Difference between revisions of "MonsterAdvanced"

From SkyCorp Global
Line 85: Line 85:
 
These are useful for calling if you want to do some logic first, and then fall back to the usual monster logic.  See [[Sample: Monster Advanced Example|this example]].        
 
These are useful for calling if you want to do some logic first, and then fall back to the usual monster logic.  See [[Sample: Monster Advanced Example|this example]].        
  
==== defaultInWorldTick ====
+
==== void defaultInWorldTick() ====
  
==== defaultTickRest ====
+
==== void defaultTickRest() ====
  
==== defaultTickAttack ====
+
==== void defaultTickAttack() ====
  
==== defaultTickDefeat ====
+
==== void defaultTickDefeat() ====
  
==== defaultTickSleep ====
+
==== void defaultTickSleep() ====
  
==== defaultDoAttackPhysical ====
+
==== void defaultDoAttackPhysical() ====
  
==== defaultDoAttackLust ====
+
==== void defaultDoAttackLust() ====
  
==== defaultDoUse ====
+
==== boolean defaultDoUse() ====
  
==== defaultDoMonsterVictoryDefault ====
+
==== void defaultDoMonsterVictoryDefault() ====
  
==== defaultResetHPLust ====
+
==== void defaultResetHPLust() ====
  
==== defaultIsAttackable ====
+
==== boolean defaultIsAttackable() ====
  
=== Private functions ===
+
=== Private functions (Dynamic Properties) ===
 
Note - these are also dynamic properties, and as such, overrideable by LUA.  See [[Monster Advanced JSON Mod Format|JSON Mod Format page]].
 
Note - these are also dynamic properties, and as such, overrideable by LUA.  See [[Monster Advanced JSON Mod Format|JSON Mod Format page]].
  
==== inWorldTick ====
+
==== void inWorldTick() ====
  
==== tickRest ====
+
==== void tickRest() ====
  
==== tickAttack ====
+
==== void tickAttack() ====
  
==== tickDefeat ====
+
==== void tickDefeat() ====
  
==== tickSleep ====
+
==== void tickSleep() ====
  
==== isAttackable ====
+
==== boolean isAttackable() ====
  
==== doAttackPhysical ====
+
==== void doAttackPhysical() ====
  
==== resetHPLust ====
+
==== void resetHPLust() ====
  
==== doAttackLust ====
+
==== void doAttackLust() ====
  
==== beginSleep ====
+
==== void beginSleep() ====
  
==== rewardDrop ====
+
==== void rewardDrop() ====
  
==== doMonsterVictory ====
+
==== void doMonsterVictory() ====

Revision as of 07:14, 28 December 2018

Contents

Public Methods

MonsterAdvanced is a kind of entity, so it supports all of public methods from Entity.

Private Methods

Getters

string getState()

Number getEscapeChance()

int getHP()

int getHPReset()

int getLust()

int getLustMax()

int getDropCash()

string getTextPrefix()

int getMeleeAttackPlayerDamage()

Number getMeleeAttackPlayerAccuracy()

int getLustAttackPlayerDamage()

Number getLustAttackPlayerAccuracy()

Number getLustAttackChance()

Number getMeleeAttackMonsterAccuracy()

Number getLustAttackMonsterAccuracy()

Boolean getPermaDeath()

int getSleepTurns()

int getDeathTurns()

Setters

void setState(string state)

void setEscapeChance(Number chance)

void setHP(int HP)

Current HP

void setHPReset(int HP)

HP to reset to

void setLust(int lust)

void setLustMax(int lustMax)

void setDropCash(int cash)

void setTextPrefix(string prefix)

void setMeleeAttackPlayerDamage(int damage)

void setMeleeAttackPlayerAccuracy(Number accuracy)

void setLustAttackPlayerDamage(int damage)

void setLustAttackPlayerAccuracy(Number accuracy)

void setLustAttackChance(Number chance)

void setMeleeAttackMonsterAccuracy(Number accuracy)

void setLustAttackMonsterAccuracy(Number accuracy)

void setPermaDeath(Boolean permaDeath)

void setSleepTurns(int turns)

void setDeathTurns(int turns)

Default versions of functions

These are useful for calling if you want to do some logic first, and then fall back to the usual monster logic. See this example.        

void defaultInWorldTick()

void defaultTickRest()

void defaultTickAttack()

void defaultTickDefeat()

void defaultTickSleep()

void defaultDoAttackPhysical()

void defaultDoAttackLust()

boolean defaultDoUse()

void defaultDoMonsterVictoryDefault()

void defaultResetHPLust()

boolean defaultIsAttackable()

Private functions (Dynamic Properties)

Note - these are also dynamic properties, and as such, overrideable by LUA. See JSON Mod Format page.

void inWorldTick()

void tickRest()

void tickAttack()

void tickDefeat()

void tickSleep()

boolean isAttackable()

void doAttackPhysical()

void resetHPLust()

void doAttackLust()

void beginSleep()

void rewardDrop()

void doMonsterVictory()