This seems to work for me...
Code: Select all
defineObject{
name = "wizard_clone",
baseObject = "wizard",
components = {
{
class = "Monster",
meshName = "wizard_mesh",
hitSound = "wizard_hit",
dieSound = "wizard_clone_die",
hitEffect = "hit_dust",
deathEffect = "wizard_death",
capsuleHeight = 0.8,
capsuleRadius = 0.25,
collisionRadius = 0.8,
health = 100,
protection = 0,
immunities = { "sleep", "blinded", "knockback" },
},
{
class = "MonsterAttack",
name = "rangedAttack",
attackPower = 40,
cooldown = 6,
animation = "castSpell",
sound = "wizard_ranged_attack",
onInit = function(self)
self.go.rangedAttack:disable() --<<<<<<<<<<<<<<<<
end,
},
{
class = "MonsterAction",
name = "mirrorImage",
animation = "mirrorImageSpell",
cooldown = 50,
onInit = function(self)
self.go.mirrorImage:disable() --<<<<<<<<<<<<<<<<
end,
},
},
}
**However... I think they need more actions than just melee and iceShards. Have you thought to just lower the rangedAttack spell power damage?