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-rw-r--r--gamemode/npcsystem/sv_examplenpc.lua51
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diff --git a/gamemode/npcsystem/sv_examplenpc.lua b/gamemode/npcsystem/sv_examplenpc.lua
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+---An example item.
+-- An item you can create a copy of as a starting point. This is the minimum needed for an item. Different inventories usually also require different fields and functions.
+--@classmod npctbl
+
+local npc = {}
+
+---Stats for movement and health
+npc.Stats = {
+ ["Vitality"] = 100, --Hitpoints
+ ["Accel"] = 25, --How quickly the monster can get up to speed?
+ ["Decel"] = 25, --How quickly the monster can stop?
+ ["Step"] = 8, --How high a stair can this monster climb?
+ ["Speed"] = 250 --How fast can this monster go?
+}
+--More navigation settings
+npc.goaltolarance = 5
+npc.lookahead = 3
+
+---Things that npc's drop.
+-- Should be an array of tuples ("item name", %chance drop).
+-- If you want more than 1 of an item to drop, you should have multiples items
+--
+-- -- This NPC will always drop 1 Monster Meat, and has a 50% chance of dropping
+-- -- 2 Monster Meat.
+-- npc.Drops = {
+-- {"Monster Meat", 100},
+-- {"Monster Meat", 50}
+-- }
+npc.Drops = {
+}
+
+---Do special things on spawn.
+-- If This monster needs to do anything special on spawn (for example,
+-- a boss monster might trap players in the area untill it's defeated)
+-- @optional
+-- @tparam entity The monster that's spawning.
+-- @treturn void
+function npc.OnSpawn(ent)
+
+end
+
+---Do special things when damaged.
+-- If this monster needs to do anything special when it gets dammaged
+-- @optional
+-- @tparam entity The monster that's being damaged
+-- @tparam dmg The damange table
+-- @treturn void
+function npc.OnDammage(ent,dmg)
+
+end
+