Particular in Pet System
January 23rd, 2007 by Jacky
Domestication of the Pet:
1. Purchase pet catching props in item mall.
2. Find monster that can be tamed (differ from ordinary monsters, with the prefix in the name: tamed XX).
3. After using catching props on the monster, it will attack the captor.
4. Feedstuff affects the distance, time and successful rate of the catching.
5. When the time of catching up, it will be judged whether you succeed or not if the catching have not been interrupted.
6. During the catching, other players cannot catch the same monster, but are allowed to attack them.
7. During the catching, captors make other operation will lead to the failure in the catching.
8. During the catching, if captor moves, the catching will fail.
9. During the catching, if the monster or captors die, catching fail.
10. After succeeding in catching, monsters will disappear and you will gain a pet whistle.
Nurturance of the Pet:
1. Satiation Degree: The loyalty of the pet will decrease if the Satiation Degree is low, (To keep the pet’s satiation, you should feed it. Choose the pet interface then select the Feed option. You should prepare some particular pet food in advance. (The pet food can be bought from the Alchemist in some cities) When the pet is cultivated, the satiation degree will decrease by 1 point every minute. And every time the pet disappears, the satiation degree will also decrease by 1 point.
a. 70~100:Full, attack power 120%, defense 90%
b. 50~69: Ordinary, attack power 100%, defense 100%
c. 0~49: Hungry, attack power 80%, defense 80%.
2. Health degree: The pet’s follow speed is different when the pet is in different health condition. The healthier, the faster follow speed. If the pet’s healthy degree comes down to certain degree, the loyalty of the pet will decrease and even the pet will die. The way to keep pet healthy is choosing the pet interface, then select Heal option. But you should prepare some peculiar pet-healing potion in advance. (The potions are available in the item mall). When the pet is full (Satiation Degree 70 to 100) the health degree will increase by 1 point in every 30 minutes) When the pet is hungry (Satiation Degree 0 to 49), the health degree will cut down 1 points in every 5 minutes.
a. 60~100: Healthy, moving speed 100%
b. 30~59 Ill, moving speed 60%
c. 1~29 weak, moving speed 30%
0:Die
3. Loyalty degree: The pet may run away when loyalty degree comes down to certain degree, the pet would be considered as dying and should not be summoned again. The way to keep pet’s loyalty is to keep the satiation of the pet at any time, and keep the pet in healthy condition. The loyalty of the pet will increase by 1 point in every 30 minutes if it is in satiation condition. (Satiation Degree 70 to 100) If the pet is hungry, the loyalty of the pet will decrease by 1 point in every 5 minutes. If the pet dies, the loyalty will decrease by 12 points. When the loyalty degree is 0, the pet will run away and pet whistle disappears.
4. The level of the pet: Along with the increase of follow time, the pet will level up. The level of the pet indicates how long the pet follows its owner. The highest level is 100. (When the pet exist for 1000 hours, it will be reach level 100)
5. When the living time beyond the life-span of the pet, the pet will run away, and the whistle will disappear.
a. The life-span of the pet is counted when the pet is called up. The time when the pet is unused will not consume the life-span.
b. Considering the player’s feeling, the life-span of the pet is infinite at present system.
6. Pet Experience: The pet’s experience will increase by 1 point for every minute’s living. The experience required for upgrade = the level of the pet * 12 +6. 10 points of loyalty will be rewarded for each upgrade.
7. The growth rate of the battle attribute:
a. There is a growth rate in the battle attribute of the pet. When the pet is level 1, the growth rate will be built randomly and fixed.
b. The actual attribute=basic attribute + (level-1)* growth rate
c. Actual attribute will be integer that rounded randomly: after rounded to a integer, the attribute will be fixed. For example, if the result of the attack power attribute is 11.34, it may be rounded to 11 or 12 randomly. Then, the attribute will be fixed.
The function of the pet props
1. Pet catching prop:
a. The props determine the type of pet that you can catch.
b. The props determine the range and time of catching.
c. Click to select the monster you want to catch and then right-click the pet catching prop.
d. When using the prop, the character does the action of praying.
e. System prompt: Don’t move when you catch the monster, otherwise your pet catching would fail.
2. Tamable pet:
3. Pet whistle: You can let your pet out by using the pet whistle. There is a limit in the using times.
a. By using it, you can call up the pet when you need it whereas call back it when you don’t need it.
b. The times of using whistle would be reduced when you call up the pets but not when you take back the pets.
c. The whistle is only effective for summoning one pet. If you’ve summoned one pet at the moment, only when you take back it can you use the whistle to command another one.
d. Cool down time: After calling up the pet, you have to wait for the cool down time before you reuse the whistle.
e. The situation when pet whistle disappear.
1) When the loyalty of the pet is 0.
2) When the pet’s life-span use up.
f. The pet whistle can show the pet’s name, current level, health degree and loyalty degree.
g. It won’t disappear when the character die.
4. Pet
a. When the pet is called up, its name, mould, level and kind would be showed and its level would be directly after the name, such as LvXXX cat.
b. AI when pet follows its master
1) When the pet is away from its master over 5m, it turns into running automatically
2) When the pet away from its master within 5m, it turns into walking automatically
3) The pet will stop moving and stand when away from its master within 1m
c. The situation when pet disappear
. 1) use pet whistle to call it back
2) when away from master’s visual field
3) when master switch to another scene
4) when master die
5) when master off line
5. The food for pet: you can develop the ordinary material to pet food. Different kinds of pets need different foods. If you have a pet, you can right-click the material to feed it. If not, the system prompts: unable to use this article. There is a limit in the feeding distance, which should be within 10m.
6. Props for pet’s healing and loyalty: after using the prop for pet’s healing, its health degree would raise. Different from using pet food, you should right-click the healing props and then select pet whistle to cure the pet directly without calling up the pet.
Battle rules of the pet
1. Rules on command
a. Attack: When press the attack button, pet would fight with the target that the player select (attackable NPC or players). Force attack will be carried on by pressing Ctrl Key. The attack will not stop until the player gives other command or the target die or disappear. Then switch to the state of follow or stay.
b. Follow: press the follow button, and the pet would cancel current instruction to follow its master until he makes other command.
c. Stay: press the stay button, and the pet would cancel current instruction to stay at where it stands unless its master makes other command.
2. pet strategy
a. Manual command: it is the default strategy. The pet won’t action unless its master makes command.
b. Active attack: when any attackable NPC or player except the target that need Force Attack go into the scale within 10m from the pet, it will attack the target actively (the guards will not be attacked). When the master makes a command, it would take.
c. Passive attack: never attack actively until itself or master is assaulted. When the master makes a command, it would take.
3. The pet will take on the same aftereffect of battles with its master.
a. If pet attacks the blue name player or his pet, its name would change into pink as its master’s.
b. If pet kills blue name player, its name would change into red as its master’s (killing the pet of the blue name player will not lead the result.)
c. If pet attacks the whistle guard, its name would change into pink as its master’s.
d. If pet attacks guard, the Amity Degree of its master would decrease.
e. Pet will not attack or counterattack the guard automatically.
f. Only the pet’s master can pick up the items that drop after killing the monster.
g. When pet kills the monster, its master gain the experience of killing monster.
h. The addition of pet’s battle experience: addition in per second= (the experience of monster+1000)/250-the level of pet; minimum=0; maximum=5
4. The treatment of pet
a. Use medical skill to recover pet’s HP
b. Once the pet is called up, its HP automatically recover one point every 3 seconds.
5. The skill of the pet:
a. Learn skill from the skill handbook. There are a requirement on the type of the pet or other aspect.
b. Pet’s skill list records the skills pet master
c. Effects of each skill should be set solely, each skill is independent and if you learn skills of the same type, the former one would be covered off.
d. Means to use the skill
1) Passive using: the effect of the skill keeps forever.
2) Automatic using: the effect of the skill will release automatically after every cool down time.
3) Active using: the effect of the skill releases under player’s operation.
e. The setting of skill function
1) Fury: after using, pet will attack the enemy actively and last for 20 minutes and cool down time is 20minutes.
2) Alert: after using, pet will be in passive attack strategy and the effect will last for 20 minutes and then cool down time is 20minutes.
6. Pet die: the pet’s loyalty will decrease by 12points if the pet dies. And it will take 5 minutes for the pet to recover, during the 5 minutes the pet cannot be called up again. The system prompts: pet die, loyalty degree reduces 12 points.
Pet Interface
1. Pet head portrait
2. Pet attributes:
a. Pet’s name: renaming button (for rename the pet).
b. The level of the pet: LV99 (current level. the upgrade of the level would increase the loyalty).
c. Experience: 0 (current experience).
d. Less Experience: the experience needed for next upgrading.
e. Living time: precise to seconds. 80days 12hours and 12minutes (current living time which is counted by the time when pet is being used.) It is in proportion to pet’s experience.
f. Life-span: endless (when pet’s living time beyond its life-span, it would disappear).
g. Health degree: 999/999, current health degree, when it reduced to 0 the pet die and disappear.
h. Attack power: 199 (Current value)
i. Defense power: 199. (Current value)
j. Hitting rate: 99, (current value)
k. Dodging rate: 99. (Current value)
l. Loyalty degree: 100, (current value. When pet keeps in satiation, the loyalty degree will increase whereas the state of prolong hunger would decrease the loyalty degree. When it reduced to 0, pet would run away.)
m. Load: 0/50 (current value. The function hasn’t been opened yet.)
n. Satiation degree: 100%(current value, it would reduce as living time increases. It is necessary to feed it continuously.)
o. Health degree: 100%(current value, it is relative to the state of satiation degree. If the pet is hungry for a long time, it will be ill and moving speed will reduce. The pet heal option is needed for recovery.)
p. Amity degree: 100% (current value, it will decrease along with living time increase. In order to keep chummy with your pet, player has to buy toys for your pet. More special functions can be used when the Amity degree is higher. (These functions haven’t opened yet.)
q. Skill button: after clicking the button, there will be a dialogue interface, and then select skill needed.
3. Beside basic attribute column, there is another skill column. The skill icons and descriptions are listed inside, including the instructions and strategies, which can also be drawn to the shortcut skill column.
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