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Public Methods | == 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 [[Sample: Monster Advanced Example|this example]]. | |||
==== defaultInWorldTick ==== | |||
==== defaultTickRest ==== | |||
==== defaultTickAttack ==== | |||
==== defaultTickDefeat ==== | |||
==== defaultTickSleep ==== | |||
==== defaultDoAttackPhysical ==== | |||
==== defaultDoAttackLust ==== | |||
==== defaultDoUse ==== | |||
==== defaultDoMonsterVictoryDefault ==== | |||
==== defaultResetHPLust ==== | |||
==== defaultIsAttackable ==== | |||
=== Private functions === | |||
Note - these are also dynamic properties, and as such, overrideable by LUA. See [[Monster Advanced JSON Mod Format|JSON Mod Format page]]. | |||
==== inWorldTick ==== | |||
==== tickRest ==== | |||
==== tickAttack ==== | |||
==== tickDefeat ==== | |||
==== tickSleep ==== | |||
==== isAttackable ==== | |||
==== doAttackPhysical ==== | |||
==== resetHPLust ==== | |||
==== doAttackLust ==== | |||
==== beginSleep ==== | |||
==== rewardDrop ==== | |||
==== doMonsterVictory ==== |
Revision as of 07:12, 28 December 2018
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.
defaultInWorldTick
defaultTickRest
defaultTickAttack
defaultTickDefeat
defaultTickSleep
defaultDoAttackPhysical
defaultDoAttackLust
defaultDoUse
defaultDoMonsterVictoryDefault
defaultResetHPLust
defaultIsAttackable
Private functions
Note - these are also dynamic properties, and as such, overrideable by LUA. See JSON Mod Format page.