setField(L, "name", mType->name.c_str());
setField(L, "description", mType->nameDescription.c_str());
setField(L, "experience", mType->experience);
setField(L, "health", mType->health);
setField(L, "healthMax", mType->healthMax);
setField(L, "manaCost", mType->manaCost);
setField(L, "defense", mType->defense);
setField(L, "armor", mType->armor);
setField(L, "baseSpeed", mType->baseSpeed);
setField(L, "lookCorpse", mType->lookCorpse);
setField(L, "race", mType->race);
setField(L, "skull", mType->skull);
setField(L, "partyShield", mType->partyShield);
setFieldBool(L, "summonable", mType->isSummonable);
setFieldBool(L, "illusionable", mType->isIllusionable);
setFieldBool(L, "convinceable", mType->isConvinceable);
setFieldBool(L, "attackable", mType->isAttackable);
setFieldBool(L, "hostile", mType->isHostile);
tablica defenses:
setField(L, "speed", it->speed);
setField(L, "chance", it->chance);
setField(L, "range", it->range);
setField(L, "minCombatValue", it->minCombatValue);
setField(L, "maxCombatValue", it->maxCombatValue);
setField(L, "maxCombatValue", it->maxCombatValue);
setFieldBool(L, "isMelee", it->isMelee);
tablica attacks:
setField(L, "speed", it->speed);
setField(L, "chance", it->chance);
setField(L, "range", it->range);
setField(L, "minCombatValue", it->minCombatValue);
setField(L, "maxCombatValue", it->maxCombatValue);
setFieldBool(L, "isMelee", it->isMelee);
tablica loot:
setField(L, "id", lit->ids[0]);
setField(L, "count", lit->count);
setField(L, "chance", lit->chance);
setField(L, "subType", lit->subType);
setField(L, "actionId", lit->actionId);
setField(L, "uniqueId", lit->uniqueId);
setField(L, "text", lit->text);
tablica summons:
setField(L, "name", sit->name);
setField(L, "chance", sit->chance);
setField(L, "interval", sit->interval);
setField(L, "amount", sit->amount);