waves, however, so they may be a bit hard on some servers. Use with caution! Like _special waves_, swarm waves spawn just _one type_ of monster, but in a configurable (but optional) amount. The swarm wave monsters only have _1 health point_, meaning they will die with just one blow from anything. Their numbers are vast compared to default and special waves, however, so they may be a bit hard on some servers. Use with caution!
**`monster: <monster>`** (required) which [[monster types]] the swarm consists of. Note that this is different from special waves, in that only one type is specified, and no probability value. `monster: <monster>` (required) which [[monster types]] the swarm consists of. Note that this is different from special waves, in that only one type is specified, and no probability value.
**`amount: [low|medium|high|psycho]`** (optional) how many monsters should spawn. Defaults to low (which is still a lot). `amount: [low|medium|high|psycho]` (optional) how many monsters should spawn. Defaults to low (which is still a lot).
### Boss waves ### ### Boss waves ###
Boss waves consist of _one monster_ with a configurable (but optional) amount of health, and a configurable (but optional) list of special abilities. The health of a boss monster is significantly higher than that of normal monsters, and thus take much longer to kill. The special abilities help increase the difficulty (and fun!) of a boss wave. Boss waves consist of _one monster_ with a configurable (but optional) amount of health, and a configurable (but optional) list of special abilities. The health of a boss monster is significantly higher than that of normal monsters, and thus take much longer to kill. The special abilities help increase the difficulty (and fun!) of a boss wave.
**`monster: <monster>`** (required) the boss [[monster types]]. Note that only one monster will spawn. `monster: <monster>` (required) the boss [[monster types]]. Note that only one monster will spawn.
**`health: [low|medium|high|psycho]`** (optional) how much health the boss has. Defaults to medium. `health: [low|medium|high|psycho]` (optional) how much health the boss has. Defaults to medium.
**`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: `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 NAME DESCRIPTION
arrows Shoots arrows arrows Shoots arrows
@ -111,9 +111,9 @@ Boss waves consist of _one monster_ with a configurable (but optional) amount of
fetch-nearby Warps all nearby (5 blocks radius) players to the boss' location fetch-nearby Warps all nearby (5 blocks radius) players to the boss' location
fetch-distant Warps all distant (8+ blocks) players to the boss' location fetch-distant Warps all distant (8+ blocks) players to the boss' location
**`ability-announce: [true|false]`** (optional) should boss abilities be announced to arena players? Defaults to true. `ability-announce: [true|false]` (optional) should boss abilities be announced to arena players? Defaults to true.
**`ability-interval: <seconds>`** (optional) time between each ability. Defaults to 3. `ability-interval: <seconds>` (optional) time between each ability. Defaults to 3.
## Sample config-file setup ## ## Sample config-file setup ##