public string[] possibleEnemyTypes field[Header("Backward Compatibility")] section// Before: Complex fallback logic
if (possibleEnemies != null && possibleEnemies.Length > 0) {
// Use EnemyCharacterData
} else {
// Fall back to strings
}
// After: Clean, type-safe only
EnemyCharacterData selectedEnemy = validEnemies[Random.Range(0, validEnemies.Length)];
var result = EventResult.SimpleBattle(description, enemyCount, enemyType);
result.battleData.enemyCharacterData = selectedEnemy;
ForestAmbushEvent: Now has TODO comments for asset assignmentMountainAmbushEvent: Now has TODO comments for asset assignmentCreate → RPG → Travel Events → Combat Event
Combat Event Settings
├─ Min Enemies: 1
├─ Max Enemies: 3
└─ Possible Enemies: [Array]
├─ Size: 2
├─ Element 0: [Drag SkeletonWarrior.asset]
└─ Element 1: [Drag GoblinScout.asset]
CombatEventFixer tool if needed// Clean configuration:
eventName = "Skeleton Ambush";
minEnemies = 1;
maxEnemies = 3;
possibleEnemies = new EnemyCharacterData[] {
skeletonWarriorAsset // ← Actual asset reference!
};
// HandleBattleEvent gets full enemy data:
Debug.Log($"⚔️ Enemy: {battleData.enemyCharacterData.enemyName}");
Debug.Log($"📊 Stats: HP={battleData.enemyCharacterData.maxHealth}");
Debug.Log($"💰 Rewards: {battleData.enemyCharacterData.goldReward} gold");
Debug.Log($"⚔️ Weapon: {battleData.enemyCharacterData.preferredWeaponType}");
The system is now much cleaner and forces proper asset-based configuration! 🎯