add decoy and necro revives as pet

This commit is contained in:
Héctor Giménez
2024-11-06 21:48:43 +09:00
parent 7523a5caed
commit c699e0c53a

View File

@@ -129,11 +129,16 @@ func (m Monster) IsMerc() bool {
} }
func (m Monster) IsPet() bool { func (m Monster) IsPet() bool {
// Necro revive
if m.States.HasState(state.Revive) && m.Type == MonsterTypeMinion {
return true
}
switch m.Name { switch m.Name {
case npc.DruHawk, npc.DruSpiritWolf, npc.DruFenris, npc.HeartOfWolverine, case npc.DruHawk, npc.DruSpiritWolf, npc.DruFenris, npc.HeartOfWolverine,
npc.OakSage, npc.DruBear, npc.DruPlaguePoppy, npc.VineCreature, npc.OakSage, npc.DruBear, npc.DruPlaguePoppy, npc.VineCreature,
npc.DruCycleOfLife, npc.ClayGolem, npc.BloodGolem, npc.IronGolem, npc.DruCycleOfLife, npc.ClayGolem, npc.BloodGolem, npc.IronGolem,
npc.FireGolem, npc.NecroSkeleton, npc.NecroMage, npc.Valkyrie, npc.FireGolem, npc.NecroSkeleton, npc.NecroMage, npc.Valkyrie, npc.Decoy,
npc.ShadowWarrior, npc.ShadowMaster: npc.ShadowWarrior, npc.ShadowMaster:
return true return true
default: default: