SetAnimalHostile
Sets an animal on a player - it runs after them and bites.
The animal runs after the player at its kind’s pace (a wolf ~6.5 m/s, a boar 5) and, at their feet, bites standing every
second and a half or so: on every screen a wolf or a dog plays its attack, a boar gores. It stays close between bites, within
reach of a sword, and after every third backs off a little - a dog hops back, a boar runs out and charges in again. The bite
lands on a player still within reach when it arrives - its kind’s damage (a wolf 12, a boar 18, a dog 7 …;
SetAnimalAttack changes it) through their armour, and half that from their stamina; OnActorAttack may change or
cancel it. A wolf’s or a boar’s bite bleeds. The hunt ends when the player dies, leaves, goes to another world or gets far away (2.5 times the
animal’s behaviour radius, 30 m at least), when the animal dies, with a MoveActor or StopActor
of yours, or with SetAnimalHostile(id, nil).
Syntax
Section titled “Syntax”SetAnimalHostile(id, pid)| Parameter | Type | |
|---|---|---|
id |
number | the animal |
pid |
number | nil | the player to hunt; nil calls a hunt off |
Returns
Section titled “Returns”boolean - false for anything but a live animal, or a player who is dead, not in the world or in another one
Example
Section titled “Example”-- a wolf pack falls on whoever steps into the clearingfunction OnPlayerEnterZone(pid, zone) if zone == clearing then for _, wolf in ipairs(pack) do SetAnimalHostile(wolf, pid) end endendSee also
Section titled “See also”SetAnimalBehavior · SetAnimalFlee · SetAnimalAttack · GetAnimalState · OnActorAttack · the NPC actors group of the index
