Melhor não fazer da forma que você pediu, porque alguém pode colocar uma knife e bater em full def pra dar apenas 1 de dano e dropar gold ou platinum.
A maneira mais segura, é fazer com que a quantidade de gold dropada, seja equivalente à quantidade de vida perdida:
local mType = Game.createMonsterType("Treasure Bandit")
local monster = {}
monster.description = "a treasure bandit"
monster.experience = 600
monster.outfit = {
lookType = 129,
lookHead = 58,
lookBody = 40,
lookLegs = 24,
lookFeet = 95,
lookAddons = 0,
lookMount = 0
}
monster.raceId = 223
monster.Bestiary = {
class = "Human",
race = BESTY_RACE_HUMAN,
toKill = 500,
FirstUnlock = 25,
SecondUnlock = 250,
CharmsPoints = 5,
Stars = 2,
Occurrence = 0,
Locations = "Pode ser encontrado nas redondezas de Mortland."
}
monster.health = 1200
monster.maxHealth = 1200
monster.race = "blood"
monster.corpse = 18050
monster.speed = 180
monster.manaCost = 450
monster.changeTarget = {
interval = 5000,
chance = 0
}
monster.strategiesTarget = {
nearest = 30,
health = 10,
damage = 10,
random = 50,
}
monster.flags = {
summonable = false,
attackable = true,
hostile = true,
convinceable = false,
pushable = false,
rewardBoss = false,
illusionable = true,
canPushItems = true,
canPushCreatures = true,
staticAttackChance = 90,
targetDistance = 4,
runHealth = 240,
healthHidden = false,
isBlockable = false,
canWalkOnEnergy = true,
canWalkOnFire = true,
canWalkOnPoison = true
}
monster.light = {
level = 0,
color = 0
}
monster.voices = {
interval = 6000,
chance = 10,
{ text = "Não fui eu!", yell = false },
{ text = "Tente me pegar!", yell = false }
}
monster.loot = {
{ name = "gold coin", chance = 83940, maxCount = 40 }, --
{ name = "platinum coin", chance = 29900, maxCount = 2 }, --
{ name = "meat", chance = 12350 }, --
{ name = "rope belt", chance = 4110 }
}
monster.attacks = {
{ name = "melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -68 },
{ name = "combat", interval = 3000, chance = 30, type = COMBAT_PHYSICALDAMAGE, minDamage = 0, maxDamage = -80,
range = 7, shootEffect = CONST_ANI_SPEAR, target = false }
}
monster.defenses = {
defense = 25,
armor = 20
}
monster.elements = {
{ type = COMBAT_PHYSICALDAMAGE, percent = 5 },
{ type = COMBAT_ENERGYDAMAGE, percent = 10 },
{ type = COMBAT_EARTHDAMAGE, percent = 10 },
{ type = COMBAT_FIREDAMAGE, percent = 0 },
{ type = COMBAT_LIFEDRAIN, percent = 0 },
{ type = COMBAT_MANADRAIN, percent = 0 },
{ type = COMBAT_DROWNDAMAGE, percent = 0 },
{ type = COMBAT_ICEDAMAGE, percent = -10 },
{ type = COMBAT_HOLYDAMAGE, percent = 0 },
{ type = COMBAT_DEATHDAMAGE, percent = -5 }
}
monster.immunities = {
{ type = "paralyze", condition = false },
{ type = "outfit", condition = false },
{ type = "invisible", condition = false },
{ type = "bleed", condition = false }
}
local maxHealth = monster.maxHealth
local aux = maxHealth
mType.onThink = function(monster, interval)
local health = monster:getHealth()
if aux > health then
Game.createItem(2448, (maxHealth - health), monster:getPosition())
aux = health
end
end
mType:register(monster)