- Updated the doc/script_commands.txt documentation in regards to npc mob spawn lines.
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@6186 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -4,6 +4,8 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2006/04/19
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2006/04/19
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* Updated the doc/script_commands.txt documentation in regards to npc mob
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spawn lines. [Skotlex]
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* Added back the "you can't walk delay while attacking" to
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* Added back the "you can't walk delay while attacking" to
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unit_attack_timer, now when you want to walk during your attack animation,
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unit_attack_timer, now when you want to walk during your attack animation,
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you will only stop attacking, you will have to click again to move.
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you will only stop attacking, you will have to click again to move.
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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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Map name is the name of the map the monsters will spawn on. x,y are the
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square of map coordinates which will limit where they will initially spawn.
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coordinates where the mob should spawn. If xs and ys are non-zero, they
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Putting zeros instead of these coordinates will spawn the monsters randomly.
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specify the diameters of a spawn-rectangle area who's center is x,y.
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It's not certain whether monsters will later be able to venture out of this
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Putting zeros instead of these coordinates will spawn the monsters randomly.
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square when randomly moving or not. (Can anyone confirm?)
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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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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 2000, the 'tiny
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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. This will not, however, make the
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version' of the monster will be created. However, this method is deprecated
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monster spawn with a bigger or smaller sprite, like with
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and not recommended, as the values to add can change at a later time (20000
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@monstersmall/@monsterbig GM commands. Monster size class relates only to the
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and 10000 actually stand for 2*MAX_MOB_DB and MAX_MOB_DB respectively, which
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damage calculation.
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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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normally the case if both delay values are zero.) The times are given in
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the monster will never respawn upon death until the server restarts. The times
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1/1000ths of a second.
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are given in 1/1000ths of a second.
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Level overrides the monster's level from the monster id database, if it is 0,
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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 level from the database is used.
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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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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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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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