Actions - GoryMoon/RiskOfIntegration GitHub Wiki

Actions

The options for the actions and the defaults can be found below, if the fields aren't provided the values below will be used.

All actions that have numbers as a string support the use of calculation from the event data.

All actions have the "delay_min" and "delay_max" property that can be used to randomize the time in milliseconds to delay the action.

Heal Player

Heals the player with the amount specified, negative value removes health

{
	"type": "heal_player",
	"amount_min": "100",
	"amount_max": "100",
}

Scale Time

Scales the time making everything go in slow-motion or really fast

{
	"type": "time_scale",
	"scale": "0.5",
	"duration": 5
}

scale The scale to set the time to, 1 is normal

duration The time in seconds before reverting to normal

Change Runtime

Changes the current Run timer, advancing the timer = increasing difficulty

{
	"type": "change_runtime",
	"amount": "1.0"
}

amount Time in seconds to advance, can be negative to remove time

Change Money

Changes the amount of money the player have

{
	"type": "change_money",
	"amount": "1"
}

amount The amount of money to change with, negative values remove money

Kill All

Kill all currently spawned monsters

{
	"type": "kill_all"
}

Move Player

Moves the player with the provided horizontal and vertical force

{
	"type": "move_player",
	"horizontal_force": "40",
	"vertical_force": "30"
}

horizontal_force The max amount of horizontal force to randomize with.

vertical_force The max amount of vertical force to randomize with.

Inventory Bomb

Spreads all the items and the equipment around the player

{
	"type": "inventory_bomb",
	"spread": 60.0
}

spread The spreading force to apply to the items

Spawn Boss

Triggers a boss spawn like when the teleporter is activated

{
	"type": "spawn_boss"
}

Combat Shrine

Emulates a combat shrine at the player

{
	"type": "combat_shrine",
	"base_credits": "100"
}

base_credits The number of credits the spawning can use, determines the amount and what monster to spawn as each monster "cost" differently internally, default is a good start.

Mountain Shrine

Emulates a mountain shrine by increasing the difficulty of the next boss

{
	"type": "mountain_shrine"
}

Spawn Monster

Spawn monsters close to the player

{
	"type": "spawn_monster",
	"name": "Beetle",
	"amount": "5",
	"min_distance": 10,
	"max_distance": 20,
	"elite": "None",
	"team": "Monster"
}

name The ID of the monster to spawn, can be found here: Monsters

amount The number of monsters to spawn

min_distance The minimum distance between the player and the monsters

max_distance The maximum distance between the player and the monsters

elite The elite type of the player, the different ones can be found below

team The team the monster should spawn as, the different ones can be found below

Elite

ID Names
None None
Fire Blazing
Lightning Overloading
Ice Glacial
Poison Malachite
Haunted Celestine
Gold ?

Team

ID
Neutral
Player
Monster