Modding:Lua/Tables/Monster
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.
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.
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