Aeronx
Intermediate OT User
- Joined
- Dec 17, 2015
- Messages
- 736
- Solutions
- 9
- Reaction score
- 121
About monster levels, even if you dont want to create one (we talked about this before, since its needs C++ changes its now worth it at the moment), you could set an invisible level to monsters, there are no levels, but there are monsters way stronger that others.
(My monster level is 95% based on lua, only code i needed to add to source is the name change, which sets the level. Based on monster level from name, the monster will have more loot, exp, hp, dmg, etc)
You could use their max hp and the experience they give to the player to set a value (level) to that monster. (Normally on tibia, higher HP pool and higher exp, the stronger the monster is, meaning higher "level")
(My monster level is 95% based on lua, only code i needed to add to source is the name change, which sets the level. Based on monster level from name, the monster will have more loot, exp, hp, dmg, etc)
You could use their max hp and the experience they give to the player to set a value (level) to that monster. (Normally on tibia, higher HP pool and higher exp, the stronger the monster is, meaning higher "level")