Build on the map, an event with the following comments:
* Enemy ID (ID change the id of an enemy in the database);
* Erase Die: Deletes the enemy apóes event he dies;
* Die Venue Switch A: Active at The Venue Switch oo enemy dying;
* Die Venue Switch B: Active Venue Switch to B when the enemy dies;
* Die Venue Switch C: Active in Local Switch C when the enemy dies;
* Die Venue Switch D: Active in Local Switch D when the enemy dies;
* Die Switch X: Switch the Active X when the enemy dies;
* Die Variable X: Adds +1 to Variaável X when the enemy dies;
* Follow X (X change by the distance of vision of the enemy, for it follows a hero automatically if it is within your field of vision);
* Kill Weapon ID (ID to change the id of a weapon, so the enemy will die, if only given the weapon is used against him);
* Kill Skill ID (ID to change the id of a skill, so the enemy will die, only if the particular skill is used against him);
* Kill Item ID (ID to change the ide of an item, so the enemy will die, only if the particular item is used against him);
Putting the comment Boss, the bar of HP of the enemy appears in the center of the screen.
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Setting the script:
To change the key of attack, look at the script this line:
Right_Attack_Button = Input::Letters["A"]
and change "Letters["A"]" to the key you want.
To change the key of attack with the left hand and key on the shield, look at the script this line:
Left_Attack_and_Shield_Button = Input::Letters["S"]
and change "Letters["A"]" to the key you want.
To create a weapon, skill or items with animation, cut: Animate_Weapons [X] = [Y,Z] X and change to the id of the weapon in the database, the results for the prefix of the name of char attacking, and for Z The Index of Char. For examples:
Animate_Weapons[0] = ["_Attacking",0]
Animate_Skills[0] = ["_Casting",0]
Animate_Items[0] = ["_UsingItem",0]
To create a weapon away, cut: Distance_Weapons[ S] = [T, U, V, W, X, Y, Z] and change: S: ID of Weapon, T: Char, U: Index of Char, V: Speed, W : Distance, X: Time of waiting to attack again, Y: Ammunition 1, Z: Ammunition 2. Example:
Distance_Weapons[4] = ["$Arrow",0,6,5,30,21,22]
To create a skill away, cut: Distance_Skills[ U] = [V, W, X, Y, Z] and change: U: ID of skill, V: Char, W: Index of Char, X: Speed, Y: Distance, Z : Time of waiting to attack again. For example:
Distance_Skills[59] = ["Energy Ball",0,4,5,60]
To create an item away, cut: Distance_Items[ U] = [V, W, X, Y, Z] and change: U: ID of the item, V: Char, W: Index of Char, X: Speed, Y: Distance, Z : Time of waiting to attack again. Example:
Distance_Items[16] = ["Energy Ball",0,6,5,30]
To create a shield, cut: Shields[X] = ["Y",Z] X and change to the id of the shield in the database and Y for the prefix of char using the shield, and Z in the index of char. Example:
Shields[16] = ["_Shield",0]
To change the animations of enemies, cut Enemy_animations[X] = [Y, Z] X and change to the ID of the enemy, and Y to the ID of animation when he dies and Z to the running of the enemy's attack. Example:
Enemy_animations[2] = [13,0]