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Mob sangra Gold / Monster bleeds gold


ambrosiotibia

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Olá, preciso de ajuda para criar um monstro.

Ele seria um monstro que dropa gold no chão toda vez que toma um hit ao invés de sangrar.
99% de dropar 0-10 gold coin
01% de dropar 0-5 platinum coin

 

Por exemplo um goblin, toda vez que ele apanhar, vai "sangrar" gold no chão e além disso ele droparia outros loots se morrer.

 

Muito obrigado

 

------------------------ English -------------------------------------

 

Hello, I need help creating a monster.

He would be a monster that drops gold on the ground every time he takes a hit instead of bleeding.

99% chance to drop 0-10 gold coin

01% chance to drop 0-5 platinum coin

 

For example a goblin, every time he gets hit, he will "bleed" gold on the ground and in addition he would drop other loots if he dies.

 

Thanks.

Edited by ambrosiotibia
colocando em inglês
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Melhor não fazer da forma que você pediu, porque alguém pode colocar uma knife e bater em full def pra dar apenas 1 de dano e dropar gold ou platinum.

A maneira mais segura, é fazer com que a quantidade de gold dropada, seja equivalente à quantidade de vida perdida:

local mType = Game.createMonsterType("Treasure Bandit")
local monster = {}

monster.description = "a treasure bandit"
monster.experience = 600
monster.outfit = {
    lookType = 129,
    lookHead = 58,
    lookBody = 40,
    lookLegs = 24,
    lookFeet = 95,
    lookAddons = 0,
    lookMount = 0
}

monster.raceId = 223
monster.Bestiary = {
    class = "Human",
    race = BESTY_RACE_HUMAN,
    toKill = 500,
    FirstUnlock = 25,
    SecondUnlock = 250,
    CharmsPoints = 5,
    Stars = 2,
    Occurrence = 0,
    Locations = "Pode ser encontrado nas redondezas de Mortland."
}

monster.health = 1200
monster.maxHealth = 1200
monster.race = "blood"
monster.corpse = 18050
monster.speed = 180
monster.manaCost = 450

monster.changeTarget = {
    interval = 5000,
    chance = 0
}

monster.strategiesTarget = {
    nearest = 30,
    health = 10,
    damage = 10,
    random = 50,
}

monster.flags = {
    summonable = false,
    attackable = true,
    hostile = true,
    convinceable = false,
    pushable = false,
    rewardBoss = false,
    illusionable = true,
    canPushItems = true,
    canPushCreatures = true,
    staticAttackChance = 90,
    targetDistance = 4,
    runHealth = 240,
    healthHidden = false,
    isBlockable = false,
    canWalkOnEnergy = true,
    canWalkOnFire = true,
    canWalkOnPoison = true
}

monster.light = {
    level = 0,
    color = 0
}

monster.voices = {
    interval = 6000,
    chance = 10,
    { text = "Não fui eu!", yell = false },
    { text = "Tente me pegar!", yell = false }
}

monster.loot = {
    { name = "gold coin", chance = 83940, maxCount = 40 }, --
    { name = "platinum coin", chance = 29900, maxCount = 2 }, --
    { name = "meat", chance = 12350 }, --
    { name = "rope belt", chance = 4110 }
}

monster.attacks = {
    { name = "melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -68 },
    { name = "combat", interval = 3000, chance = 30, type = COMBAT_PHYSICALDAMAGE, minDamage = 0, maxDamage = -80,
        range = 7, shootEffect = CONST_ANI_SPEAR, target = false }
}

monster.defenses = {
    defense = 25,
    armor = 20
}

monster.elements = {
    { type = COMBAT_PHYSICALDAMAGE, percent = 5 },
    { type = COMBAT_ENERGYDAMAGE, percent = 10 },
    { type = COMBAT_EARTHDAMAGE, percent = 10 },
    { type = COMBAT_FIREDAMAGE, percent = 0 },
    { type = COMBAT_LIFEDRAIN, percent = 0 },
    { type = COMBAT_MANADRAIN, percent = 0 },
    { type = COMBAT_DROWNDAMAGE, percent = 0 },
    { type = COMBAT_ICEDAMAGE, percent = -10 },
    { type = COMBAT_HOLYDAMAGE, percent = 0 },
    { type = COMBAT_DEATHDAMAGE, percent = -5 }
}

monster.immunities = {
    { type = "paralyze", condition = false },
    { type = "outfit", condition = false },
    { type = "invisible", condition = false },
    { type = "bleed", condition = false }
}

local maxHealth = monster.maxHealth
local aux = maxHealth
mType.onThink = function(monster, interval)
    local health = monster:getHealth()
    if aux > health then
        Game.createItem(2448, (maxHealth - health), monster:getPosition())
        aux = health
    end
end

mType:register(monster)

 

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