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)


info
Grupo: Campones
Registrado: 31/12/22
Posts: 1
Reputação: 0
Gênero: Masculino
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.
Editado Dezembro 31 por ambrosiotibia
colocando em inglês