What I am trying to do is create a system in which I can place down randomized zone-based spawners without having to touch their variables. All I have to do to add new spawners is create new dictionary keys, instead of having to set up events for each new spawner/enemy combination.
I have it so far that it modularly sets up any members of the Spawner Family based on their object name by using a RegexReplace expression to pull from the object name
For example, ForestEnemySpawner -> ForestEnemySpawner.EnemyType = choose(Forest1, Forest2, Forest3)
And I want to be able to do this
SpawnerFamily: Conditions Met -> Spawn object: Dictionary.Get(ForestSpawner.EnemyType)
With a dictionary key Forest#=UniqueEnemyObject
I know I can achieve the effect I need by simply setting up individual events for each spawner/enemytype configuration but I am much more interested if this type of setup can work. I was wondering if it's possible through some event magic I can't think of or maybe some functions