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MVP Cast skills and summon monster?


donkeyg

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how do i make MVP Cast skills and summon normal monster to be his security? example like Stormy knight, it could auto cast storm gust and summon little garm..

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db/re/mob_skill_db

// Structure of Database:

// MobID,Dummy value (info only),State,SkillID,SkillLv,Rate,CastTime,Delay,Cancelable,Target,Condition type,Condition value,val1,val2,val3,val4,val5,Emotion,Chat

example:

1832,Ifrit@NPC_SUMMONSLAVE,attack,196,2,10000,1000,30000,no,self,slavele,1,1834,1835,,,,,

1832,Ifrit@NPC_SUMMONSLAVE,idle,196,2,10000,1000,30000,no,self,slavele,1,1834,1835,,,,,

ifrit = 1832 summons 1 kasa(1835) and 1 salamander(1834)

you can figure out the rest by checking out mob_skill_db

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thanks !

db/re/mob_skill_db

// Structure of Database:

// MobID,Dummy value (info only),State,SkillID,SkillLv,Rate,CastTime,Delay,Cancelable,Target,Condition type,Condition value,val1,val2,val3,val4,val5,Emotion,Chat

example:

1832,Ifrit@NPC_SUMMONSLAVE,attack,196,2,10000,1000,30000,no,self,slavele,1,1834,1835,,,,,

1832,Ifrit@NPC_SUMMONSLAVE,idle,196,2,10000,1000,30000,no,self,slavele,1,1834,1835,,,,,

ifrit = 1832 summons 1 kasa(1835) and 1 salamander(1834)

you can figure out the rest by checking out mob_skill_db

btw how to add "Tomb stone" to the custom monster after died

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Just change this "monster" to "boss_monster" like this example

prt_fild00,0,0,0,0	monster	Poring	1002,40,0,0,0

to this

prt_fild00,0,0,0,0	boss_monster	Poring	1002,40,0,0,0

Follow this guide from rAthena Wiki

For Normal/Costom/MVP Monster without Tomb Stone

map name,x1,y1,x2,y2    monster    monster name    mob id,amount,delay1,delay2,event

For Normal/Costom/MVP Monster with Tomb Stone

map name,x1,y1,x2,y2    boss_monster    monster name    mob id,amount,delay1,delay2,event

map name: name of the map. Use /where along with the following coordinates
x1: X axis coordinates. It start from the left side of the map, and the higher it gets, the more it gets closer to the right side of the map.
y1: Y axis coordinates. It start from the bottom, and the higher it gets, the more it gets closer to the top of the map.
x2: X axis coordinates. It start from the left side of the map, and the higher it gets, the more it gets closer to the right side of the map.
y2: Y axis coordinates. It start from the bottom, and the higher it gets, the more it gets closer to the top of the map.
These 4 coordinates will make a spawn area where the mob will spawn, however it won't limit its movement, so lets say you put 120,150 on the first pair, and 130,160 pair- That's a 10x10 cell area where the mob will spawn randomly.
*tip tip* If you are as lazy as me, to set a lot of coordinates for your mob, use 0 on all of them. Since the maps doesn't have a walkable cell (0,0), the mobs will spawn randomly all around the map *tip tip*
monster name: The name of the mob you want to be shown (You can also use --ja-- in place of a name to display the name provided in "Japanese Name" from your Mob DB)
mob id: the ID of your mob
amount: how many mobs you want to be spawned
delay1: minimum amount of time before a monster respawns.
delay2: maximum amount of time before a monster respawns.
delay1 and delay2 are used to define the time it takes for a monster to respawn; in milliseconds. Normal mobs usually have 0 (Instant Respawn), while MVPs have 7200000 (2 hours). If delay2 is greater than delay 1, the mob won't respawn until the map server restarts.
event: This piece of code is generally used with addons. Another thing. From what I have read in the /doc/script_commands.txt files, this is the mob lvl, which you can use to change it quickly then @reloadscript to reload it, w/o reloading the whole map server.

Edited by Lelouch vi Britannia
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Follow this guide from rAthena Wiki

Updated the Wiki just now to reflect changes in r16962.

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