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