My health potions are not over powered.
defineObject{
name = "blackdrake",
class = "Monster",
model = "mod_assets/models/black_lizard.fbx",
meshName = "ice_lizard_mesh",
animations = {
idle = "assets/animations/monsters/ice_lizard/ice_lizard_idle.fbx",
moveForward = "assets/animations/monsters/ice_lizard/ice_lizard_walk.fbx",
turnLeft = "assets/animations/monsters/ice_lizard/ice_lizard_turn_left.fbx",
turnRight = "assets/animations/monsters/ice_lizard/ice_lizard_turn_right.fbx",
attack = "assets/animations/monsters/ice_lizard/ice_lizard_attack.fbx",
turnAttackLeft = "assets/animations/monsters/ice_lizard/ice_lizard_attack_left.fbx",
turnAttackRight = "assets/animations/monsters/ice_lizard/ice_lizard_attack_right.fbx",
getHitFrontLeft = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_left.fbx",
getHitFrontRight = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_right.fbx",
getHitBack = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_back.fbx",
getHitLeft = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_left.fbx",
getHitRight = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_right.fbx",
fall = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_left.fbx",
},
moveSound = "ice_lizard_walk",
footstepSound = "ice_lizard_footstep",
attackSound = "ice_lizard_attack",
hitSound = "ice_lizard_hit",
dieSound = "ice_lizard_die",
hitEffect = "hit_blood",
capsuleHeight = 0.4,
capsuleRadius = 0.5,
health = 2500,
sight = 12,
attackPower = 90,
protection = 60,
evasion = 10,
accuracy = 40,
movementCoolDown = 1,
coolDown = { 1, 4 },
noRecoilInterval = { 0.2, 1 }, -- interval must end at 1, otherwise turn attack can be interrupted (looks ugly)
immunities = { "fire", "cold", "poison", “backstab”, “assassination },
exp = 3000,
lootDrop = { 70, "black_lizard_steak" },
healthIncrement = 40,
attackPowerIncrement = 8,
brain = "IceLizard",
onDealDamage = function(self, champion, damage)
if self.facing == 0 then
spawn("lightning_bolt", self.level, self.x, self.y-1, self.facing)
end
if self.facing == 1 then
spawn("lightning_bolt", self.level, self.x+1, self.y, self.facing)
end
if self.facing == 2 then
spawn("lightning_bolt", self.level, self.x, self.y+1, self.facing)
end
if self.facing == 3 then
spawn("lightning_bolt", self.level, self.x-1, self.y, self.facing)
end
if self.facing == 0 then
spawn("fireball", self.level, self.x, self.y-1, self.facing)
end
if self.facing == 1 then
spawn("fireball", self.level, self.x+1, self.y, self.facing)
end
if self.facing == 2 then
spawn("fireball", self.level, self.x, self.y+1, self.facing)
end
if self.facing == 3 then
spawn("fireball", self.level, self.x-1, self.y, self.facing)
end
if self.facing == 0 then
spawn("poison_bolt", self.level, self.x, self.y-1, self.facing)
end
if self.facing == 1 then
spawn("poison_bolt", self.level, self.x+1, self.y, self.facing)
end
if self.facing == 2 then
spawn("poison_bolt", self.level, self.x, self.y+1, self.facing)
end
if self.facing == 3 then
spawn("poison_bolt", self.level, self.x-1, self.y, self.facing)
end
end
}