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Description
Which Command
spawn_ai
What should it do?
Add an additional parameter to include information to add to their inventory.
The inventory would normally be copied by using Engineer Turrets (which inherit the Engineer's items but not ones banned for turrets), third-party mods which spawn ai with specific inventories, Umbrae from the Artifact of Vengeance (which is given an item that affects its health and damage and change the behavior of the game (such as razorwire), or to manually edit the Inventory by using a runtime inspector (which may or may not display modded itemstacks). Such situations are either unwieldly or limited, so this should help.
Additional Parameters (in order of adding, after the existing parameters):
inventory/self:player:none, optional- This will copy the inventory from that the user who submitted the command, the player they are copying from, or give an empty inventory excluding the equipment used to give the EliteAffix.
equipment: index/id, optional- Example
- Including different equipmentSlots can be considered low priority.
- Include a warning if:
- The equipment is bad index/name
- The equipment is an elite affix that does not match the current spawned affix, as the dev may unknowingly replace an Elite monster's equipment turning it not Elite.
items: index/id, optional- items and counts are delimited by colon's (
syringe:23), and each index/count pair is delimited by commas (syringe:23,scythe:15)
- items and counts are delimited by colon's (
Example:
Requires 1 argument: spawn_ai {localised_objectname} [Count:1] [EliteIndex:-1/None] [Braindead:0/false(0|1)] [TeamIndex:2/Monster] [Inventory:None] [Equipment:None] [Items:None]
spawn_ai Beetle 1 Fire 0 2 None AffixBlue Syringe:5,Hoof:3,Firework:7 will work, but elicit a warning similar to:
Requested to spawn a Beetle with AffixFire, but equipment was replaced with AffixBlue. Elite health and damage will not match the same as the replaced elite affix