Change the monster type to undead inside the monster file.
I might be wrong about the 'type' though.
Just open up a skeleton to figure out the correct type to use.
Mmm, well you could make an onKill script, and set an addEvent to remove the blood stain after a few milliseconds.That way, the color of the hit, in this case red because of the blood, turns white ... I just wanted to remove the blood underneath
local function removeBlood(pos)
if getTileItemById(pos, itemId).uid > 1 then
doRemoveItem(getTileItemById(pos, itemId).uid)
end
end
addEvent(removeBlood, 1, pos)
Mmm, well you could make an onKill script, and set an addEvent to remove the blood stain after a few milliseconds.
You use an addEvent, so that it happens after the creature has fully died.
LUA:local function removeBlood(pos) if getTileItemById(pos, itemId).uid > 1 then doRemoveItem(getTileItemById(pos, itemId).uid) end endLUA:addEvent(removeBlood, 1, pos)
case RACE_BLOOD:textColor = TEXTCOLOR_RED;
magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_BLOOD);
break;
splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_BLOOD);
There's a few others, like poison (green blood) that you'd want to find as well I think.thanks, but, i found another way in sources... is just u go in game.cpp
search for that:
C++:case RACE_BLOOD:textColor = TEXTCOLOR_RED; magicEffect = MAGIC_EFFECT_DRAW_BLOOD; splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_BLOOD); break;
and remove this line:
Code:splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_BLOOD);