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RevScripts Leiden BOSS

adrenysny

Member
Joined
Feb 17, 2021
Messages
140
Reaction score
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Hello friends, I need help with this boss, I want that when curing it with UH or exura gran mas res, it lowers life as in warm rl


Lua:
local mType = Game.createMonsterType("Leiden")
local monster = {}

monster.description = "Leiden"
monster.experience = 0
monster.outfit = {
    lookType = 988,
    lookHead = 0,
    lookBody = 0,
    lookLegs = 0,
    lookFeet = 0,
    lookAddons = 0,
    lookMount = 0
}

monster.health = 30000
monster.maxHealth = 30000
monster.race = "blood"
monster.corpse = 0
monster.speed = 240
monster.manaCost = 390
monster.maxSummons = 2

monster.changeTarget = {
    interval = 4000,
    chance = 20
}

monster.strategiesTarget = {
    nearest = 70,
    health = 10,
    damage = 10,
    random = 10,
}

monster.flags = {
    summonable = true,
    attackable = true,
    hostile = true,
    convinceable = true,
    pushable = false,
    rewardBoss = false,
    illusionable = false,
    canPushItems = true,
    canPushCreatures = true,
    staticAttackChance = 95,
    targetDistance = 1,
    runHealth = 0,
    healthHidden = false,
    isBlockable = false,
    canWalkOnEnergy = false,
    canWalkOnFire = false,
    canWalkOnPoison = false,
    pet = false
}

monster.events = {
    "LeidenHeal",
    "SpawnBoss"
}

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

monster.summons = {
    {name = "Barkless Fanatic", chance = 20, interval = 2000},
    {name = "Barkless Fanatic", chance = 30, interval = 2000}
}

monster.voices = {
    interval = 5000,
    chance = 10,
    {text = "Bring me the pain! Make me suffer!", yell = false}
}

monster.loot = {
}

monster.attacks = {
    {name ="melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -400}
}

monster.defenses = {
    defense = 50,
    armor = 35
}

monster.reflects = {
    {type = COMBAT_PHYSICALDAMAGE, percent = 100},
    {type = COMBAT_ENERGYDAMAGE, percent = 100},
    {type = COMBAT_EARTHDAMAGE, percent = 100},
    {type = COMBAT_FIREDAMAGE, percent = 100},
    {type = COMBAT_LIFEDRAIN, percent = 100},
    {type = COMBAT_MANADRAIN, percent = 100},
    {type = COMBAT_DROWNDAMAGE, percent = 100},
    {type = COMBAT_ICEDAMAGE, percent = 100},
    {type = COMBAT_HOLYDAMAGE , percent = 100},
    {type = COMBAT_DEATHDAMAGE , percent = 100}
}

monster.elements = {
    {type = COMBAT_PHYSICALDAMAGE, percent = 100},
    {type = COMBAT_ENERGYDAMAGE, percent = 100},
    {type = COMBAT_EARTHDAMAGE, percent = 100},
    {type = COMBAT_FIREDAMAGE, percent = 100},
    {type = COMBAT_LIFEDRAIN, percent = 100},
    {type = COMBAT_MANADRAIN, percent = 100},
    {type = COMBAT_DROWNDAMAGE, percent = 100},
    {type = COMBAT_ICEDAMAGE, percent = 100},
    {type = COMBAT_HOLYDAMAGE , percent = 100},
    {type = COMBAT_DEATHDAMAGE , percent = 100}
}

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

mType:register(monster)

I want that instead of curing it, it hurts
 

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