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Pet level

  • Thread starter Thread starter verdehile95
  • Start date Start date
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verdehile95

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I have a question: is it possible to make it so that my pet starts at level 1, and when I use a special item on it, its level increases permanently by one? tfs 1.4.2 10.98

LUA:
local mType = Game.createMonsterType("Pet")
local monster = {}

monster.description = "a Pet"
monster.experience = 0
monster.outfit = {
    lookType = 1781,
    lookHead = 0,
    lookBody = 0,
    lookLegs = 0,
    lookFeet = 0,
    lookAddons = 0,
    lookMount = 0
}

monster.health = 100
monster.maxHealth = 100
monster.race = "undead"
monster.corpse = 0
monster.speed = 309
monster.manaCost = 3000
monster.maxSummons = 0

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

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

monster.flags = {
    summonable = false,
    attackable = true,
    hostile = false,
    convinceable = true,
    pushable = false,
    rewardBoss = false,
    illusionable = false,
    canPushItems = false,
    canPushCreatures = true,
    staticAttackChance = 90,
    targetDistance = 1,
    runHealth = 0,
    healthHidden = false,
    isBlockable = false,
    canWalkOnEnergy = true,
    canWalkOnFire = true,
    canWalkOnPoison = true,
    pet = true
}

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

monster.voices = {
    interval = 5000,
    chance = 10,
}

monster.loot = {
}

monster.attacks = {
    {name ="melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -40},
    {name ="combat", interval = 2000, chance = 10, type = COMBAT_EARTHDAMAGE, minDamage = -0, maxDamage = -40, radius = 3, effect = 347, target = false},  

}

monster.defenses = {
    defense = 10,
    armor = 10,
    {name ="combat", interval = 2000, chance = 15, type = COMBAT_HEALING, minDamage = 0, maxDamage = 15, effect = CONST_ME_MAGIC_GREEN, target = false}
}

monster.elements = {
    {type = COMBAT_PHYSICALDAMAGE, percent = 0},
    {type = COMBAT_ENERGYDAMAGE, percent = 0},
    {type = COMBAT_EARTHDAMAGE, percent = 0},
    {type = COMBAT_FIREDAMAGE, percent = -20},
    {type = COMBAT_LIFEDRAIN, percent = 0},
    {type = COMBAT_MANADRAIN, percent = 0},
    {type = COMBAT_DROWNDAMAGE, percent = 0},
    {type = COMBAT_ICEDAMAGE, percent = -10},
    {type = COMBAT_HOLYDAMAGE , percent = 0},
    {type = COMBAT_DEATHDAMAGE , percent = 0}
}

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

mType:register(monster)
 
you have to create a new level system for pets from scratch.

this is what you posted its MonsterType, if you edit anything here, another monster that is created from this monster type will get these changes,

you are aiming for special level of pet in monster class, not monstertype class
 

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