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- using UnityEngine;
- /// <summary>
- /// Skeleton Ambush - Undead warriors rising from the earth
- /// Uses EnemyCharacterData for type-safe enemy references
- /// </summary>
- [CreateAssetMenu(fileName = "Skeleton Ambush", menuName = "RPG/Travel Events/Specific/Skeleton Ambush")]
- public class SkeletonAmbushEvent : CombatTravelEvent
- {
- void OnEnable()
- {
- eventName = "Skeleton Ambush";
- eventDescription = "Ancient skeletal warriors rise from the ground to attack your party!";
- eventType = EventType.Combat;
- rarity = EventRarity.Common;
- // Terrain preferences - high in dangerous/abandoned areas
- forestChance = 0.8f; // Common in dark forests
- mountainChance = 0.6f; // Moderate in mountains
- plainsChance = 0.3f; // Less common in open plains
- roadChance = 0.2f; // Much safer on roads
- townChance = 0.05f; // Very rare near civilization
- villageChance = 0.15f; // Uncommon near villages
- bridgeChance = 0.4f; // Moderate at crossings
- tunnelChance = 0.9f; // Very common in dark tunnels/caves
- // Combat settings
- minEnemies = 1;
- maxEnemies = 3;
-
- // NOTE: In the Inspector, drag your EnemyCharacterData assets here:
- // - SkeletonWarrior.asset
- // - Any other skeleton variants you create
- // This replaces the old string-based possibleEnemyTypes
-
- encounterDescriptions = new string[]
- {
- "Bones clatter as skeletal warriors emerge from the earth!",
- "Ancient skeletons wielding rusty weapons block your path!",
- "The ground splits open as undead skeletons rise to attack!",
- "Skeletal archers take aim from the shadows ahead!",
- "Weathered bones reassemble into hostile warriors!"
- };
- canOccurMultipleTimes = true;
- cooldownDays = 0.5f; // Can happen again after half a day
- }
- }
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