Kurofly Posted April 25, 2015 Group: Members Topic Count: 31 Topics Per Day: 0.01 Content Count: 283 Reputation: 31 Joined: 07/08/14 Last Seen: January 15, 2022 Share Posted April 25, 2015 Hi there; That'd would very nice if I had the possibility of spawning a monster with a defined amount of HP. I thought a bit about it and didn't find any solution other than creating a script command like: monster2 <"map name">, <x>, <y>, <"display name">, <mob id>, <amount>, <amount of HPs>[, <"event label">]; If someone could make that for me, that'd be really cool Kindly let me know if anyone knows another way to do it, I didn't manage to find one myself. Thanks in advance Quote Link to comment Share on other sites More sharing options...
Emistry Posted April 25, 2015 Group: Forum Moderator Topic Count: 93 Topics Per Day: 0.02 Content Count: 10013 Reputation: 2348 Joined: 10/28/11 Last Seen: April 6 Share Posted April 25, 2015 doc/script_commands.txt#L7079 *getunitdata <GID>,<arrayname>; *setunitdata <GID>,<parameter>,<new value>; This is used to get and set special data related to the unit. With getunitdata, the array given will be filled with the current data. In setunitdata the indexes in the array would be used to set that data on the unit. Parameters (indexes) for monsters are: 0 - size (big, small, normal) 7 - y 14 - hair style 21 - weapon 28 - LUK 1 - level 8 - speed 15 - hair color 22 - looking dir 29 - for slave to copy master's mode 2 - HP 9 - mode 16 - head gear bottom 23 - STR 30 - immune from attacks state 3 - max HP 10 - special AI state 17 - head gear middle 24 - AGI 4 - master AID 11 - SC option 18 - head gear top 25 - VIT 5 - map ID 12 - sex 19 - cloth color 26 - INT 6 - x 13 - class (Monster ID, Job ID) 20 - shield 27 - DEX Parameter (indexes) for homunculi are: 0 - size (big, small, normal) 7 - map ID 14 - canmove_tick 21 - immune from attacks state 1 - level 8 - x 15 - STR 2 - HP 9 - y 16 - AGI 3 - max HP 10 - hunger 17 - VIT 4 - SP 11 - intimacy 18 - INT 5 - max SP 12 - speed 19 - DEX 6 - master Character ID 13 - looking dir 20 - LUK Parameter (indexes) for pets are: 0 - size (big, small, normal) 7 - y 14 - AGI 1 - level 8 - hunger 15 - VIT 2 - HP 9 - intimacy 16 - INT 3 - max HP 10 - speed 17 - DEX 4 - master AID 11 - looking dir 18 - LUK 5 - map ID 12 - canmove_tick 19 - immune from attacks state 6 - x 13 - STR Parameter (indexes) for mercenaries are: 0 - size (big, small, normal) 7 - kill count 14 - VIT 1 - HP 8 - life time 15 - INT 2 - max HP 9 - speed 16 - DEX 3 - master Character ID 10 - looking dir 17 - LUK 4 - map ID 11 - canmove_tick 18 - immune from attacks state 5 - x 12 - STR 6 - y 13 - AGI Parameter (indexes) for elementals are: 0 - size (big, small, normal) 7 - x 14 - STR 1 - HP 8 - y 15 - AGI 2 - max HP 9 - life time 16 - VIT 3 - SP 10 - mode 17 - INT 4 - max SP 11 - speed 18 - DEX 5 - master Character ID 12 - looking dir 19 - LUK 6 - map ID 13 - canmove_tick 20 - immune from attacks state Parameter (indexes) for NPCs are: 0 - display 7 - looking dir 1 - level 8 - STR 2 - HP 9 - AGI 3 - max HP 10 - VIT 4 - map ID 11 - INT 5 - x 12 - DEX 6 - y 13 - LUK *Notes: For mode, see doc/mob_db_mode_list.txt For map ID, this refers to the map_data index (from src/map/map.c), not the mapindex_db index (from src/common/mapindex.c) For 'setunitdata', map name can also be passed in as a valid value instead of map ID Example: // Spawn some Porings and save the Game ID. // - Keep in mind, when the 'monster' script command is used, // - all the spawned monster GID's are stored in an array // - called $@mobid[]. monster "prontera",149,190,"Poring",1002,10; .GID = $@mobid[9]; // Store and modify the 10th Poring spawned to make him stronger! // Save the strong Poring's mob data in the @por_arr[] variable. (@por_arr[1] being level, @por_arr[13] being class, etc.) // With this data we can have the NPC display or manipulate it how we want. This does not have to be ran before 'setunitdata'. getunitdata .GID,@por_arr; // Set the max HP of the Poring to 1000 (current HP will also get updated to 1000). setunitdata .GID,3,1000; Quote Link to comment Share on other sites More sharing options...
Kurofly Posted April 25, 2015 Group: Members Topic Count: 31 Topics Per Day: 0.01 Content Count: 283 Reputation: 31 Joined: 07/08/14 Last Seen: January 15, 2022 Author Share Posted April 25, 2015 (edited) Oh god! This means I can edit whatever data of any monster at any time and in-game!? That's awesome! Thanks a lot for that, I'll definitely make use of it edit: I'm sorry to have asked help for this since it's in the script commands but this command is not in my documentation. Should have looked directly on internet ^^ Edited April 25, 2015 by Kurofly Quote Link to comment Share on other sites More sharing options...
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Kurofly
Hi there;
That'd would very nice if I had the possibility of spawning a monster with a defined amount of HP.
I thought a bit about it and didn't find any solution other than creating a script command like:
If someone could make that for me, that'd be really cool
Kindly let me know if anyone knows another way to do it, I didn't manage to find one myself.
Thanks in advance
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