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pls help.. anyone... how to enable monster in a new dungeon?


Princess_anne

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i need your help.. plss  /ok  /ok  /ok  /kis2

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hello!
can you elaborate your request more?  /ok

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im going to open a new map on my server. 1 town, field and dungeon. the problem is, field and dungeon doesnt have monsters on it. and i would like to make this map active and filled with monsters. Thanks for your quick response!!!

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<map name>,<x>,<y>,<xs>,<ys>%TAB%monster%TAB%<monster name>%TAB%<mob id>,<amount>,<delay1>,<delay2>,<event>{,<mob size>,<mob ai>}

Map name is the name of the map the monsters will spawn on. x,y are the
coordinates where the mob should spawn. If xs and ys are non-zero, they
specify the 'radius' of a spawn-rectangle area centered at x,y.
Putting zeros instead of these coordinates will spawn the monsters randomly.
Note this is only the initial spawn zone, as mobs random-walk, they are free
to move away from their specified spawn region.

Monster name is the name the monsters will have on screen, and has no relation
whatsoever to their names anywhere else. It's the mob id that counts, which
identifies monster record in 'mob_db.txt' database of monsters. If the mob name
is given as "--ja--", the 'japanese name' field from the monster database is
used, (which, in rAthena, actually contains an English name) if it's "--en--",
it's the 'english name' from the monster database (which contains an uppercase
name used to summon the monster with a GM command).

Amount is the amount of monsters that will be spawned when this command is
executed, it is affected by spawn rates in 'battle_athena.conf'.

Delay1 and delay2 control monster respawn delays - the first one is the fixed
base respawn time, and the second is random variance on top of the base time.
Both values are given in milliseconds (1000 = 1 second).
Note that the server also enforces a minimum respawn delay of 5 seconds.

You can specify a custom level to use for the mob different from the one of
the database by adjoining the level after the name with a comma. eg:
"Poring,50" for a name will spawn a monster with name Poring and level 50.

Event is a script event to be executed when the mob is killed. The event must
be in the form "NPCName::OnEventName" to execute, and the event name label
should start with "On". As with all events, if the NPC is an on-touch NPC, the
player who triggers the script must be within 'trigger' range for the event to
work.

There are two optional fields for monster size and AI.  Size can be 0 (medium),
1 (small), or 2 (big).  AI can be 0 (default), 1 (attack/friendly), 2 (sphere),
3 (flora), or 4 (zanzou).

Alternately, a monster spawned using 'boss_monster' instead of 'monster' is able
to be detected on the map with the SC_BOSSMAPINFO status (used by Convex Mirror).

 

your_map,0,0,0,0%TAB%monster%TAB%your_mob%TAB%1234,100,10000,20000,0;
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<map name>,<x>,<y>,<xs>,<ys>%TAB%monster%TAB%<monster name>%TAB%<mob id>,<amount>,<delay1>,<delay2>,<event>{,<mob size>,<mob ai>}

Map name is the name of the map the monsters will spawn on. x,y are the

coordinates where the mob should spawn. If xs and ys are non-zero, they

specify the 'radius' of a spawn-rectangle area centered at x,y.

Putting zeros instead of these coordinates will spawn the monsters randomly.

Note this is only the initial spawn zone, as mobs random-walk, they are free

to move away from their specified spawn region.

Monster name is the name the monsters will have on screen, and has no relation

whatsoever to their names anywhere else. It's the mob id that counts, which

identifies monster record in 'mob_db.txt' database of monsters. If the mob name

is given as "--ja--", the 'japanese name' field from the monster database is

used, (which, in rAthena, actually contains an English name) if it's "--en--",

it's the 'english name' from the monster database (which contains an uppercase

name used to summon the monster with a GM command).

Amount is the amount of monsters that will be spawned when this command is

executed, it is affected by spawn rates in 'battle_athena.conf'.

Delay1 and delay2 control monster respawn delays - the first one is the fixed

base respawn time, and the second is random variance on top of the base time.

Both values are given in milliseconds (1000 = 1 second).

Note that the server also enforces a minimum respawn delay of 5 seconds.

You can specify a custom level to use for the mob different from the one of

the database by adjoining the level after the name with a comma. eg:

"Poring,50" for a name will spawn a monster with name Poring and level 50.

Event is a script event to be executed when the mob is killed. The event must

be in the form "NPCName::OnEventName" to execute, and the event name label

should start with "On". As with all events, if the NPC is an on-touch NPC, the

player who triggers the script must be within 'trigger' range for the event to

work.

There are two optional fields for monster size and AI.  Size can be 0 (medium),

1 (small), or 2 (big).  AI can be 0 (default), 1 (attack/friendly), 2 (sphere),

3 (flora), or 4 (zanzou).

Alternately, a monster spawned using 'boss_monster' instead of 'monster' is able

to be detected on the map with the SC_BOSSMAPINFO status (used by Convex Mirror).

your_map,0,0,0,0%TAB%monster%TAB%your_mob%TAB%1234,100,10000,20000,0;

I dont get it.. sorrry im a noob. can u explain it further and simpler pls

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Is the explanation in the document still not further? @_@

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even simpler ??

 

copy the the content in any of the file inside the npc/mobs folder ...

 

then edit the MOB ID...MAP NAME...AMOUNT

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even simpler ??

 

copy the the content in any of the file inside the npc/mobs folder ...

 

then edit the MOB ID...MAP NAME...AMOUNT

 lol emisty

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