Class SummonDef
A summon sequence that can be used by spells, abilities, and death emissions.
public sealed class SummonDef
- Inheritance
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SummonDef
- Inherited Members
Constructors
SummonDef(string, int, float, float, float, float, bool, bool, int)
Creates summon behavior.
public SummonDef(string templateId, int count, float delay = 0, float interval = 0, float lifetime = 0, float formationRadius = 0, bool hostile = false, bool cancelWithSource = true, int populationLimit = 0)
Parameters
templateIdstringcountintdelayfloatintervalfloatlifetimefloatformationRadiusfloathostileboolcancelWithSourceboolpopulationLimitint
Properties
BountyPolicy
Successor reward rule, additionally bounded by the lineage's one-payment record.
public SuccessorBountyPolicy BountyPolicy { get; }
Property Value
CancelWithSource
Cancels pending spawns when the source dies or is removed.
public bool CancelWithSource { get; }
Property Value
Count
Total units in one activation.
public int Count { get; }
Property Value
DeathChainBudget
Maximum shared death-emission links; one activation can emit several siblings.
public int DeathChainBudget { get; }
Property Value
Delay
Delay before the first spawn.
public float Delay { get; }
Property Value
ExcludeWhileRising
Attack-acquisition exclusion during preparation.
public bool ExcludeWhileRising { get; }
Property Value
FormationRadius
Radius of the new friendly unit formation.
public float FormationRadius { get; }
Property Value
Hostile
Creates enemies on the source's path instead of independent friendly soldiers.
public bool Hostile { get; }
Property Value
IgnoreDamageWhileRising
Damage immunity during successor preparation; false preserves normal enemy vulnerability.
public bool IgnoreDamageWhileRising { get; }
Property Value
Interval
Delay between following spawns; zero still yields between units.
public float Interval { get; }
Property Value
Lifetime
Temporary unit lifetime; zero means no timed expiration.
public float Lifetime { get; }
Property Value
PopulationLimit
Limit of alive and pending units per source and template; zero means unlimited.
public int PopulationLimit { get; }
Property Value
RiseDuration
Successor preparation after insertion.
public float RiseDuration { get; }
Property Value
TemplateId
Template to instantiate.
public string TemplateId { get; }
Property Value
Methods
WithDeathSuccession(int, float, SuccessorBountyPolicy, bool, bool)
Copies a summon and configures death-only lineage/preparation behavior. Normal summons keep their original behavior.
public SummonDef WithDeathSuccession(int chainBudget = 1, float riseDuration = 0, SuccessorBountyPolicy bountyPolicy = SuccessorBountyPolicy.OncePerLineage, bool ignoreDamageWhileRising = false, bool excludeWhileRising = false)
Parameters
chainBudgetintriseDurationfloatbountyPolicySuccessorBountyPolicyignoreDamageWhileRisingboolexcludeWhileRisingbool