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QuestEditorGuideSpawn

Quantumrunner edited this page May 20, 2021 · 3 revisions

QuestEditorGuide

Spawn Selection

Spawn

This is the component selector, pressing this will allow you to select, create and delete components. See also QuestIniSpawn.

Name (Intro)

This is the component name, pressing this will allow you to select and create Monster groups.

Rename

This button is for renaming the component.

Position

Select this then select somewhere on the board to place the monster group. If MPlaces are used, this is where the camera will move.

Event

This takes you to a screen to edit the event properties of the monster group.

Placement

This takes you to a screen to manage individual monster placement (see below).

Unique (Normal)

Press this to make the group unique (has a highlight and 'Defeat Unique' option).

Unique Title

This title will appear in the Info dialog for the group. If it is blank "Master {type}" will be used.

Unique Information

Information that will be displayed in the info screen.

Types

A list of monster types to use. The game will match the first in the list that is being used (ie: put expansion monsters first, then base game). If none are present or matched traits will be used. You must have at least one type or trait.

Traits

A list of traits that the randomly selected monster type must match. This is only used if no specified types are available. It is recommended to use a size trait if you are using MPlaces.

Trait pool

A list of traits that the randomly selected monster type must match one of. This is only used if no specified types are available. It is recommended to use a size trait if you are using MPlaces.

Back

Return to last selected component.

Monster Placement

This screen has lists of MPlaces which are used to individually place monsters. If any MPlaces are present under the number of heroes that are in the game, then these will be used. Otherwise a highlight will be provided at the Monster position.

Back

Return to monster details.

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