hakuren Posted June 7, 2012 Group: Members Topic Count: 120 Topics Per Day: 0.02 Content Count: 295 Reputation: 6 Joined: 12/02/11 Last Seen: November 6, 2023 Share Posted June 7, 2012 hello again im trying to create a npc that summon only area heres the picture of the map and the area of summon is there a npc command or any tricks that allows only the red one area of the picture can summon mobs? help me if this is possible please.... Quote Link to comment Share on other sites More sharing options...
clydelion Posted June 7, 2012 Group: Members Topic Count: 17 Topics Per Day: 0.00 Content Count: 754 Reputation: 186 Joined: 05/22/12 Last Seen: October 15, 2022 Share Posted June 7, 2012 from rAthena documentation folder *monster "<map name>",<x>,<y>,"<name to show>",<mob id>,<amount>{,"<event label>"};*areamonster "<map name>",<x1>,<y1>,<x2>,<y2>,"<name to show>",<mob id>,<amount>{,"<event label>"}; This command will spawn a monster on the specified coordinates on the specified map. If the script is invoked by a character, a special map name, "this", will be recognized to mean the name of the map the invoking character is located at. This command works fine in the item scripts. The same command arguments mean the same things as described above in the beginning of this document when talking about permanent monster spawns. Monsters spawned in this manner will not respawn upon being killed. Unlike the permanent monster spawns, if the mob id is -1, a random monster will be picked from the entire database according to the rules configured in the server for dead branches. This will work for all other kinds of non-permanent monster spawns. The only very special thing about this command is an event label, which is an optional parameter. This label is written like '<NPC object name>::<label name>' and upon the monster being killed, it will execute the script inside of the specified NPC object starting from the label given. The RID of the player attached at this execution will be the RID of the killing character. The Event field can be used alternatively to specify other mob properties. Use 2 to specify that the mob should be small, 4 for big monsters, and 8 for special ai mobs (which by default attack other monsters instead of players). You can add these, so using 10 will spawn small monsters that attack other mobs (if you specify both 2 and 4, the small version takes priority). monster "place",60,100,"Poring",1002,1,"NPCNAME::OnLabel"; The coordinates of 0,0 will spawn the monster on a random place on the map. The 'areamonster' command works much like the 'monster' command and is not significantly different, but spawns the monsters within a square defined by x1/y1-x2/y2. Quote Link to comment Share on other sites More sharing options...
hakuren Posted June 7, 2012 Group: Members Topic Count: 120 Topics Per Day: 0.02 Content Count: 295 Reputation: 6 Joined: 12/02/11 Last Seen: November 6, 2023 Author Share Posted June 7, 2012 (edited) woo it works the areamonster thing is cool thank you clydelion you help me alot Edited June 7, 2012 by hakuren Quote Link to comment Share on other sites More sharing options...
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hakuren
hello again im trying to create a npc that summon only area heres the picture of the map and the area of summon
is there a npc command or any tricks that allows only the red one area of the picture can summon mobs? help me if this is possible please....
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