waitAIHealthLevel
An eventCall that tells the idEncounterManager to wait until the specified ai type reaches a certain HP level, before executing the next eventCalls.
Usage
item[0] = {
eventCall = {
eventDef = "waitAIHealthLevel";
args = {
num = 3;
item[0] = {
eEncounterSpawnType_t = "ENCOUNTER_SPAWN_HELL_KNIGHT"; // spawnType
}
item[1] = {
float = 0.5; // target_group_health
}
item[2] = {
string = ""; // group_label
}
}
}
}
aiTypeis theeEncounterSpawnType_twhose HP level should be checked.target_group_healthis the HP level, in decimal percentage, that you want to reach before proceeding.group_labelis the label for the specified ai type(s). This parameter is optional, can be left blank if inapplicable.
Example Usage
item[0] = {
eventCall = {
eventDef = "spawnSingleAI";
args = {
num = 3;
item[0] = {
eEncounterSpawnType_t = "ENCOUNTER_SPAWN_CYBER_MANCUBUS"; // spawnType
}
item[1] = {
entity = "game_target_spawn_1312"; // spawnTarget
}
item[2] = {
string = "check health"; // group_label
}
}
}
}
item[1] = {
eventCall = {
eventDef = "waitAIHealthLevel";
args = {
num = 3;
item[0] = {
eEncounterSpawnType_t = "ENCOUNTER_SPAWN_CYBER_MANCUBUS"; // spawnType
}
item[1] = {
float = 0.6; // target_group_health
}
item[2] = {
string = "check health"; // group_label
}
}
}
}
item[2] = {
eventCall = {
eventDef = "spawnAI";
args = {
num = 4;
item[0] = {
eEncounterSpawnType_t = "ENCOUNTER_SPAWN_CACODEMON"; // spawnType
}
item[1] = {
int = 2; // spawn_count
}
item[2] = {
entity = "mod_spawngroup_flying_7"; // spawnGroup
}
item[3] = {
string = "heavy"; // group_label
}
}
}
}
In this example, we spawn a Cyber-Mancubus with the label check_health. Then we call waitAIHealthLevel with said spawnType and group_label, with target_group_health set to 0.6, so that when the Cyber-Mancubus is <= 60% of its HP, the encounter will proceed.
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