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@@ -168,13 +168,14 @@ explanation, see 'setmapflag'.
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** Create a permanent monster spawn:
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** Create a permanent monster spawn:
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-<map name>,<x1>,<y1>,<x2>,<y2>%TAB%monster%TAB%<monster name>%TAB%<mob id>,<amount>,<delay1>,<delay2>,<event>
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+<map name>,<x>,<y>,<xs>,<ys>%TAB%monster%TAB%<monster name>%TAB%<mob id>,<amount>,<delay1>,<delay2>,<event>
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-Map name is the name of the map the monsters will spawn on. x1/y1-y1/y2 is a
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-square of map coordinates which will limit where they will initially spawn.
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-Putting zeros instead of these coordinates will spawn the monsters randomly.
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-It's not certain whether monsters will later be able to venture out of this
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-square when randomly moving or not. (Can anyone confirm?)
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+Map name is the name of the map the monsters will spawn on. x,y are the
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+coordinates where the mob should spawn. If xs and ys are non-zero, they
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+specify the diameters of a spawn-rectangle area who's center is x,y.
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+Putting zeros instead of these coordinates will spawn the monsters randomly.
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+Note this is only the initial spawn zone, as mobs random-walk, they are free
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+to move away from their specified spawn region.
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Monster name is the name the monsters will have on screen, and has no relation
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Monster name is the name the monsters will have on screen, and has no relation
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whatsoever to their names anywhere else. It's the mob id that counts, which
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whatsoever to their names anywhere else. It's the mob id that counts, which
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@@ -184,12 +185,14 @@ used, (which, in eAthena, actually contains an english name) if it's "--en--",
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it's the 'english name' from the monster database (which contains an uppercase
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it's the 'english name' from the monster database (which contains an uppercase
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name used to summon the monster with a GM command).
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name used to summon the monster with a GM command).
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-If you add 4000 to the monster ID, the monster will be spawned in a 'big
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-version', (monster size class will increase) and if you add 2000, the 'tiny
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-version' of the monster will be created. This will not, however, make the
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-monster spawn with a bigger or smaller sprite, like with
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-@monstersmall/@monsterbig GM commands. Monster size class relates only to the
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-damage calculation.
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+If you add 20000 to the monster ID, the monster will be spawned in a 'big
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+version', (monster size class will increase) and if you add 10000, the 'tiny
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+version' of the monster will be created. However, this method is deprecated
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+and not recommended, as the values to add can change at a later time (20000
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+and 10000 actually stand for 2*MAX_MOB_DB and MAX_MOB_DB respectively, which
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+is defined on mob.h, and can change in the future as more mobs are created).
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+The recommended way to change a mob's size is to use the event-field (see
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+below).
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Amount is the amount of monsters that will be spawned when this command is
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Amount is the amount of monsters that will be spawned when this command is
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executed, it is affected by spawn rates in 'battle_athena.conf'.
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executed, it is affected by spawn rates in 'battle_athena.conf'.
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@@ -199,12 +202,24 @@ since a monster defined in this spawn was last respawned and the second one
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counts the time since the monster of this spawn was last killed. Whichever turns
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counts the time since the monster of this spawn was last killed. Whichever turns
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out to be higher will be used. If the resulting number is smaller than a random
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out to be higher will be used. If the resulting number is smaller than a random
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value between 5 and 10 seconds, this value will be used instead. (Which is
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value between 5 and 10 seconds, this value will be used instead. (Which is
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-normally the case if both delay values are zero.) If both delay values are -1,
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-the monster will never respawn upon death until the server restarts. The times
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-are given in 1/1000ths of a second.
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-
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-Level overrides the monster's level from the monster id database, if it is 0,
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-the level from the database is used.
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+normally the case if both delay values are zero.) The times are given in
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+1/1000ths of a second.
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+
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+You can specify a custom level to use for the mob different from the one of
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+the database by adjoining the level after the name with a comma. eg:
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+"Poring,50" for a name will spawn a monster with name Poring and level 50.
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+
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+Event is a script event to be executed when the mob is killed. The event must
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+be in the form "NPCName::OnEventName" to execute, and the event name label
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+should start with "On". As with all events, if the NPC is an on-touch npc, the
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+player who triggers the script must be within 'trigger' range for the event to
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+work.
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+
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+The Event field can be used alternatively to specify other mob properties. Use
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+2 to specify that the mob should be small, 4 for big monsters, and 8 for
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+special ai mobs (which by default attack other monsters instead of players).
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+You can add these, so using 10 will spawn small monsters that attack other
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+mobs (if you specify both 2 and 4, the small version takes priority).
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** Define a warp point
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** Define a warp point
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