V
verdehile95
Guest
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)