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` 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` 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` 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` 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` 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.