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RevScripts Boss with HP mechanics

Wilku93

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Wilku93
Hi :)
I would like to know if it is possible to create a script where the Boss (e.g. Giant Spider Boss) has different phases depending on HP?

What I mean is that, for example
100-75% HP behaves like a normal GS, except that it is simply stronger and releases waves of poison in front of it,
74-50% change the mechanics and use different spells such as casting poison on a random target.
49-25% begins to summon other regular GSs and smaller spiders, which he will continue to summon until his HP drops to 10%

And one of the most important features:

Below 10% switch between targets all the time and have to be killed within 30 seconds otherwise they will spam POX every second

This is an example of what I mean :) I would like to ask how to create something like this

I have TFS 1.4.2
 
Basically just writing custom spells for everything.

Inside the monster file, you have the spells from all the 'mechanics' casting.
Inside the custom spells, check for the hp %, to determine if the spell does / does not cast. (return combat / return false)
 
Basically just writing custom spells for everything.

Inside the monster file, you have the spells from all the 'mechanics' casting.
Inside the custom spells, check for the hp %, to determine if the spell does / does not cast. (return combat / return false)
how can i add scripts into monsters? i tried it by adding it into the monster XML and also in general monsters.xml but it doesn't seem to work
 
how can i add scripts into monsters? i tried it by adding it into the monster XML and also in general monsters.xml but it doesn't seem to work
You must create the spell in the spells folder, and then add that script to the XML of the monster you want to use the spell. When I have some free time, I'll show you what it would be like.
 
You must create the spell in the spells folder, and then add that script to the XML of the monster you want to use the spell. When I have some free time, I'll show you what it would be like.
Okey Thank you!!

Im actually trying to add an script onDeath so when the monster die, it summon another monster in the exact same place. Should that also be add as a spell to the monster?
 
Okey Thank you!!

Im actually trying to add an script onDeath so when the monster die, it summon another monster in the exact same place. Should that also be add as a spell to the monster?
If I remember correctly, that would be a creature script. You create an onDead script in the creature script and add it to the monster. It's not a spell.
 
Something like this?

 
If I remember correctly, that would be a creature script. You create an onDead script in the creature script and add it to the monster. It's not a spell.
I tried that, but seems that creaturescripts are for players (at least in tfs 1.4), because it worked but the other way around, when the monster killed me it summoned another in my place xDDD
 
just make 3 diferent monster in the xml (strong, middle, weak) all with the same name, then just make a simple script like if monster hp 75% then remove monster add the second one with 75% hp, and repeat at 40% and etc. easier to do.

tibia did this in urmalulu
 
just make 3 diferent monster in the xml (strong, middle, weak) all with the same name, then just make a simple script like if monster hp 75% then remove monster add the second one with 75% hp, and repeat at 40% and etc. easier to do.

tibia did this in urmalulu
There's no point in messing around with removing and adding a mob, I did it a long time ago in the .lua file :D Unknown Soldier Helped me
 
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