Monster Object

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Contents

Monster

Description

This Level Object is used to add a Monster to a Layout.

Location

Right-click on an empty space in the Layout Scene Manager and choose Units > Monster from the list.

Properties

Name Type Description Read Only
ADVANCED PROPERTIES
NO TARGET
bool
If True the Monster cannot target anything. This property is set every time the level loads.
TARGETABLE
bool
If True the monster can be targeted. This property is set every time the level loads.
ANIMATION
ENVIRONMENT ANIMATION
string
The environment animation the Monster plays after it spawns.
LOOPS
bool
If True the animation currently playing on the Monster will loop ( editor only ).
SPAWN ANIMATION
string
The animation the Monster will play when it spawns.
SPEED
float
Set the speed multiplier of the animation currently playing on the Monster ( editor only ).
ANIMATION PREVIEW
ANIMATION PREVIEW
string
The animation to preview on the Monster in the editor ( doesn't save ).
MESH
FILE
string
The Monster's model mesh file.
true
ORIENTATION
FORWARD
CVector3
Forward by X,Y,Z.
RIGHT
CVector3
Right by X,Y,Z.
UP
CVector3
Up by X,Y,Z.
POSITION
POSITION
CVector3
Position by X,Y,Z world coordinates.
PROPERTIES
CANNOT WANDER
bool
If True the Monster cannot wander.
CHAMPION
bool
If True the Monster will be a Champion.
ENABLED
bool
Set the Monster enabled or disabled.
FIRE ALL HP EVENTS
bool
If True all health point events will fire ( i.e. one-hitting the Monster will fire all "HP # PCT" Output events ).
INVINCIBLE
bool
If True the Monster can't be damaged.
LOCAL ONLY
bool
If True the Monster will be specific to the local client in multiplayer.
MONSTER
string
The Monster to spawn in the level.
NO GOLD
bool
If True the Monster will not drop gold when killed.
NO TREASURE
bool
If True the monster will not drop treasure when killed.
PATH
string
The Path in the level the Monster will follow.
PATH LOOPS
bool
If True the Monster will follow the "Path" and loop.
SPAWNCLASS
string
Set the Spawn Class which will choose the Monster. Note: This overrides the "Monster" property.
THEME
string
The Unit Theme to apply to the Monster ( editor only ).
VISIBLE
bool
If True the Monster will be invisible and the Player cannot damage it.
WANDER RADIUS
float
Set the radius the Monster will wander.

Input Events

Is Enabled
Will check if the Monster is currently enabled.
Is Disabled
Will check if the Monster is currently disabled.
Is Dead
Will check if the Monster is currently dead.
Interact
Interact with the Monster object.
Make Invulnerable
Set the Monster to be invulnerable.
  • Damage numbers will still appear when the Monster is attacked, but it won't be damaged.
Make Vulnerable
Set the Monster to be vulnerable.
Alert Monster
Alert the Monster.
Enable Targeting
Allow the Monster to target enemies.
Disable Targeting
Prevent the Monster from targeting enemies.
Enable Targeting & Alert
Allow the Monster to target enemies and alert it.
Enable
Enable the Monster. The Monster will target enemies and the Player can target the Monster.
Disable
Disable the Monster. The Monster will not target any enemies and the Player cannot target the Monster.
  • The Monster can still be damaged.
Hunt
Force the Monster to search for the nearest Player as a target.
  • The Monster will ignore pets when searching for a target.
Show
Set the Monster to be visible.
Hide
Set the Monster to be invisible.
Fade In
Fade the Monster in to be visible.
Fade Out
Fade the Monster out to be invisible.
Cannot be Targeted
Prevent the Player from targeting the Monster.
Can be Targeted
Allow the Player to target the Monster.
Add as Pet
Add the Monster as a pet to the passed Unit.
Remove as Pet
Remove the Monster as a pet.
Kill Monster
Kill the Monster.
Explode Monster
Kill and explode the Monster in to gibs.
Restore 25 PCT
Restore 25% of the Monster's health.
Restore 50 PCT
restore 50% of the Monster's health.
Restore 75 PCT
Restore 75% of the Monster's health.
Restore 100 PCT
Restore 100% of the Monster's health.
Stop Skills
Stop any current Monster skills.
Kill Pets
Kill any pets of the Monster.
Move 2 Random Quest Node
Teleport the Monster to a random "Quest Node" Property Node Object.
Make Target
Set the passed Unit as the Monster's target.
Pass Self
Pass the Monster object to another object.

Output Events

Interacting
Invulnerable
This event will fire when the Monster receives an "Invulnerable" Input event.
Vulnerable
This event will fire when the Monster receives a "Vulnerable" Input event.
Animation Trigger 1
This event will fire when the Monster's animation triggers the "Animation Trigger 1" animation tag.
Animation Trigger 2
This event will fire when the Monster's animation triggers the "Animation Trigger 2" animation tag.
Animation Trigger 3
This event will fire when the Monster's animation triggers the "Animation Trigger 3" animation tag.
HP 90 PCT
This event will fire when the Monster's health reaches or drops below 90%.
HP 80 PCT
This event will fire when the Monster's health reaches or drops below 80%.
HP 70 PCT
This event will fire when the Monster's health reaches or drops below 70%.
HP 60 PCT
This event will fire when the Monster's health reaches or drops below 60%.
HP 50 PCT
This event will fire when the Monster's health reaches or drops below 50%.
HP 40 PCT
This event will fire when the Monster's health reaches or drops below 40%.
HP 30 PCT
This event will fire when the Monster's health reaches or drops below 30%.
HP 20 PCT
This event will fire when the Monster's health reaches or drops below 20%.
HP 10 PCT
This event will fire when the Monster's health reaches or drops below 10%.
Monster Killed
This event will fire when the Monster is killed.
Monster Dead on Load
This event will fire when the Monster is dead on level load.
Monster Inited
This event will fire when the Monster is initialized.
Monster Alerted
This event will fire when the Monster is alerted.
Interacted
Interacted Accepted
Interacted Declined
Interacted Closed
Post player spawn
This event will fire after the Player spawns in the level.
Enabled
This event will fire when the Monster receives an "Enable" Input event.
Disabled
This event will fire when the Monster receives a "Disable" Input event.
End of Path Reached
This event will fire when the Monster reaches the end of its "Path".
On Invisible
This event will fire when the Monster receives a "Hide" or "Fade Out" Input event.
On Visible
This event will fire when the Monster receives a "Show" or "Fade In" Input event.
Pass Self
This event will fire when the Monster receives a "Pass Self" Input event.
Damaged
This event will fire every time the Monster is damaged.
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