Muito interessante monster,lembrando pessoal ai ta pra exp alta,da para percebr os hits no video são muito alto mas qualquer duvida nosso amigo luisfe23 ele resolvera sua duvida.
EDIT ~~1
Luisfe23Poderia disponibilzar 1 para exp alta outro para exp baixa[/b] seria bem melhor!pois creio que tenhan menbros que não sabem modificar.







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Grupo: Conde
Registrado: 31/10/08
Posts: 871
Reputação: +199
Char no Tibia: Luis Felipe Knight
Olá XTibianos, eu tinha um ot antigamente e nele eu tinha criado um monster qe parecia muito com player, claro qe eu editei scripts para fazer isso pqe nao intendo muito.
Hoje eu resolvi compartilhar ele com vcs, garanto qe vcs irao gostar, pois os players do meu ot ficavam se perguntando se era player ou moster, hehe.
Qdo meu ot tava on eu fiz um video dele, ta ai pra qem qiser ver:
http://www.youtube.com/watch?v=X60wUZqpZpA
Obs: Meu ot era xp 999x
Vamos ao script do monster e ao script da magia qe faz ele falar magias e se curar.
Na pasta data/monster crie um arquivo em formato XML chamado Curandeiro.
Dentro dele adicione isso:
<?xml version="1.0" encoding="UTF-8"?> <monster name="Curandeiro" nameDescription="Curandeiro (Level 2598). He is a Elder Druid" race="blood" experience="150000" speed="850" manacost="0"> <health now="90000" max="90000"/> <look type="133" head="116" body="94" legs="114" feet="114" addons="3" corpse="3058"/> <targetchange interval="20000" chance="0"/> <strategy attack="100" defense="0"/> <flags> <flag summonable="0"/> <flag attackable="1"/> <flag hostile="1"/> <flag illusionable="0"/> <flag convinceable="0"/> <flag pushable="1"/> <flag canpushitems="1"/> <flag staticattack="100"/> <flag lightlevel="233"/> <flag lightcolor="35"/> <flag targetdistance="3"/> <flag runonhealth="500"/> <flag skull="4" /> </flags> <attacks> <attack name="deathmage" interval="1200" chance="100000" range="6" min="-2300" max="-2900"> </attack> </attacks> <defenses armor="27" defense="52" /> <immunities> <immunity physical="0"/> <immunity energy="0"/> <immunity fire="0"/> <immunity poison="0"/> <immunity lifedrain="0"/> <immunity paralyze="1"/> <immunity outfit="0"/> <immunity drunk="0"/> <immunity invisible="1"/> </immunities> <loot> <item id="2183" countmax="1" chance1="100000" chancemax="0"/> <item id="2656" countmax="1" chance1="100000" chancemax="0"/> <item id="2640" countmax="1" chance1="100000" chancemax="0"/> <item id="2470" countmax="1" chance1="100000" chancemax="0"/> <item id="2506" countmax="1" chance1="100000" chancemax="0"/> <item id="2514" countmax="1" chance1="100000" chancemax="0"/> <item id="2173" countmax="1" chance1="100000" chancemax="0"/> <item id="10518" chance="100000"> <inside> <item id="7590" chance="100000"/> <item id="2268" chance="100000"/> <item id="2160" countmax="100" chance="100000"/> </inside> </item> </loot> </monster>Agora abra o arquivo monster.xml e adicione isto:
Agora o monster esta adicionado. Iremos agora adicionar a spell qe faz ele se parecer com player, falar magias, usar exura, etc...
Dentro da pasta data/spells abra o arquivo spells.xml e coloqe isso:
Obs: level 100000 para nenhum player usar.
Agora abra a pasta scripts e crie um arquivo chamado deathmage.lua, dentro dele coloqe isto:
-- haste local combatHaste = createCombatObject() setCombatParam(combatHaste, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE) setCombatParam(combatHaste, COMBAT_PARAM_AGGRESSIVE, 0) setCombatParam(combatHaste, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE) local condition = createConditionObject(CONDITION_HASTE) setConditionParam(condition, CONDITION_PARAM_TICKS, 14000) setConditionFormula(condition, 0, 350, 0, 350) setCombatCondition(combatHaste, condition) -- outfit local outCombat = createCombatObject() setCombatParam(outCombat, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_GREEN) local condition = createConditionObject(CONDITION_OUTFIT) setConditionParam(condition, CONDITION_PARAM_TICKS, 3 * 24 * 3600 * 1000) -- here time in miliseconds, default 3 days addOutfitCondition(condition, 0, 12, 114, 114, 94, 94) addOutfitCondition(condition, 0, 35, 114, 114, 94, 94) addOutfitCondition(condition, 0, 300, 114, 114, 94, 94) addOutfitCondition(condition, 0, 287, 114, 114, 94, 94) addOutfitCondition(condition, 0, 303, 114, 114, 94, 94) addOutfitCondition(condition, 0, 231, 114, 114, 94, 94) addOutfitCondition(condition, 0, 243, 114, 114, 94, 94) addOutfitCondition(condition, 0, 244, 114, 114, 94, 94) addOutfitCondition(condition, 0, 246, 114, 114, 94, 94) addOutfitCondition(condition, 0, 240, 114, 114, 94, 94) addOutfitCondition(condition, 0, 326, 114, 114, 94, 94) addOutfitCondition(condition, 0, 307, 114, 114, 94, 94) addOutfitCondition(condition, 0, 55, 114, 114, 94, 94) setCombatCondition(outCombat, condition) -- exevo san local sanCombat = createCombatObject() setCombatParam(sanCombat, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(sanCombat, COMBAT_PARAM_EFFECT, CONST_ME_FIREDAMAGE) setCombatParam(sanCombat, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SMALLFIRE) function onGetDmg1(cid, level, maglevel) return -60, -200 end setCombatCallback(sanCombat, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetDmg1") -- SD local sdCombat = createCombatObject() setCombatParam(sdCombat, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatParam(sdCombat, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatParam(sdCombat, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH) function onGetDmg2(cid, level, maglevel) return 250, 500 end setCombatCallback(sdCombat, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetDmg2") function onCastSpell(cid, var) if(isCreature(variantToNumber(var)) == TRUE) then if(getCreatureCondition(cid, CONDITION_OUTFIT) == 0) then -- random outfit doCombat(0, outCombat, numberToVariant(cid)) end if(getCreatureHealth(cid) < 500 and getCreatureCondition(cid, CONDITION_HASTE) == 0) then doCombat(0, combatHaste, numberToVariant(cid)) doCreatureSay(cid,"Speed",TALKTYPE_SAY) else if(math.random(0,99) > 80 and (getCreatureMaxHealth(cid) - getCreatureHealth(cid) > 450)) then -- 20% percent chance to heal when hp lose higher then 450 doTargetCombatHealth(0, cid, COMBAT_HEALING, 25000, 35000, CONST_ME_MAGIC_BLUE) doCreatureSay(cid,"Exura Vita",TALKTYPE_ORANGE_1) elseif(math.random(0,99) > 60 and (getCreatureMaxHealth(cid) - getCreatureHealth(cid) > 750)) then -- 40% percent chance to heal when hp lose higher then 750 doTargetCombatHealth(0, cid, COMBAT_HEALING, 25000, 35000, CONST_ME_MAGIC_BLUE) doCreatureSay(cid,"Exura Vita",TALKTYPE_ORANGE_1) elseif(math.random(0,99) > 20 and (getCreatureMaxHealth(cid) - getCreatureHealth(cid) > 950)) then -- 80% percent chance to heal when hp lose higher then 950 doTargetCombatHealth(0, cid, COMBAT_HEALING, 25000, 35000, CONST_ME_MAGIC_BLUE) doCreatureSay(cid,"Exura Vita",TALKTYPE_ORANGE_1) elseif(getCreatureMaxHealth(cid) - getCreatureHealth(cid) > 300) then -- 100% to drink great spirit potion if hp lose higher then 100 doTargetCombatHealth(0, cid, COMBAT_HEALING, 600, 700, CONST_ME_MAGIC_BLUE) doCreatureSay(cid, "Aaaah...", TALKTYPE_ORANGE_1) end end if(math.random(0,99) > 60) then -- 40% to shot sd doCombat(cid, sdCombat, var) doTargetCombatHealth(cid, variantToNumber(var), COMBAT_DEATHDAMAGE, -10000, -20500, CONST_ME_NONE) elseif(math.random(0,99) > 60) then -- 70% to shot exori san doCombat(cid, sdCombat, var) doTargetCombatHealth(cid, variantToNumber(var), COMBAT_DEATHDAMAGE, -4000, -5500, CONST_ME_NONE) doCreatureSay(cid,"Exori Mort",TALKTYPE_ORANGE_1) elseif(math.random(0,99) > 60) then -- 70% to shot exori san doCombat(cid, sdCombat, var) doTargetCombatHealth(cid, variantToNumber(var), COMBAT_DEATHDAMAGE, -4000, -5500, CONST_ME_NONE) doCreatureSay(cid,"Exori Mort",TALKTYPE_ORANGE_1) end end endPronto! Agora é só colocar ele no seu servidor, espero qe tenham gostado.
Não copiem, exclusividade XTibia !
Abraços.