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Removing all mobs in WOE!


Lordamax

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Panu po gawin? /no1

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Find your agit_template.txt in npc/guild folder...

Find the line..

// Spawn Monsters if the castle is empty.

Be careful to delete just the normal spawns... /no1

It's arranged per castles.. /ok

Hope it helps.. :)

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oo nga po sir panu ba ito? ano babaguhin pag nakita na // Spawn Monsters if the castle is empty.?

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You will see something like this..

  // Normal Spawns
  monster strnpcinfo(2),0,0,"Evil Druid",1117,10;
  monster strnpcinfo(2),0,0,"Khalitzburg",1132,4;
  monster strnpcinfo(2),0,0,"Abysmal Knight",1219,2;
  monster strnpcinfo(2),0,0,"Executioner",1205,1;
  monster strnpcinfo(2),0,0,"Penomena",1216,10;
  monster strnpcinfo(2),0,0,"Alarm",1193,18;
  monster strnpcinfo(2),0,0,"Clock",1269,9;
  monster strnpcinfo(2),0,0,"Raydric Archer",1276,7;
  monster strnpcinfo(2),0,0,"Wanderer",1208,3;
  monster strnpcinfo(2),0,0,"Alice",1275,1;
  monster strnpcinfo(2),0,0,"Bloody Knight",1268,1;
  monster strnpcinfo(2),0,0,"Dark Lord",1272,1;
  // Set Emperium room spawn coordinates and spawn monsters.
  if (strnpcinfo(2) == "aldeg_cas01") { setarray .@emproom[0],216,23; }
  else if (strnpcinfo(2) == "aldeg_cas02") { setarray .@emproom[0],213,23; }
  else if (strnpcinfo(2) == "aldeg_cas03") { setarray .@emproom[0],205,31; }
  else if (strnpcinfo(2) == "aldeg_cas04") { setarray .@emproom[0],36,217; }
  else if (strnpcinfo(2) == "aldeg_cas05") { setarray .@emproom[0],27,101; }
  monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Dark Lord",1272,1;
  monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Tower Keeper",1270,4;
  monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Bloody Knight",1268,1;
  monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Abysmal Knight",1219,1;
  monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Raydric Archer",1276,5;

delete the normal spawns per castle except for the emperium. ..

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I'm pretty sure that the monster script runs only if the castle isn't taken. IF that is the problem, all you have to do is go into every castle type

@killmonster

& get every castle.

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This is what i have done and working.. /no1

For example prontera castles..

Instead of...

 else if (compare(strnpcinfo(2),"prtg")) {
  // Normal Spawns
  monster strnpcinfo(2),0,0,"Raydric",1163,1;
  monster strnpcinfo(2),0,0,"Khalitzburg",1132,10;
  monster strnpcinfo(2),0,0,"Abysmal Knight",1219,5;
  monster strnpcinfo(2),0,0,"Bloody Knight",1268,5;
  monster strnpcinfo(2),0,0,"Stormy Knight",1251,1;
  monster strnpcinfo(2),0,0,"Hatii",1252,1;
  monster strnpcinfo(2),0,0,"Raydric Archer",1276,5;
  monster strnpcinfo(2),0,0,"Gryphon",1259,2;
  monster strnpcinfo(2),0,0,"Chimera",1283,3;
  monster strnpcinfo(2),0,0,"Alice",1275,1;
  monster strnpcinfo(2),0,0,"Zealotus",1200,1;
  // Set Emperium room spawn coordinates and spawn monsters.
  if (strnpcinfo(2) == "prtg_cas01") { setarray .@emproom[0],197,197; }
  else if (strnpcinfo(2) == "prtg_cas02") { setarray .@emproom[0],157,174; }
  else if (strnpcinfo(2) == "prtg_cas03") { setarray .@emproom[0],16,220; }
  else if (strnpcinfo(2) == "prtg_cas04") { setarray .@emproom[0],291,14; }
  else if (strnpcinfo(2) == "prtg_cas05") { setarray .@emproom[0],266,266; }
  monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Guardian Knight",1268,1;
  monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Guardian Master",1251,1;
  monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Hatii",1252,1;
  monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Guardian Knight",1219,1;
  monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Raydric Archer",1276,5;
 }

I deleted the normal spawns and it look like this...

 else if (compare(strnpcinfo(2),"prtg")) {
  // Normal Spawns
  // Set Emperium room spawn coordinates and spawn monsters.
  if (strnpcinfo(2) == "prtg_cas01") { setarray .@emproom[0],197,197; }
  else if (strnpcinfo(2) == "prtg_cas02") { setarray .@emproom[0],157,174; }
  else if (strnpcinfo(2) == "prtg_cas03") { setarray .@emproom[0],16,220; }
  else if (strnpcinfo(2) == "prtg_cas04") { setarray .@emproom[0],291,14; }
  else if (strnpcinfo(2) == "prtg_cas05") { setarray .@emproom[0],266,266; }
 }

No more monsters spawning when castle is empty.. /ok

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Thanks! /no1 It's working right now :)

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