I cloned a monster. I cloned a coffin. When the champions destory the coffin my cloned skeleton is spawned. So far so good. Next I want to have a list of possible loot, and to have one item to spawn onDie of the monster. That don't work. I have tried having the spawn loot in the cloned monster .lua file (did not work), I tried a call to a script_entity (still did not work). Also tried hudPrint() command to try to trouble shoot. I get a " '}' expected (to close '}' at line 5) near onDie. " error.
cloneObject {
name="my_skeleton_warrior",
baseObject="skeleton_warrior",
OnDie=function(self)
-- skeletonDead.getSkeletonLoot(self.level, self.x, self.y)
skeletonLoot={
"torch",
"dm_bone_arm",
"dagger",
"tar_bead",
"tattered_cloak",
"dm_waterskin_full",
"peasant_cap",
"sack",
"dm_weapon_club",
"shuriken"
}
spawn(skeletonLoot[math.random(1, #skeletonLoot)], level,x,y,0)
end
}
Thanks inadvance for any help.
spawning monsters and loot.
Re: spawning monsters and loot.
I don't know if it's a typo in your post, but your onDie hook has a capital O. That would break it.
Also: the level variables in your spawn function, should probably be self.level, self.x, self.y, self.facing.
Also: the level variables in your spawn function, should probably be self.level, self.x, self.y, self.facing.
-
KnotuAgain
- Posts: 17
- Joined: Sun Oct 05, 2014 7:29 am
Re: spawning monsters and loot.
I did not notice the capital "O" on the "OnDie". Thanks for pointing that out. Once I fixed that, the code actually got me to that area. After that it was easy to see the self.level etc was needed. Some times you stare at something and you see what you "meant" to type that you don't see what you really typed. Thanks for your help, it is working now.