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Monsters that kill to an extent


Dragonis1701

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Is it possible to summon monsters that will attack a player but not kill them. Mainly just to weaken them to a certain extent. For example: I want a player to walk to an area with an inside area view and when the player walks a few cells ahead, monsters are spawned. I want these monsters to physical beat these players till 10 or lower % of their hp and then warp the player somewhere else. Is there a way to do that?

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you can just use npc with monster sprite to do that

 

prontera,162,187,5	script	Baphomet#hidden	-1,3,3,{
	end;
OnTouch:
	enablenpc "Baphomet#script";
	doevent "Baphomet#script::OnTrigger";
	end;
}
prontera,162,187,5	script	Baphomet#script	1039,{
	end;
OnTrigger:
	npctalk "Muahaha !! you just draw your last breath !";
	.@origin = getcharid(3);
	pcblockmove .@origin, 1;
	sleep 1000;
	for ( .@i = 0; .@i < 3; .@i++ ) {
		sleep 1000;
		if ( attachrid( .@origin ) ) {
			heal -( hp /2 ), 0; // reduce their hp by half for 3 times = 0.5 -> 0.25 -> 0.125
			specialeffect2 callfunc( "F_Rand", EF_HIT1, EF_HIT2, EF_HIT3, EF_HIT4, EF_HIT5, EF_HIT6 );
		}
	}
	if ( isloggedin( .@origin ) )
		pcblockmove .@origin, 0;
	sleep 1000;
	if ( attachrid( .@origin ) )
		warp "Random", 0,0;
	disablenpc strnpcinfo(0);
	end;
}
its kinda hard to get the monster to do the exact amount of damage you want

because players can think of all sorts of tricks to lower down the damage done by monster using damage resisting cards

Edited by AnnieRuru
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Ahh, okay. Thank you, Annie.

I don't think this is the right place to ask this but I don't want to flood the forum with pointless questions. How do I change the sprite of a monster? I added the .spr and the .act of the newly made sprite to my .grf but I don't know what else to change.

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^ if you only want to change the sprite of an existing monster you can use mob_avail.txt

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What if I want to use a custom sprite for a custom monster?

Edited by Dragonis1701
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Thank you, sevenzz23, that guide helped a lot but something they didn't mention. Mobs have to be between 1,000 and 4,000, or it won't work. I made mine 11,000 so it didn't contrast with rAthena mobs, and it took me three hours of trial and error to figure out it was the ID it was placed in.

New question now, is there a way to limit people's skill usage via an item? For example, can I make a map have @noskill, so nobody can use skills, but then make an equippable item that allows that player to use skills in that area?

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^ Please make New topic about that :)

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you can just use npc with monster sprite to do that

 

prontera,162,187,5	script	Baphomet#hidden	-1,3,3,{
	end;
OnTouch:
	enablenpc "Baphomet#script";
	doevent "Baphomet#script::OnTrigger";
	end;
}
prontera,162,187,5	script	Baphomet#script	1039,{
	end;
OnTrigger:
	npctalk "Muahaha !! you just draw your last breath !";
	.@origin = getcharid(3);
	pcblockmove .@origin, 1;
	sleep 1000;
	for ( .@i = 0; .@i < 3; .@i++ ) {
		sleep 1000;
		if ( attachrid( .@origin ) ) {
			heal -( hp /2 ), 0; // reduce their hp by half for 3 times = 0.5 -> 0.25 -> 0.125
			specialeffect2 callfunc( "F_Rand", EF_HIT1, EF_HIT2, EF_HIT3, EF_HIT4, EF_HIT5, EF_HIT6 );
		}
	}
	if ( isloggedin( .@origin ) )
		pcblockmove .@origin, 0;
	sleep 1000;
	if ( attachrid( .@origin ) )
		warp "Random", 0,0;
	disablenpc strnpcinfo(0);
	end;
}
its kinda hard to get the monster to do the exact amount of damage you want

because players can think of all sorts of tricks to lower down the damage done by monster using damage resisting cards

 

So, I ended up using this and I just have one question involving it. Is there a way to make the npc automatically attack a person in it's vicinity? With this npc, the player has to click the monster for the monster to "attack" them.

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With this npc, the player has to click the monster for the monster to "attack" them.

no, this script use OnTouch to trigger the npc

since you said "I want a player to walk to an area"

 

Is there a way to make the npc automatically attack a person in it's vicinity?

npc can't attack, but monsters can

you can also try summon a monster

prontera,162,187,5	script	Baphomet#hidden	-1,3,3,{
	end;
OnTouch:
	.@origin = getcharid(3);
	pcblockmove .@origin, 1;
	monster "this", -1, -1, "--ja--", 1039, 1, strnpcinfo(0)+"::OnTrigger";
	sleep 5000;
	killmonster strnpcinfo(4), strnpcinfo(0)+"::OnTrigger";
	if ( isloggedin( .@origin ) )
		pcblockmove .@origin, 0;
	end;
}
like I said, its hard to tell the player is dead or player has ran away with this kind of script Edited by AnnieRuru
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With this npc, the player has to click the monster for the monster to "attack" them.

no, this script use OnTouch to trigger the npc

since you said "I want a player to walk to an area"

 

Is there a way to make the npc automatically attack a person in it's vicinity?

npc can't attack, but monsters can

you can also try summon a monster

prontera,162,187,5	script	Baphomet#hidden	-1,3,3,{
	end;
OnTouch:
	.@origin = getcharid(3);
	pcblockmove .@origin, 1;
	monster "this", -1, -1, "--ja--", 1039, 1, strnpcinfo(0)+"::OnTrigger";
	sleep 5000;
	killmonster strnpcinfo(4), strnpcinfo(0)+"::OnTrigger";
	if ( isloggedin( .@origin ) )
		pcblockmove .@origin, 0;
	end;
}
like I said, its hard to tell the player is dead or player has ran away with this kind of script

 

With this script, is it possible to check if a monster is still alive? For example, if I had this on the hidden labyrinth F3 map, can I check if Baphomet is up? And if he is up, it would continue with this script but if he was dead, it wouldn't.

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With this script, is it possible to check if a monster is still alive? For example, if I had this on the hidden labyrinth F3 map, can I check if Baphomet is up?

if ( mobcount( "prt_maze03", strnpcinfo(0)+"::OnTrigger" ) )
	<do this>;
make sure the monster spawned with OnTrigger event label though

And if he is up, it would continue with this script but if he was dead, it wouldn't.

no idea what this means
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With this script, is it possible to check if a monster is still alive? For example, if I had this on the hidden labyrinth F3 map, can I check if Baphomet is up?

if ( mobcount( "prt_maze03", strnpcinfo(0)+"::OnTrigger" ) )
	<do this>;
make sure the monster spawned with OnTrigger event label though

And if he is up, it would continue with this script but if he was dead, it wouldn't.

no idea what this means

 

I meant if there was a way to check a permanent mob's status, whether it is alive or not, a specific one. I know about mobcount but this monster doesn't have an event label. How can I check if a naturally spawned mvp, such as baphomet, is alive or not or is it even possible?

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I meant if there was a way to check a permanent mob's status, whether it is alive or not, a specific one.

nah ... you have to make an event label for it

the reason for some monster doesn't have event labels is to save server resources

so that some monster doesn't need to execute the script engine ... save memory

if you purposely want to check a monster with scripts, then use an event label for it

so that you can manipulate them with scripts

just add an event label for the baphomet =/

... you know ... you just ask something like

I want to spawn a monster, but I don't want to use monster script command !

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