Monster Monsters Samples

whitevo

Feeling good, thats what I do.
Joined
Jan 2, 2015
Messages
3,449
Best answers
1
Reaction score
601
Location
Estonia
TFS 1.0 races
Code:
if ((attr = monsterNode.attribute("race"))) {
        std::string tmpStrValue = asLowerCaseString(attr.as_string());
        uint16_t tmpInt = pugi::cast<uint16_t>(attr.value());
        if (tmpStrValue == "venom" || tmpInt == 1) {
            mType->race = RACE_VENOM;
        } else if (tmpStrValue == "blood" || tmpInt == 2) {
            mType->race = RACE_BLOOD;
        } else if (tmpStrValue == "undead" || tmpInt == 3) {
            mType->race = RACE_UNDEAD;
        } else if (tmpStrValue == "fire" || tmpInt == 4) {
            mType->race = RACE_FIRE;
        } else if (tmpStrValue == "energy" || tmpInt == 5) {
            mType->race = RACE_ENERGY;
        } else {
            std::cout << "[Warning - Monsters::loadMonster] Unknown race type " << attr.as_string() << ". " << file << std::endl;
        }
    }
But you can make custom races fairly easily in LUA
Code:
--________________--
--- MONSTER RACES --
--================--
monsterRaces = {
["white deer"] = "beast",
["deer"] = "beast",
["rabbit"] = "beast",
["bear"] = "beast",
["dummy"] = "undead",
["wolf"] = "beast",
["boar"] = "beast",
["squirrel"] = "beast",
["bandit mage"] = "human",
["bandit knight"] = "human",
["bandit druid"] = "human",
["bandit hunter"] = "human",
["training pole"] = "object",
["archanos"] = "human",
["cyclops"] = "human",
["big daddy"] = "human",
}
 

Peonso

Godly Member
Joined
Jan 14, 2008
Messages
1,516
Best answers
24
Reaction score
1,008
i know its a lttle old post but i wish to know about monster race=? plix if anyone have a list of monster races it will be awesome
It's about what liquid drop from hits and corpses.
blood = blood / poison = slime / fire / undead / energy
 

silveralol

Veteran OT User
Joined
Mar 16, 2010
Messages
1,461
Best answers
8
Reaction score
184
TFS 1.0 races
Code:
if ((attr = monsterNode.attribute("race"))) {
        std::string tmpStrValue = asLowerCaseString(attr.as_string());
        uint16_t tmpInt = pugi::cast<uint16_t>(attr.value());
        if (tmpStrValue == "venom" || tmpInt == 1) {
            mType->race = RACE_VENOM;
        } else if (tmpStrValue == "blood" || tmpInt == 2) {
            mType->race = RACE_BLOOD;
        } else if (tmpStrValue == "undead" || tmpInt == 3) {
            mType->race = RACE_UNDEAD;
        } else if (tmpStrValue == "fire" || tmpInt == 4) {
            mType->race = RACE_FIRE;
        } else if (tmpStrValue == "energy" || tmpInt == 5) {
            mType->race = RACE_ENERGY;
        } else {
            std::cout << "[Warning - Monsters::loadMonster] Unknown race type " << attr.as_string() << ". " << file << std::endl;
        }
    }
But you can make custom races fairly easily in LUA
Code:
--________________--
--- MONSTER RACES --
--================--
monsterRaces = {
["white deer"] = "beast",
["deer"] = "beast",
["rabbit"] = "beast",
["bear"] = "beast",
["dummy"] = "undead",
["wolf"] = "beast",
["boar"] = "beast",
["squirrel"] = "beast",
["bandit mage"] = "human",
["bandit knight"] = "human",
["bandit druid"] = "human",
["bandit hunter"] = "human",
["training pole"] = "object",
["archanos"] = "human",
["cyclops"] = "human",
["big daddy"] = "human",
}
how use this?
human to get the fuild blood
monsters of venom get the fuild venom
 

Moj mistrz

Monster Creator
Joined
Feb 1, 2008
Messages
926
Best answers
8
Reaction score
271
Location
Poland
RACE_NONE, RACE_VENOM, RACE_BLOOD, RACE_UNDEAD, RACE_FIRE, RACE_ENERGY
#edit:
Sorry, but my browser didn't show up more posts so I didn't know that someone else answered question about races :/.
 

whitevo

Feeling good, thats what I do.
Joined
Jan 2, 2015
Messages
3,449
Best answers
1
Reaction score
601
Location
Estonia
how use this?
human to get the fuild blood
monsters of venom get the fuild venom
ah, im not using races for fluid type, im using them for monster passives and formulas:
example:
for each beast type monster around the caster: he gets bonus: damage increases, heal increases.

I have monster AI now, where caster unlocks more spells, when specific amount of races or different races are around him.
 

silveralol

Veteran OT User
Joined
Mar 16, 2010
Messages
1,461
Best answers
8
Reaction score
184
ah, im not using races for fluid type, im using them for monster passives and formulas:
example:
for each beast type monster around the caster: he gets bonus: damage increases, heal increases.

I have monster AI now, where caster unlocks more spells, when specific amount of races or different races are around him.
yaaa, nice, congrats for you for this alot of work
RACE_NONE, RACE_VENOM, RACE_BLOOD, RACE_UNDEAD, RACE_FIRE, RACE_ENERGY
#edit:
Sorry, but my browser didn't show up more posts so I didn't know that someone else answered question about races :/.
thanks for answer, but my ask was about the
Code:
--________________--
--- MONSTER RACES --
--================--
monsterRaces = {
["white deer"] = "beast",
["deer"] = "beast",
["rabbit"] = "beast",
["bear"] = "beast",
["dummy"] = "undead",
["wolf"] = "beast",
["boar"] = "beast",
["squirrel"] = "beast",
["bandit mage"] = "human",
["bandit knight"] = "human",
["bandit druid"] = "human",
["bandit hunter"] = "human",
["training pole"] = "object",
["archanos"] = "human",
["cyclops"] = "human",
["big daddy"] = "human",
}
i'm interesting in this xd
 

Ghost Creations

Intermediate OT User
Joined
Aug 2, 2011
Messages
222
Best answers
1
Reaction score
17
Location
Now in Korat, Thailand
I want to say Thanks for all your help on OT Land it is people like you that makes me come back.
Can you elaborate on all the parts:
Mostly on
<elements>
<element firePercent="0"/>
<element energyPercent="0"/>
</elements>
<immunities>
<immunity earth="0"/>
<immunity paralyze="1"/>
<immunity invisible="1"/>
</immunities>
what are the prams for these, I see you set to 0. I have an error and would be nice to know why

My Error:
[Warning - Monsters::loadMonster] Unknown element percent.

My Script:
<elements>
<element physicalPercent="5"/>
<element energyPercent="20"/>
<element holyPercent="10"/>
<element earth="-10"/>
<element death="-15"/>
</elements>
 
Top