RFC - pets

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Keighn
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Re: RFC - pets

Post by Keighn »

Pet tomes of ability:
Rock Throwing
Missile weapons bullets/arrows/axes
Blood bolt
Thunderclap
Cleave
Flurry

All similar to how spells are done.

Also would like xen mani and mani for self to be taken and placed on other mobs.
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Keighn
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Re: RFC - pets

Post by Keighn »

NO RACCOONS! THEY'RE THE DEVIL!
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Golem Pets

Post by Keighn »

Why aren't golem pets this useful?
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Keighn
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Re: RFC - pets

Post by Keighn »

Was thinking about spell slots. Is it possible to put say 5 spell slots on all mobs but leave them blank for those that don't have spells? (including golems).

this might make lesser pets useful. Imagine that flame breathing bat you always wanted.

Also add following pets to tame list:
Chicken 0 omnivore (seeds)
Turkey 2 omnivore
Slime 5 omnivore
Spider 5 carnivore (carapace)
Snakes 10 carnivore (rabbit meat)
Gazer 25 slime (brain)
Headless 40 essence of rage
Wisp 55 essence of magic
Nox Mephit 85 sulphur ash
Quasit 85 sulphur ash
Alligator 90 carnivore (corpses)
Corpser 95 carnivore (corpses)
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Keighn
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Re: RFC - pets

Post by Keighn »

Pet Pens or stables (new area of ground like sanctuary -- ooh Pet Sanctuary)

Pet Doesn't get hungry while in here whether its is wandering or told to say (just hope it don't wander out)

New item:
Pet Toy of happiness (maybe a crystal coin item) when used ONLY in a Pet Sanctuary it makes it happier until max happiness is reached.

Thinking about pets doing different stuff based on their happiness/unhappiness.
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Re: RFC - pets

Post by syfr »

All the stats shown (Hp As Def MR Int Speed Melee(hit dice)) increasing with level might be nice.
defiantly liking the /evolve command,
possible a command such as "/remortpet fighter/caster" that you can use at pet level 75, and 50% taming.
details below for the /petremort :P

stats:
Max level=%taming
Reverted to level 1
Hp=level*10
As=level*1
Def=level*0.5
MR=level*5
Int=level*10
Speed=1000-(level*5)
Melee=(1+(level*.4))d(1+(level*1.4))
fighter pets getting 1.2x more mr/melee/as 2x more hp/def 0.5x int/speed(1000 instead of 500)
caster pets getting 1.2x more hp/def/speed(400 instead of 500) 2x more mr/int 0.5x as/Melee
fighter pets have no spells
caster pets have 4 spell slots
pets gain half normal exp after pet remort (2x as long to level)
Basic pet collars,
Pet Collar of the Brave +0-5(+1% hp/def/mr per +)(lvl 10-50 pet req)
Pet Collar of the Stalwart +0-5 (+2% hp/def/mr per +)(lvl 60-100 pet req)
Pet Collar of the Warrior +0-5 (+1% as/dmg per +)(lvl 10-50 pet req)
Pet Collar of the Destroyer +0-5 (+2% as/dmg per +)(lvl 60-100 pet req)
one collar can be worn at a time, acts as weapon
mythic and tints 50% effective
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Keighn
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Re: RFC - pets

Post by Keighn »

Wands that turn a mob into a *pet egg. When you hatch that egg by using it it turns into a neutral lvl 1 pet of that type.

$5 a wand buyable. sometimes you can find one maybe like.

*Only usable on pets you can tame not upgrades.

Works like a wand of petrification I guess except it says Baby [name of mob] Egg

Then you can just start collecting eggs of pets I guess. I suppose another option would be to sell them for some sort of coin in game like crystal or gold or whatever. Ok probably not gold.
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Re: RFC - pets

Post by Keighn »

Nutritious Pet Chow - pet earns more xp to grow faster.
Pet Roids Rod - pet does +10% damage. (1 time use)

Just feeling some pets need something more as a lvl 75 bat is still a wimp (course it is a bat).
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Keighn
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Re: RFC - pets

Post by Keighn »

I still say we need this:


Maybe it can only be used once per 24 hours like the TV show. A bigger pet for more damage... lasts oh.. I dunno 30min to an hour or until it dies.

Note: The magic wand not Rita Repulsa is what I'm referring to.
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Re: RFC - pets

Post by Rumper »

Keighn wrote:brass_golem
wood_golem
crystal_golem

rabbit - increased attack speed +10%
horse - increased walking speed +10% (even above max walking speed or max horse mount speed)
cow - increased AS +10%
chicken* - increased dodge +10%
turkey* - Increased damage +10%

insects* - attacks can blind opponent
snake* - poison damage reduced by 10%
spider* - chance to poison opponent.
rat - sniffs out traps (msg - Rodney is nervous).
giant_rat -
bat - increased NV
mongbat -
crab - increased defense +10%
crackling_mouse

gremlin - can steal food or immune to food being stolen.
goblin - +2% xp gain.
goblin_archer - increased ranged 50%
goblin_bruiser - rage increases +10% faster.
goblin_shaman - +10% MR

orc - =2% skill gain.
orc_brute -
shadow_orc +50% hide in shadows.
half_orc
fel_orc
frost_orc

troll_axethrower - Increased range of 1 square with attacks.
troll
troll_priest

cyclops
ogre
snow ogre

ettin
Ettin Warlord
ice ettin

minotaur
Minotaur Chief
minotaur shaman

basilisk
fire lizard

gazer* - view like peergem at will.
zorn - IVPY damage is 10% less.
Copper Zorn - attacks with weapon function like copper
Blackrock Zorn - attacks with weapon function like blackrock
Adamantium Zorn - attack with weapon function like adamantium.

imp
Devil
Daemon

frost mephit
ice mephit
nox mephit*
quasit*

crocodile
alligator*

water demon
mothra
hellcat
werewolf
nightmare
fiery fox*

hydra
drake
Blue Dragon
White Dragon
Green Dragon
Fire Dragon
Red Dragon
Black Dragon

As far as I know that's what can be tamed or evolve or might be tamable in the future. Let's get some suggestions for boosts of companion pets. And point any I've left out.

*indicates cannot be currently tamed.
Found this gem, though still incomplete
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Re: RFC - pets

Post by Rumper »

So I have been thinking about it,

Individual pet perks may sound really nice, but it is alot of work and not that many people use/like pets because of the exp leech (till max lvl).
So maybe a general outline would be better.
We have 6 categories and 1 invented one.
Pests: These pests have an ability to battle roar/taunt, because they are too annoying to ignore.
Humanoids: Devolved humans have increased beastly characterisics and thus they have more HP than others.
Animals: Cute little animals sooth the heart and give a bonus to healing :P
Undead: Normally only necros tame undead, so how about interlinked life (oneway) that means half of your damage received is transferred to your pet.
Hellspawn: Hellspawn are terrifying creatures, and sometimes their gaseous stomachs give them bad breath, thus scaring their opponents away
Dragons: Every dragon is born with dragon lore, making them despise inferior creatures because of their knowledge, yet their knowlegde is so non-standard they get an increased spell effect bonus.
Mythic creatures (Zorns, basilisks, fire lizards, nightmares, werewolves, mothras): Are said to be creatures of the legends, nobody truly understands them. They have 1 random increased property, or they could have a random exrta ability from these mentioned above.
These extras, could be shown in that Perks slot.

Also on alpha, having a mino shaman on heel and spell casting only with only 1 spell learnt heal other, thus spamming heal and is really effective at low lvls, but I don't know about higher lvls. Could someone please see if it's op even at higher lvls or not?

My last suggestion would be the ability to stop pets from evolving. I mean I would really like a devil, but they evolve into daemons which is NOT cool.
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Re: RFC - pets

Post by Tink »

Press B! LAUGHING OUT LOUD LIKE A MORON Pokemon.
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Keighn
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Re: RFC - pets

Post by Keighn »

Was looking at the glass/crystal coin shop and was rethinking on pet items:

Hadn't thought of any crafted versions but many artifacts. These can be taken off of pets and put on others if need be rather than permanent. I mean they are magical. I imagine one could craft and wot simple versions but they would be pretty inferior unless a +9 AS collar would do a lot for a monster. +18AS total I guess with tooth as well. I just wanted some pets to be able to survive better.

Pet Collars:

Beast Collar:
+3 AS/dmg
+2 Def
+2 MR
+30 Int

Savage Collar:
+4 AS/Dmg
+4 Def
+3 MR
+60 Int

Each comes in a Few Varieties:
(Onyx) +Regeneration
(Sapphire) +30% Cold Resistance
(Ruby) +30% Fire Resistance
(Topaz) +30% Lightning Resistance
(Diamond) +30% Blood Resistance (blood drain)

So Diamond Beast collar or Onyx Beast collar etc.

======================================================================================================

Monster Teeth:
Snaggletooth:
+3 AS/Dmg
-25 Speed (according to monster charts you want a Lower number for a faster mob)
+25 HP

Serrated Teeth:
+4 AS/Dmg
-50 Speed
+50 HP

Each comes in a few varieties:
Copper
Adamantite
Vampyric
Barbed
Venomous

Copper Snaggletooth, Barbed Snaggletooth, Venomous serrated Teeth, Vampyric serrated Teeth etc...

==============================================================================

It would have been cool to have something like Aspects put on the mobs but I hand't thought of a name:
Hydra Aspect (Lightning)
Drake (Fire)
Yeti (Frost)
etc etc...
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Keighn
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Re: RFC - pets

Post by Keighn »

I had some copy/paste stuff from the pet taming guide but seems I lost it when computer restarted.

Ah, well. I'm thinking it had something to do with alpha pets or pets that can't be tamed and should be:
Turkeys
Chickens
Snakes
Spiders
Fiery Foxes
Silver Serpents
U1 Skeletons
U1 Giants
U4 Liches

Problems with Specral reaper not being able to be moved. I suppose if you have pet runes you could just grab it and place it where you want. I'm considering testing this.

Spells tomes that can't get gotten:
Summon Devil
VM2 or Heal Self for monsters
XM Heal others

Zorn used to have a spell slot I believe but now they don't. I'm damn certain I had one with IFH.

More Pet Runes for more slots.
Pet wands to add spell slots [up to 5]


And I need to test more on the tomes already in game on what works and what doesn't. I think I had problems with KXC summon daemon on pets other than black dragon.
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Keighn
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Re: RFC - pets

Post by Keighn »

Eh, I posted this in questions. Better here I think.

Will apha pets end up on other servers or do they need more tweaking or additions?

I recall a patch for alpha and pets. So on a hunch I took a look and tamed a cow on PUNISHER (who is 1k). Yeah that's a pretty powerful cow. I didn't check to see if every pet was the same though. I'll do that.

Hah I found when greater petrify wands where removed (around the same time for pets on alph actually). Go figure I find it now.
pet stat changes: from OP
A general problem with pets is that at 100 taming the only pet worth getting is usually a black or red dragon due to all others' low stats. So, now that necromancers can tame undead, and can tame undead dragons, I needed to beef those undead dragons, and indeed all pets up.

When you tame a pet, or when a pet evolves:
* pet stats are scaled to roughly dragon stats, multiplied by your % in taming
* base stats for a new pet with 100% taming:
-- HP 725
-- INT 750
-- MR 375
-- AS 38
-- AC 40
-- Dmg 5d7
-- speed 500ms
* the pet's new stats will be the greater of their normal stat or the above stat * skill% in taming. Eg if your taming skill is 50% then the pet's HP will be the greater of its normal HP or 725 * 0.5
* this instant pet stat respec does not ever apply to non-undead dragons, tho I'm willing to change this if someone puts up a good argument for it

Testing this on alpha. It's probably a good change - but I am a bit wary.
My cow Had close to those stats at lvl 1 but not quite. Here's what all the mobs had:
-- HP 430
-- AS 50
-- DEF 40
-- MR 375
-- INT 750
-- SPD (as mob)
-- dmg 7d7 (melee)

With exception of the drake which was probably what it was supposed to be:
Evolved Devil (lvl 25)
-- HP 558
-- AS 50
-- DEF 40
-- MR 375
-- INT 750
-- SPD (as mob)
-- dmg 7d7 (melee)

Evolved Daemon (lvl 50)
-- HP 902
-- AS 50
-- DEF 40
-- MR 375
-- INT 750
-- SPD (as mob)
-- dmg 7d7 (melee)

Didn't use wands and taming was at 100.

It's a good improvement. I wanted to test xorn but it didn't have monster quake anymore to removed so I could put vog on it. Decided hell no. I wouldn't mind being able to put at least one spell on some mobs.

Ah and found your quote from 2015
EggMcEye wrote: yeh me too, so lazy I couldn't even find the thread
but basically when you tame a new pet, it is scaled, proportially to your %taming, to a bit weaker than black dragon, but the stats applied are never less than what the pet was originally and it keeps its spells

so, if you have say 100% taming you can tame a gob shaman and it should be p close to a black drag in stats - one thing I haven't thought about is transfers and how that should work (if at all)

this func gets called when you tame a pet, and I totally welcome any crit, suggested changes


Code: Select all


function set_pet_stats(m)

-- if true then return ; end
if server_config:get("server_id")~="A" then return ; end

if m==nil then return; end
if m.owner_id<0 or m.owner_id>=100 then return; end
if monsters:in_family(m.code, 7) then return; end -- not dragon family

local p=get_player_ptr(m.owner_id)
if p==nil then return; end
local t=p:get_skill(SK_TAMING)

-- stats of a black dragon aprox
-- remmeber a black drag will lvl 50 times, so these stats are for pet lvl 25
local minhp=430*t/100 -- (700/1.6)*t/100 -- the hp needs to take into account 75 lvls to equate to dragon lvld 50 times, abt 1880hp
local minint=750*t/100
local minmr=375*t/100
local minas=50*t/100
local minac=40*t/100
local maxspeed=750-250*t/100
local mindd=7*t/100
local minds=7*t/100

if m:get_hp_max() < minhp then
m:set_hp_max(minhp)
m.hp=minhp
end

if m:get_intel() < minint then m:set_intel(minint) end
if m:get_magic_resistance() < minmr then m:set_magic_resistance(minmr) end
if m:get_thaco() < minas then m:set_thaco(minas) end
if m:get_ac() < minac then m:set_base_ac(minac) end
if m.speed > maxspeed then m.speed=maxspeed end
if m:get_dmg_dice() * m:get_dmg_sides() < mindd * minds then
m:set_dmg_dice(mindd)
m:set_dmg_sides(minds)
end

end
I don't recall seeing a ton of input from players on this either.
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SanJorge
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Re: RFC - pets

Post by SanJorge »

What about special attacks ?

I know that minotaur chieftain can do bloodbolt, but nothing else.
And i always hear magic here and there, i want fighter pets & mobs (wich do actually some melee damage).
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Keighn
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Re: RFC - pets

Post by Keighn »

Good Point. I even think some mobs like Shadow warriors can do multiple special attacks. I think magic slots should have a special wand to add slots to any pet:

Each Wand of this type (probably buy for $$$) gives a slot up to maximum of 5.

Now maybe Special attacks could be considered a magic slot or... pets also have up to 5 slots for Specials:
ie.. zorn have a quake that you can't get from the tome master. So another wand for that:

Specials I can think of:
Zorn Quake
Flurry
BloodBolt
Cleave
Thunderclap
Gouge
Slice n dice
Disarm
Aimed
Spray 'n' pray (there are missile mobs)
Healing Bolt
Black Lightning
Sleeping Fist
Throat Strike
Quivering Palm

And you might want to consider:
Aspect of Drake
Aspect of Hydra
Aspect of Snake
Aspect of Yeti
Aspect of Turtle

So you could have quite an array there. And mobs can now be set to spells only, attack only, both... It would be interesting. Subject to a heavy alpha testing of course.

And this might go beyond pets but also hirelings. As of yet there are none you can hire for gold. NPCs would take party slots: You can equip them and set them to a town. When no in use when you log in they are sitting at the bar. You can have MERC Tokens like Merchant Tokens that you can put on them so they won't leave . These should cost some money. Or it can be just taken out of your GP on hand at the beginning of every day or be like diablo.
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Re: RFC - pets

Post by newmagna »

Selling your soul to the devil: You get a high level pet but you are always a criminal, and some NPC order of demon hunters randomly appears to kill you.
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Re: RFC - pets

Post by Rumper »

Equip pet with gear :)
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Re: RFC - pets

Post by Keighn »

Was thinking about a roof or darkness squares purchasable for your house in sunlit towns. For those hard to make crypts above ground. I guess functions like the parasol but can't be moved.

Someone mentioned to me about parasols being available again. Until an older player showed me I had no idea it was a large shield. Should have been UA for monk usage as well.
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