edit boss
Edit Four Shades
Character data, combat stats, AI priorities, reactions, phases and encounter rules are sent in the exact structure expected by the API.
The shades in this mode, will observe the battle from their own representation in the field, following the active shade, wainting for the best time to swap positions with the active shade
value: Initial Shades in this mode: Death, Life, TimeThe Shade of Space, will appear and become the main shade automatically
value: Initial Active Shade: SpaceBuild pieces
These switches describe the structure that the API should store for this custom character.
Vocabulary
The code keeps stable internal keys, but the creator decides what each enabled system is called and how it is explained.
Use these for values such as Rage Level, Souls Stored, Current Contract or any other information that does not deserve a new hardcoded API property.
Base skills
Skills available without entering another state or equipping something.
Skills available without entering another state or equipping something.
Movement, defensive actions and basic mechanics.
Aura, transformation, equipment or special state.
The main combat abilities of the character.
The strongest and most iconic move in the loadout.
Shades
The Heavenly Principles
Bosses are not limited to the player 1000-point budget. Results are calculated exactly like the API.
Enable only the families used by this boss. Each family contains Damage and Mastery.
These fields describe the boss's default decision-making before phase overrides.
At least one phase is required. Phase IDs are used by skill AI and must be unique.
Encounter start.
Tell the AI when, why and against whom each skill should be used.
No skill usage rules added. The boss can still be implemented with generic AI behavior.
Reactions override ordinary priorities when a specific event occurs.
No reactions added.
These fields define how the battle starts, scales, resets, ends and handles defeated players.
- Boss edit code is required for PUT /bosses/:id.