Princess_anne Posted March 17, 2014 Group: Members Topic Count: 8 Topics Per Day: 0.00 Content Count: 29 Reputation: 0 Joined: 11/22/12 Last Seen: June 29, 2015 Share Posted March 17, 2014 i need your help.. plss Quote Link to comment Share on other sites More sharing options...
Aureon Posted March 17, 2014 Group: Members Topic Count: 34 Topics Per Day: 0.01 Content Count: 281 Reputation: 14 Joined: 10/14/13 Last Seen: October 9, 2017 Share Posted March 17, 2014 hello!can you elaborate your request more? Quote Link to comment Share on other sites More sharing options...
Princess_anne Posted March 17, 2014 Group: Members Topic Count: 8 Topics Per Day: 0.00 Content Count: 29 Reputation: 0 Joined: 11/22/12 Last Seen: June 29, 2015 Author Share Posted March 17, 2014 im going to open a new map on my server. 1 town, field and dungeon. the problem is, field and dungeon doesnt have monsters on it. and i would like to make this map active and filled with monsters. Thanks for your quick response!!! Quote Link to comment Share on other sites More sharing options...
sandbox Posted March 18, 2014 Group: Members Topic Count: 38 Topics Per Day: 0.01 Content Count: 949 Reputation: 174 Joined: 06/12/12 Last Seen: 22 hours ago Share Posted March 18, 2014 <map name>,<x>,<y>,<xs>,<ys>%TAB%monster%TAB%<monster name>%TAB%<mob id>,<amount>,<delay1>,<delay2>,<event>{,<mob size>,<mob ai>}Map name is the name of the map the monsters will spawn on. x,y are thecoordinates where the mob should spawn. If xs and ys are non-zero, theyspecify the 'radius' of a spawn-rectangle area centered at x,y.Putting zeros instead of these coordinates will spawn the monsters randomly.Note this is only the initial spawn zone, as mobs random-walk, they are freeto move away from their specified spawn region.Monster name is the name the monsters will have on screen, and has no relationwhatsoever to their names anywhere else. It's the mob id that counts, whichidentifies monster record in 'mob_db.txt' database of monsters. If the mob nameis given as "--ja--", the 'japanese name' field from the monster database isused, (which, in rAthena, actually contains an English name) if it's "--en--",it's the 'english name' from the monster database (which contains an uppercasename used to summon the monster with a GM command).Amount is the amount of monsters that will be spawned when this command isexecuted, it is affected by spawn rates in 'battle_athena.conf'.Delay1 and delay2 control monster respawn delays - the first one is the fixedbase respawn time, and the second is random variance on top of the base time.Both values are given in milliseconds (1000 = 1 second).Note that the server also enforces a minimum respawn delay of 5 seconds.You can specify a custom level to use for the mob different from the one ofthe database by adjoining the level after the name with a comma. eg:"Poring,50" for a name will spawn a monster with name Poring and level 50.Event is a script event to be executed when the mob is killed. The event mustbe in the form "NPCName::OnEventName" to execute, and the event name labelshould start with "On". As with all events, if the NPC is an on-touch NPC, theplayer who triggers the script must be within 'trigger' range for the event towork.There are two optional fields for monster size and AI. Size can be 0 (medium),1 (small), or 2 (big). AI can be 0 (default), 1 (attack/friendly), 2 (sphere),3 (flora), or 4 (zanzou).Alternately, a monster spawned using 'boss_monster' instead of 'monster' is ableto be detected on the map with the SC_BOSSMAPINFO status (used by Convex Mirror). your_map,0,0,0,0%TAB%monster%TAB%your_mob%TAB%1234,100,10000,20000,0; 1 Quote Link to comment Share on other sites More sharing options...
Princess_anne Posted April 20, 2014 Group: Members Topic Count: 8 Topics Per Day: 0.00 Content Count: 29 Reputation: 0 Joined: 11/22/12 Last Seen: June 29, 2015 Author Share Posted April 20, 2014 <map name>,<x>,<y>,<xs>,<ys>%TAB%monster%TAB%<monster name>%TAB%<mob id>,<amount>,<delay1>,<delay2>,<event>{,<mob size>,<mob ai>}Map name is the name of the map the monsters will spawn on. x,y are the coordinates where the mob should spawn. If xs and ys are non-zero, they specify the 'radius' of a spawn-rectangle area centered at x,y. Putting zeros instead of these coordinates will spawn the monsters randomly. Note this is only the initial spawn zone, as mobs random-walk, they are free to move away from their specified spawn region. Monster name is the name the monsters will have on screen, and has no relation whatsoever to their names anywhere else. It's the mob id that counts, which identifies monster record in 'mob_db.txt' database of monsters. If the mob name is given as "--ja--", the 'japanese name' field from the monster database is used, (which, in rAthena, actually contains an English name) if it's "--en--", it's the 'english name' from the monster database (which contains an uppercase name used to summon the monster with a GM command). Amount is the amount of monsters that will be spawned when this command is executed, it is affected by spawn rates in 'battle_athena.conf'. Delay1 and delay2 control monster respawn delays - the first one is the fixed base respawn time, and the second is random variance on top of the base time. Both values are given in milliseconds (1000 = 1 second). Note that the server also enforces a minimum respawn delay of 5 seconds. You can specify a custom level to use for the mob different from the one of the database by adjoining the level after the name with a comma. eg: "Poring,50" for a name will spawn a monster with name Poring and level 50. Event is a script event to be executed when the mob is killed. The event must be in the form "NPCName::OnEventName" to execute, and the event name label should start with "On". As with all events, if the NPC is an on-touch NPC, the player who triggers the script must be within 'trigger' range for the event to work. There are two optional fields for monster size and AI. Size can be 0 (medium), 1 (small), or 2 (big). AI can be 0 (default), 1 (attack/friendly), 2 (sphere), 3 (flora), or 4 (zanzou). Alternately, a monster spawned using 'boss_monster' instead of 'monster' is able to be detected on the map with the SC_BOSSMAPINFO status (used by Convex Mirror). your_map,0,0,0,0%TAB%monster%TAB%your_mob%TAB%1234,100,10000,20000,0; I dont get it.. sorrry im a noob. can u explain it further and simpler pls Quote Link to comment Share on other sites More sharing options...
Patskie Posted April 27, 2014 Group: Members Topic Count: 50 Topics Per Day: 0.01 Content Count: 1702 Reputation: 241 Joined: 09/05/12 Last Seen: 6 hours ago Share Posted April 27, 2014 Is the explanation in the document still not further? @_@ 1 Quote Link to comment Share on other sites More sharing options...
Emistry Posted April 27, 2014 Group: Forum Moderator Topic Count: 93 Topics Per Day: 0.02 Content Count: 10018 Reputation: 2370 Joined: 10/28/11 Last Seen: Yesterday at 05:27 AM Share Posted April 27, 2014 even simpler ?? copy the the content in any of the file inside the npc/mobs folder ... then edit the MOB ID...MAP NAME...AMOUNT Quote Link to comment Share on other sites More sharing options...
Stolao Posted April 28, 2014 Group: Developer Topic Count: 48 Topics Per Day: 0.01 Content Count: 1443 Reputation: 344 Joined: 10/17/12 Last Seen: Friday at 04:48 PM Share Posted April 28, 2014 even simpler ?? copy the the content in any of the file inside the npc/mobs folder ... then edit the MOB ID...MAP NAME...AMOUNT lol emisty Quote Link to comment Share on other sites More sharing options...
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Princess_anne
i need your help.. plss

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