This looks cool.Keighn wrote:I just recently noticed the "heal" command for pets so they'd constantly heal you. How well does it work? Do they still attack if a mob strikes them?
On the mob thread I asked this:Perhaps a command that has the monster throw out only one particular spell attack assuming it has it. (i.e: Black Dragon - you type VF or XMP for it to only blast opponents rather than melee or summon daemons).
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Does anyone know if as pets advance in levels (or monsters) whether anything else raises besides Hit points? Attack Strength? Defense? Magic Resistance? Intelligence? Damage? I'd really like to know the simple formula for this otherwise I'm going to have to just write out my ideas without that info.
I've also mentioned that perhaps the option for not having pets evolve. Rather than having them instantly evolve use a command "evolve" upon attaining their lvl 25.
Pets once evolved start at lvl 1 and not lvl 26 or 51 (dragons and daemons examples).
A major code would be xp amounts for certain mobs to go up levels. I really don't think a lvl 1 drake should level up just as easily as a lvl 1 bunny or lvl 1 minotaur.
And if pets had a different xp rate to go up how about unshackling them to go up to perhaps lvl 100. A lvl 25 goblin just doesn't do much.
As to stabling creatures perhaps having more than 2 in a stable. It might be nice to have a near unlimited amount of pets to be stabled assuming you can afford the price per pet per day. I'm not sure how much stabling costs but if you run out of cash or perhaps "Pet Tokens" then they start deleting your pets from the bottom of the list upwards.
An example would be: you have 8 pets in your stable. But before the day is up you have only 3 token left. Well, as the new day dawns the 3 tokens pay for the top 3 pets listed in order and the last 5 are simple let go into the wild(just disappear).
I say pet tokens are it is in a sense easier to tally than 1,000s of gp. It would work just like a merchant.
Battling pets and pets attacking other players (or just attacking criminals) is another idea that's been floated around.
I think it would be cool for certian pets to be able to weild weapons/armor and the others just like a collar and rings?Eidolon wrote:in my honest opinion, in order to make taming worthwhile (besides getting that dragon at the end of a long and tiresome road of boring tame grinding), we need to brainstorm the shit out've it.
some ideas --
why not have collars +str equippable for more max hp on your pet? or maybe even a chest piece of armour to increase its defense so your invaluable goblin doesnt get killed in one minotaur hit? or how abt being able to give a goblin archer a diamond shortbow +5 that increases their dmg so its not just 1 to anything with higher AC than their own kin?
i think thats all you should be able to equip on monster-type pets. which leads me into..
humanoid sidekick guys --
how abt at 100% taming you can get a sidekick? like a rogue or pirate or something like that? now these i think you should be able to fully deck out with anything that regular players can wear.. would that be cheesy? i think it'd be a cool bonus for people who worked hard to 100 taming for them to be able to equip anything on one of these guys.
What i mean by this is how do you get a devil and dress it up in armor? Yes i think it should be able to weild like a collar and rings and such but not armor.
The humanoids should be tamable and wear full armor and weild a weapon. If not wear armor atleast weild a weapon.