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authorKae <80987908+Novaenia@users.noreply.github.com>2023-06-20 14:33:09 +1000
committerKae <80987908+Novaenia@users.noreply.github.com>2023-06-20 14:33:09 +1000
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+The monster table contains bindings specific to monsters which are available in addition to their common tables.
+
+---
+
+#### `String` monster.type()
+
+Returns the monster's configured monster type.
+
+---
+
+#### `String` monster.seed()
+
+Returns a string representation of the monster's random seed.
+
+---
+
+#### `Json` monster.uniqueParameters()
+
+Returns a table of the monster's unique (override) parameters.
+
+---
+
+#### `unsigned` monster.familyIndex()
+
+Returns the monster's family index.
+
+---
+
+#### `float` monster.level()
+
+Returns the monster's level.
+
+---
+
+#### `void` monster.setDamageOnTouch(`bool` enabled)
+
+Enables or disables the monster's touch damage.
+
+---
+
+#### `void` monster.setDamageSources([`List<DamageSource>` damageSources])
+
+Sets the monster's active damage sources (or clears them if unspecified).
+
+---
+
+#### `void` monster.setDamageParts(`StringSet` damageParts)
+
+Sets the monster's active damage parts. Damage parts must be defined in the monster's configuration parameters. A damage part specifies a damage source and an animation part to anchor the damage source to. The anchor part's transformation will be applied to the damage source's damage poly, and if a vector, the damage source's knockback.
+
+```js
+"animationDamageParts" : {
+ "beam" : {
+ "anchorPart" : "partName", // animation part to anchor the damage source to
+ "checkLineCollision" : false, // optional, if the damage source is a line, check for collision along the line
+ "bounces" : 0, // optional, if the damage source is a line and it checks for collision
+ "damageSource" : {
+ "line" : [ [0.0, 0.0], [5.0, 0.0] ],
+ "damage" : 10,
+ "damageSourceKind" : "default",
+ "teamType" : "enemy",
+ "teamNumber" : 2
+ }
+ }
+}
+```
+
+```lua
+monster.setDamageParts({"beam"}) -- sets the "beam" damage part active
+```
+
+---
+
+#### `void` monster.setAggressive(`bool` aggressive)
+
+Sets whether the monster is currently aggressive.
+
+---
+
+#### `void` monster.setDropPool(`Json` dropPool)
+
+Sets the monster's drop pool, which determines the items that it will drop on death. This can be specified as the `String` name of a treasure pool, or as a `Map<String, String>` to specify different drop pools for different damage types. If specified as a map, the pool should contain a "default" entry for unhandled damage types.
+
+---
+
+#### `Vec2F` monster.toAbsolutePosition(`Vec2F` relativePosition)
+
+Returns an absolute world position calculated from the given relative position.
+
+---
+
+#### `Vec2F` monster.mouthPosition()
+
+Returns the world position of the monster's mouth.
+
+---
+
+#### `void` monster.flyTo(`Vec2F` position)
+
+Causes the monster to controlFly toward the given world position.
+
+---
+
+#### `void` monster.setDeathParticleBurst([`String` particleEmitter)
+
+Sets the name of the particle emitter (configured in the animation) to burst when the monster dies, or clears it if unspecified.
+
+---
+
+#### `void` monster.setDeathSound([`String` sound])
+
+Sets the name of the sound (configured in the animation) to play when the monster dies, or clears it if unspecified.
+
+---
+
+#### `void` monster.setPhysicsForces(`List<PhysicsForceRegion>` forceRegions)
+
+Sets a list of physics force regions that the monster will project, used for applying forces to other nearby entities. Set an empty list to clear the force regions.
+
+---
+
+#### `void` monster.setName(`String` name)
+
+Sets the monster's name.
+
+---
+
+#### `void` monster.setDisplayNametag(`bool` enabled)
+
+Sets whether the monster should display its nametag.
+
+---
+
+#### `bool` monster.say(`String` line, [`Map<String, String>` tags])
+
+Causes the monster to say the line, optionally replacing any specified tags in the text. Returns `true` if anything is said (i.e. the line is not empty) and `false` otherwise.
+
+---
+
+#### `bool` monster.sayPortrait(`String` line, `String` portrait, [`Map<String, String>` tags])
+
+Similar to monster.say, but uses a portrait chat bubble with the specified portrait image.
+
+---
+
+#### `void` monster.setDamageTeam(`DamageTeam` team)
+
+Sets the monster's current damage team type and number.
+
+---
+
+#### `void` monster.setUniqueId([`String` uniqueId])
+
+Sets the monster's unique entity id, or clears it if unspecified.
+
+---
+
+#### `void` monster.setDamageBar(`String` damageBarType)
+
+Sets the type of damage bar that the monster should display. Valid options are "default", "none" and "special".
+
+---
+
+#### `void` monster.setInteractive(`bool` interactive)
+
+Sets whether the monster is currently interactive.
+
+---
+
+#### `void` monster.setAnimationParameter(`String` key, `Json` value)
+
+Sets a networked scripted animator parameter to be used in a client side rendering script using animationConfig.getParameter.