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Monster object

Inherits all contents of Game.Entity


Tables[]

Game.Monster.position[]

Data type representing specific block coordinates
Fields:
  • x: (int) x coordinate
  • y: (int) y coordinate
  • z: (int) z coordinate


Fields[]

Game.Monster.type[]

Monster types


Game.Monster.damage[]

Monster's actual damage value
  • damage: (number)


Game.Monster.speed[]

Monster Movement Speed ​​Multiplier
  • speed: (number)


Game.Monster.viewDistance[]

Monster's Field of View Actual Value
  • viewDistance: (number)


Game.Monster.coin[]

Coins obtained when catching a monster
  • coin: (int)


Game.Monster.applyKnockback[]

Whether to apply knockback to monsters
  • applyKnockback: (bool)


Game.Monster.canJump[]

Whether the monster can jump
  • canJump: (bool)


Game.Monster.checkAngle[]

Monster's field of view actual value
  • checkAngle: (number)


Methods[]

Game.Monster:Create (type, position)[]

Create a monster at that coordinate.
If another object already exists in the coordinates, an attempt is made to create another location nearby (z is fixed). If all coordinates within a certain range cannot be created, nil is returned.
Parameters:
Returns:
(Monster or nil Incorrect type, coordinates or nil if creation is restricted by internal game logic


Game.Monster:AttackPlayer (player)[]

Command the monster to attack the player.
Parameters:
  • player: (Game.Player) player to attack


Game.Monster:AttackTo (position)[]

Command the monster to move to that coordinate.
If there is a target to attack while on the move, switch it to attack.
Parameters:


Game.Monster:MoveTo (position)[]

Command the monster to move to that coordinate.
If there is a target to attack while moving, it does not attack.
Parameters:


Game.Monster:Hold ()[]

Command the monster to keep its place.
If there is a target to attack within the range, it will attack.


Game.Monster:Stop ()[]

Command the monster to keep its place.
Even if there is a target to attack within the range, it does not attack.
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