Hello guys!
Have a question,on my shard im runing a powerful pet level system,so i need to know if its possible a method where the monster hit a pet and deal
25% oh total hits on one hit or cast.
Example im looking for:
Pet has 1000hp--->get a hit from monster---->pet lost 250hp cause hit.
Thanks in advance!
 
the first response to this one makes it sound like it could be possible to change it, but it would likely require changing the damage for every weapon and spell to a percentage instead of a whole number.
 
well you could see and change your pet leveling system to include that if it is a levelable pet and all that it would then not use the normal damage calculation but the one you want so you can do your % based damage.
 
///UPDATE///
Decided to use a simple damage reduction if attacker is BaseCreature.
This is the working code:

C#:
public override void AlterMeleeDamageFrom( Mobile from, ref int damage )
        {
            if ( from is BaseCreature )
            {
                damage = Utility.RandomMinMax( 1, 15 );
            }
         }
Easy solution,not for me hehe.Thank you all!
 
Last edited:
And if you need a monster that deals more damage to pets (and only pets) to counter their super stats, you can always put this in their code:

Code:
        public override void AlterMeleeDamageTo( Mobile to, ref int damage )
        {
            if ( to is BaseCreature )
            {
                BaseCreature creature = (BaseCreature)to;
                if( creature.Controlled )
                {
                    damage = damage * 10;  // Change multiplier here as you wish
                }
                    
            }
            
            base.AlterMeleeDamageTo( to, ref damage );
        }

Something like this will help maintain balance without totally tipping your hand at how you're doing it .
 
And if you need a monster that deals more damage to pets (and only pets) to counter their super stats, you can always put this in their code:

Code:
        public override void AlterMeleeDamageTo( Mobile to, ref int damage )
        {
            if ( to is BaseCreature )
            {
                BaseCreature creature = (BaseCreature)to;
                if( creature.Controlled )
                {
                    damage = damage * 10;  // Change multiplier here as you wish
                }
                   
            }
           
            base.AlterMeleeDamageTo( to, ref damage );
        }

Something like this will help maintain balance without totally tipping your hand at how you're doing it .
Thank you,awesome!!!
 
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