prefabs/tentacle.lua
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"tentaclespots",
}
local function retargetfn(inst)
return FindEntity(inst, TUNING.TENTACLE_ATTACK_DIST, function(guy)
if guy.components.combat and guy.components.health and not guy.components.health:IsDead() then
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"tentaclespots",
}
SetSharedLootTable( 'tentacle',
{
{'monstermeat', 1.0},
{'monstermeat', 1.0},
{'tentaclespike', 0.5},
{'tentaclespots', 0.2},
})
local function retargetfn(inst)
return FindEntity(inst, TUNING.TENTACLE_ATTACK_DIST, function(guy)
if guy.components.combat and guy.components.health and not guy.components.health:IsDead() then
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inst:AddComponent("inspectable")
inst:AddComponent("lootdropper")
inst.components.lootdropper:SetLoot({"monstermeat", "monstermeat"})
inst.components.lootdropper:AddChanceLoot("tentaclespike", 0.5)
inst.components.lootdropper:AddChanceLoot("tentaclespots", 0.2)
inst:SetStateGraph("SGtentacle")
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inst:AddComponent("inspectable")
inst:AddComponent("lootdropper")
inst.components.lootdropper:SetChanceLootTable('tentacle')
inst:SetStateGraph("SGtentacle")