local mType = Game.createMonsterType("fireloco")
local monster = {}
monster.description = "a fireloco"
monster.experience = 26000
monster.outfit = {
lookType = 1313,
lookHead = 0,
lookBody = 0,
lookLegs = 0,
lookFeet = 0,
lookAddons = 0,
lookMount = 0
}
monster.health = 32000
monster.maxHealth = 32000
monster.race = "blood"
monster.corpse = 33901
monster.speed = 200
monster.manaCost = 0
monster.changeTarget = {
interval = 4000,
chance = 0
}
monster.flags = {
summonable = false,
attackable = true,
hostile = true,
convinceable = false,
pushable = false,
rewardBoss = false,
illusionable = false...
Paste your monster code here.
local mType = Game.createMonsterType("fireloco")
local monster = {}
monster.description = "a fireloco"
monster.experience = 26000
monster.outfit = {
lookType = 1313,
lookHead = 0,
lookBody = 0,
lookLegs = 0,
lookFeet = 0,
lookAddons = 0,
lookMount = 0
}
monster.health = 32000
monster.maxHealth = 32000
monster.race = "blood"
monster.corpse = 33901
monster.speed = 200
monster.manaCost = 0
monster.changeTarget = {
interval = 4000,
chance = 0
}
monster.flags = {
summonable = false,
attackable = true,
hostile = true,
convinceable = false,
pushable = false,
rewardBoss = false,
illusionable = false,
canPushItems = false,
canPushCreatures = false,
staticAttackChance = 90,
targetDistance = 1,
runHealth = 0,
healthHidden = false,
isBlockable = false,
canWalkOnEnergy = true,
canWalkOnFire = true,
canWalkOnPoison = true
}
monster.voices = {
interval = 5000,
chance = 10,
{text = "The smell of fear follows you.", yell = false},
{text = "Your soul will burn.", yell = false}
}
monster.loot = {
{id = "gold coin", chance = 60000, maxCount = 100},
{id = 1987, chance = 60000, -- bag
child = {
{id = "platinum coin", chance = 60000, maxCount = 100},
{id = "crystal coin", chance = 60000, maxCount = 100}
}
}
}
monster.attacks = {
{name ="melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -1050},
{name ="combat", interval = 2000, chance = 20, type = COMBAT_DEATHDAMAGE, minDamage = -750, maxDamage = -1000, radius = 4, effect = CONST_ME_MORTAREA, target = false},
{name ="combat", interval = 2000, chance = 15, type = COMBAT_FIREDAMAGE, minDamage = -550, maxDamage = -900, range = 7, shootEffect = CONST_ANI_FIRE, effect = CONST_ME_FIREAREA, target = true},
{name ="combat", interval = 2000, chance = 10, type = COMBAT_FIREDAMAGE, minDamage = -800, maxDamage = -1250, length = 8, effect = CONST_ME_EXPLOSIONHIT, target = false}
-- Chain: const_me-> CONST_ME_WHITE_ENERGY_SPARK, combat_t->COMBAT_DEATHDAMAGE
}
monster.defenses = {
defense = 110,
armor = 120,
{name ="combat", interval = 2000, chance = 15, type = COMBAT_HEALING, minDamage = 650, maxDamage = 1200, effect = CONST_ME_MAGIC_RED, target = false}
}
monster.elements = {
{type = COMBAT_PHYSICALDAMAGE, percent = 30},
{type = COMBAT_ENERGYDAMAGE, percent = 0},
{type = COMBAT_EARTHDAMAGE, percent = 0},
{type = COMBAT_FIREDAMAGE, percent = 40},
{type = COMBAT_LIFEDRAIN, percent = 0},
{type = COMBAT_MANADRAIN, percent = 0},
{type = COMBAT_DROWNDAMAGE, percent = 0},
{type = COMBAT_ICEDAMAGE, percent = -20},
{type = COMBAT_HOLYDAMAGE , percent = -25},
{type = COMBAT_DEATHDAMAGE , percent = 50}
}
monster.immunities = {
{type = "paralyze", condition = true},
{type = "outfit", condition = true},
{type = "invisible", condition = true},
{type = "bleed", condition = false}
}
mType.onThink = function(monster, interval)
print("I'm thinking")
end
mType.onAppear = function(monster, creature)
if monster:getId() == creature:getId() then
print(monster:getId(), creature:getId())
end
end
mType.onDisappear = function(monster, creature)
if monster:getId() == creature:getId() then
print(monster:getId(), creature:getId())
end
end
mType.onMove = function(monster, creature, fromPosition, toPosition)
if monster:getId() == creature:getId() then
print(monster:getId(), creature:getId(), fromPosition, toPosition)
end
end
mType.onSay = function(monster, creature, type, message)
print(monster:getId(), creature:getId(), type, message)
end
mType:register(monster)
local mType = Game.createMonsterType("fireloco")
local monster = {}
monster.description = "a fireloco"
monster.experience = 26000
monster.outfit = {
lookType = 1313,
lookHead = 0,
lookBody = 0,
lookLegs = 0,
lookFeet = 0,
lookAddons = 0,
lookMount = 0
}
monster.health = 32000
monster.maxHealth = 32000
monster.race = "blood"
monster.corpse = 33901
monster.speed = 200
monster.manaCost = 0
monster.changeTarget = {
interval = 4000,
chance = 0
}
monster.flags = {
summonable = false,
attackable = true,
hostile = true,
convinceable = false,
pushable = false,
rewardBoss = false,
illusionable = false,
canPushItems = false,
canPushCreatures = false,
staticAttackChance = 90,
targetDistance = 1,
runHealth = 0,
healthHidden = false,
isBlockable = false,
canWalkOnEnergy = true,
canWalkOnFire = true,
canWalkOnPoison = true
}
monster.voices = {
interval = 5000,
chance = 10,
{text = "The smell of fear follows you.", yell = false},
{text = "Your soul will burn.", yell = false}
}
monster.loot = {
{id = "gold coin", chance = 60000, maxCount = 100},
{id = 1987, chance = 60000, -- bag
child = {
{id = "platinum coin", chance = 60000, maxCount = 100},
{id = "crystal coin", chance = 60000, maxCount = 100}
}
}
}
monster.attacks = {
{name ="melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -1050},
{name ="combat", interval = 2000, chance = 20, type = COMBAT_DEATHDAMAGE, minDamage = -750, maxDamage = -1000, radius = 4, effect = CONST_ME_MORTAREA, target = false},
{name ="combat", interval = 2000, chance = 15, type = COMBAT_FIREDAMAGE, minDamage = -550, maxDamage = -900, range = 7, shootEffect = CONST_ANI_FIRE, effect = CONST_ME_FIREAREA, target = true},
{name ="combat", interval = 2000, chance = 10, type = COMBAT_FIREDAMAGE, minDamage = -800, maxDamage = -1250, length = 8, effect = CONST_ME_EXPLOSIONHIT, target = false}
-- Chain: const_me-> CONST_ME_WHITE_ENERGY_SPARK, combat_t->COMBAT_DEATHDAMAGE
}
monster.defenses = {
defense = 110,
armor = 120,
{name ="combat", interval = 2000, chance = 15, type = COMBAT_HEALING, minDamage = 650, maxDamage = 1200, effect = CONST_ME_MAGIC_RED, target = false}
}
monster.elements = {
{type = COMBAT_PHYSICALDAMAGE, percent = 30},
{type = COMBAT_ENERGYDAMAGE, percent = 0},
{type = COMBAT_EARTHDAMAGE, percent = 0},
{type = COMBAT_FIREDAMAGE, percent = 40},
{type = COMBAT_LIFEDRAIN, percent = 0},
{type = COMBAT_MANADRAIN, percent = 0},
{type = COMBAT_DROWNDAMAGE, percent = 0},
{type = COMBAT_ICEDAMAGE, percent = -20},
{type = COMBAT_HOLYDAMAGE , percent = -25},
{type = COMBAT_DEATHDAMAGE , percent = 50}
}
monster.immunities = {
{type = "paralyze", condition = true},
{type = "outfit", condition = true},
{type = "invisible", condition = true},
{type = "bleed", condition = false}
}
mType.onThink = function(monster, interval)
--print("I'm thinking")
end
mType.onAppear = function(monster, creature)
if monster:getId() == creature:getId() then
--print(monster:getId(), creature:getId())
end
end
mType.onDisappear = function(monster, creature)
if monster:getId() == creature:getId() then
--print(monster:getId(), creature:getId())
end
end
mType.onMove = function(monster, creature, fromPosition, toPosition)
if monster:getId() == creature:getId() then
--print(monster:getId(), creature:getId(), fromPosition, toPosition)
end
end
mType.onSay = function(monster, creature, type, message)
--print(monster:getId(), creature:getId(), type, message)
end
mType:register(monster)