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Wereboar, Werebadger and Werebear

krafttomten

Well-Known Member
Joined
Jul 23, 2017
Messages
103
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Location
Sweden
I noticed that the were-monsters have not yet been added to TFS, so I made them as accurate as I could based on the information on tibia wikia and my own memory. Many years since I played tho.

I added all the custom spells and everything. They are not perfect, I think some of the spell effects are off, and loot chance is just rough estimates based on the available information on the tibia wikia. I also added a small amount of damage to one of the wereboar attacks, I don't think cipsoft Tibia had it like that but it should be easy enough to remove.

If anyone is interested, here you go.

XML:
<?xml version="1.0" encoding="UTF-8"?>
<monster name="Werebadger" nameDescription="a werebadger" experience="1600" speed="200" race="blood">
    <health now="1700" max="1700" />
    <targetchange interval="4000" chance="10" />
    <look type="729" corpse="24727" />
    <flags>
        <flag summonable="0" />
        <flag attackable="1" />
        <flag hostile="1" />
        <flag illusionable="0" />
        <flag convinceable="0" />
        <flag pushable="0" />
        <flag canpushitems="1" />
        <flag canpushcreatures="1" />
        <flag targetdistance="1" />
        <flag staticattack="80" />
        <flag runonhealth="0" />
        <flag canwalkonfire="0" />
    </flags>
    <attacks>
        <attack name="melee" interval="2000" min="0" max="-170" />
        <attack name="manadrain" interval="2000" chance="10" target="1" min="-65" max="-95">
            <attribute key="areaEffect" value="rednote" />
        </attack>
        <attack name="death" interval="2000" chance="10" target="0" range="7" min="-190" max="-230">
            <attribute key="areaEffect" value="mortarea" />
        </attack>
        <attack name="werebadger badger badger" interval="2000" chance="6" />
        <attack name="werebadger paralyze ball" interval="2000" chance="18" />
        <attack name="werebadger curse wave" interval="2000" chance="15" />
    </attacks>
        <defenses armor="40" defense="40">
            <defense name="healing" interval="2000" chance="15" min="120" max="225">
                <attribute key="areaEffect" value="greenshimmer" />
            </defense>
            <defense name="invisible" interval="1000" chance="20" duration="9000">
                <attribute key="areaEffect" value="blueshimmer" />
            </defense>
            <defense name="speed" interval="2000" chance="15" range="7" speedchange="400" duration="5000">
                <attribute key="areaEffect" value="blueshimmer" />
            </defense>
        </defenses>
        <elements>
            <element physicalPercent="10" />
            <element energyPercent="5" />
            <element earthPercent="65" />
            <element firePercent="-5" />
            <element deathPercent="50" />
            <element icePercent="-5" />
            <element holyPercent="-5" />
        </elements>
        <immunities>
            <immunity paralyze="1" />
            <immunity invisible="1" />
        </immunities>
        <voices interval="5000" chance="10">
            <voice sentence="BLOOD!" yell="1" />
            <voice sentence="MAASHROOM MAASHROOM!" yell="1" /><!-- Obviously a joke and not a real tibia thing... But don't you dare remove it!-->
            <voice sentence="OOOOOH IT'S A SNAAAKE!" yell="1" />
        </voices>
        <loot>
            <item name="gold coin" countmax="90" chance="65000" />
            <item name="gold coin" countmax="90" chance="25000" />
            <item name="platinum coin" countmax="2" chance="12000" />
            <item id="8845" countmax="2" chance="25000" /><!--Beetroot-->
            <item id="9650" countmax="2" chance="12000" /><!--Brown Mushroom-->
            <item id="24707" chance="7300" /><!--Werebadger Claws-->
            <item id="24711" chance="4900" /><!--Werebadger Skull-->
            <item id="24739" chance="4320" /><!--Moonlight Crystals -->
            <item id="7589" chance="7230" /><!--Strong Mana Potion-->
            <item id="7590" chance="4400" /><!--Great Mana Potion-->
            <item id="7620" chance="4200" /><!--Mana Potion-->
            <item id="7762" countmax="2" chance="3200" /><!--Small Enchanted Amethyst -->
            <item id="9809" chance="1400" /><!--Rusty armor (semi-rare)-->
            <item id="2805" chance="1200" /><!--Troll Green-->
            <item id="2171" chance="320" /><!--Platinum Amulet-->
            <item id="2214" chance="280" /><!--Ring of Healing-->
            <item id="24716" chance="110" /><!--Werewolf Amulet-->
            <item id="24742" chance="120" /><!--Badger Boots-->
            <item id="8910" chance="240" /><!--Underworld Rod-->
            <item id="8922" chance="180" /><!--Wand of Voodoo-->
      
            <item id="24757" chance="40" /><!--Werebadger Trophy-->
        </loot>
    </monster>
Lua:
local combat = Combat()
combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_SOUND_WHITE)
combat:setArea(createCombatArea(AREA_SQUARE1X1))


function onCastSpell(creature, variant)
    local position = variant:getPosition()
    local monster = Game.createMonster("Badger", position)
    position.x = position.x + 1
    local monster2 = Game.createMonster("Badger", position)
    creature:addSummon(monster)
    creature:addSummon(monster2)
    combat:execute(creature, variant)
    return true
end
Lua:
local combat = Combat()
combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
combat:setArea(createCombatArea(AREA_WAVE4))

function onCastSpell(creature, variant)
    local damage = math.random(52, 160)
    for _, target in ipairs(combat:getTargets(creature, variant)) do
        creature:addDamageCondition(target, CONDITION_CURSED, DAMAGELIST_EXPONENTIAL_DAMAGE, damage)
    end
    return true
end
Lua:
local combat = Combat()
combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_LIFEDRAIN)
combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED)
combat:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_REDSTAR)
combat:setFormula(COMBAT_FORMULA_DAMAGE, -50, -250)
combat:setArea(createCombatArea(AREA_CIRCLE3X3))

local condition = Condition(CONDITION_PARALYZE)
condition:setParameter(CONDITION_PARAM_TICKS, 20000)
condition:setFormula(-1, 80, -1, 80)


function onCastSpell(creature, variant)
    for _, target in ipairs(combat:getTargets(creature, variant)) do
        target:addCondition(condition)
    end
    combat:execute(creature, variant)
    return true
end

XML:
<?xml version="1.0" encoding="UTF-8"?>
<monster name="Werebear" nameDescription="a werebear" experience="2100" speed="310" race="blood">
    <health now="2400" max="2400" />
    <targetchange interval="4000" chance="5" />
    <look type="720" corpse="24666" />
    <flags>
        <flag summonable="0" />
        <flag attackable="1" />
        <flag hostile="1" />
        <flag illusionable="0" />
        <flag convinceable="0" />
        <flag pushable="0" />
        <flag canpushitems="1" />
        <flag canpushcreatures="1" />
        <flag targetdistance="1" />
        <flag staticattack="80" />
        <flag runonhealth="300" />
        <flag canwalkonfire="0" />
    </flags>
    <attacks>
        <attack name="melee" interval="2000" min="-50" max="-450" />
        <attack name="lifedrain" interval="2000" chance="20" target="0" radius="3" min="-100" max="-300">
            <attribute key="areaEffect" value="rednote" />
        </attack>
        <attack name="physical" interval="2000" chance="10" radius="1" target="0">
            <attribute key="areaEffect" value="greennote" />
        </attack>
        <attack name="werebear bleed wave" interval="2000" chance="15" />
    </attacks>
    <defenses armor="38" defense="40">
        <defense name="healing" interval="2000" chance="15" min="120" max="225">
            <attribute key="areaEffect" value="greenshimmer" />
        </defense>
        <defense name="speed" interval="2000" chance="15" range="7" speedchange="400" duration="5000">
            <attribute key="areaEffect" value="purplenote" />
        </defense>
    </defenses>
    <elements>
        <element physicalPercent="5" />
        <element energyPercent="15" />
        <element earthPercent="50" />
        <element firePercent="-5" />
        <element deathPercent="55" />
        <element icePercent="10" />
        <element holyPercent="-5" />
    </elements>
    <immunities>
        <immunity paralyze="1" />
        <immunity invisible="1" />
    </immunities>
    <voices interval="5000" chance="10">
        <voice sentence="BLOOD!" yell="1" />
        <voice sentence="HRAAAAAAAAAARRRRRR!" yell="1" />
    </voices>
    <loot>
        <item name="gold coin" countmax="100" chance="35000" />
        <item name="spiked squelcher" chance="480" />
        <item name="platinum coin" countmax="3" chance="20000" />
        <item name="werebear skull" chance="9000" />
        <item name="great health potion" chance="12000" />
        <item name="ultimate health potion" chance="7000" />
        <item name="stone skin amulet" chance="4000" />
        <item id="2169" chance="1400" /> <!-- time ring (rare-ish) -->
        <item name="ham" countmax="3" chance="7000" />
        <item name="bear paw" chance="5000" />
        <item name="small enchanted sapphire" chance="3000" />
        <item name="berserk potion" chance="2000" />
        <item name="werebear fur" chance="5200" />
        <item id="9818" chance="25000" /><!--Rusty boots (semi-rare)-->
        <item id="9809" chance="1300" /><!--Rusty armor (semi-rare)-->
        <item name="moonlight crystals" chance="5000" />
        <item name="honeycomb" chance="3000" />
        <item name="werewolf amulet" chance="600" />
        <item name="furry club" chance="1200" />
        <item name="fur armor" chance="800" />
        <item name="relic sword" chance="800" />
    </loot>
</monster>
Lua:
local combat = Combat()
combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_DRAWBLOOD)
combat:setArea(createCombatArea(AREA_WAVE8))

function onCastSpell(creature, variant)
    local damage = math.random(72, 160)
    for _, target in ipairs(combat:getTargets(creature, variant)) do
        creature:addDamageCondition(target, CONDITION_BLEEDING, DAMAGELIST_LOGARITHMIC_DAMAGE, damage)
    end
    return true
end

XML:
<?xml version="1.0" encoding="UTF-8"?>
<monster name="Wereboar" nameDescription="a wereboar" experience="2000" speed="250" race="blood">
    <health now="2200" max="2200" />
    <targetchange interval="4000" chance="10" />
    <look type="721" corpse="24724" />
    <flags>
        <flag summonable="0" />
        <flag attackable="1" />
        <flag hostile="1" />
        <flag illusionable="0" />
        <flag convinceable="0" />
        <flag pushable="0" />
        <flag canpushitems="1" />
        <flag canpushcreatures="1" />
        <flag targetdistance="1" />
        <flag staticattack="80" />
        <flag runonhealth="300" />
        <flag canwalkonfire="0" />
    </flags>
    <attacks>
        <attack name="melee" interval="2000" min="0" max="-300" />
        <attack name="lifedrain" interval="2000" chance="20" target="0" radius="3" min="-80" max="-250">
            <attribute key="areaEffect" value="redshimmer" />
        </attack>
        <attack name="wereboar bleeding explosion beam" interval="2000" chance="30" />
        <attack name="wereboar shield reducing sd" interval="2000" target="1" chance="20" />
        <attack name="wereboar cool skill reducer" interval="2000" target="1" chance="11" />
    </attacks>
    <defenses armor="32" defense="46">
        <defense name="healing" interval="2000" chance="100" min="15" max="25">
            <attribute key="areaEffect" value="smoke" />
        </defense>
        <defense name="speed" interval="2000" chance="15" range="7" speedchange="400" duration="5000">
            <attribute key="areaEffect" value="purplenote" />
        </defense>
    </defenses>
    <elements>
        <element physicalPercent="10" />
        <element energyPercent="5" />
        <element earthPercent="65" />
        <element firePercent="-5" />
        <element deathPercent="50" />
        <element icePercent="-5" />
        <element holyPercent="-5" />
    </elements>
    <immunities>
        <immunity paralyze="1" />
        <immunity invisible="1" />
    </immunities>
    <voices interval="5000" chance="10">
        <voice sentence="BLOOD!" yell="1" />
        <voice sentence="HRAAAAAAAAAARRRRRR!" yell="1" />
    </voices>
    <loot>
        <item name="gold coin" countmax="75" chance="65000" />
        <item name="platinum coin" countmax="3" chance="25000" />
        <item id="2789" countmax="3" chance="12890" /><!--Brown mushroom-->
        <item id="24710" chance="6790" /><!--Wereboar tusk-->
        <item id="24709" chance="4520" /><!--Wereboar hooves-->
        <item id="24739" chance="3690" /><!--moonlight crystal-->
        <item id="7760" chance="1790" /><!--small enchanted ruby-->
        <item id="7588" chance="1530" /><!--Strong Health Potion-->
        <item id="8473" chance="1480" /><!--Ultimate Health Potion-->
        <item id="9812" chance="1400" /><!--Rusty legs (semi rare)-->
        <item id="24743" chance="1120" /><!--Wereboar Loincloth-->
        <item id="7439" chance="880" /><!--Berserk Potion-->
        <item id="24716" chance="520" /><!--Werewolf Amulet-->
        <item id="7432" chance="320" /><!--Furry Club-->
        <item id="2197" chance="240" /><!--Stone Skin Amulet-->
        <item id="24741" chance="160" /><!--Fur Armor-->
        <item id="7419" chance="140" /><!--Dreaded Cleaver-->
        <item id="24758" chance="80" /><!--Wereboar Trophy-->
  

    </loot>
</monster>
Lua:
local combat = Combat()
combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_DRAWBLOOD)
combat:setFormula(COMBAT_FORMULA_DAMAGE, -100, -200)
combat:setArea(createCombatArea(AREA_BEAM5))

function onCastSpell(creature, variant)
    local min = 10
    local max = 30
    local bleeding_damage = math.random(math.floor(min) * 1000, math.floor(max) * 1000) / 1000
    for _, target in ipairs(combat:getTargets(creature, variant)) do
        creature:addDamageCondition(target, CONDITION_BLEEDING, DAMAGELIST_LOGARITHMIC_DAMAGE, bleeding_damage)
    end
    combat:execute(creature, variant)
    return true
end
Lua:
local combat = Combat()
combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED)
combat:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_DEATH)
combat:setFormula(COMBAT_FORMULA_DAMAGE, -50, -90)
combat:setArea(createCombatArea(AREA_CIRCLE2X2))

local parameters = {
    {key = CONDITION_PARAM_TICKS, value = 10 * 1000},
    {key = {}, value = {}}
}

function onCastSpell(creature, variant)
    local mage = {1,2,5,6}
    local paly = {3,7}
    local kngt = {4,8}
    for _, target in ipairs(combat:getTargets(creature, variant)) do
        if isInArray(mage, getPlayerVocation(Player(target))) then
            parameters[2].key = CONDITION_PARAM_STAT_MAGICPOINTS ; parameters[2].value = -25
        elseif isInArray(paly, getPlayerVocation(Player(target))) then
            parameters[2].key = CONDITION_PARAM_SKILL_DISTANCEPERCENT ; parameters[2].value = 30
        elseif isInArray(kngt, getPlayerVocation(Player(target))) then
            parameters[2].key = CONDITION_PARAM_SKILL_MELEEPERCENT ; parameters[2].value = 30
        end
        target:addAttributeCondition(parameters)
    end
    combat:execute(creature, variant)
    return true
end
Lua:
local combat = Combat()
combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
combat:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_DEATH)
combat:setFormula(COMBAT_FORMULA_DAMAGE, -50, -90)
combat:setArea(createCombatArea(AREA_BEAM1))

local parameters = {
    {key = CONDITION_PARAM_TICKS, value = 10 * 1000},
    {key = CONDITION_PARAM_SKILL_SHIELDPERCENT, value = 60}
}

function onCastSpell(creature, variant)
    for _, target in ipairs(combat:getTargets(creature, variant)) do
        target:addAttributeCondition(parameters)
    end
    combat:execute(creature, variant)
    return true
end
 
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