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How to add monsters


s2pidnab

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Onstart:
warpparty "guild_vs4",7,50,$@TeamID5;
warpparty "guild_vs4",92,50,$@TeamID6;
set $@startss,1;
sleep 2000;// add a delay of 5 secs
mapannounce "guild_vs4","BUFF READDYYY!!",0;
sleep 5000;
for ( .@i = 5; .@i >= 0; .@i-- ){// mapannounce the count 5 4 3
sleep 1000;
mapannounce "guild_vs4", .@i == 0 ? "Go!" : "starts in "+ .@i +" seconds..",0;
}
end;

how to add monsters in map and on its specific coordinates?

onstart, i want barricades that will spawn on specific coordinates and kill it after counting.

 
Thank you for your reply /no1
Edited by s2pidnab
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Onstart:
warpparty "guild_vs4",7,50,$@TeamID5;
warpparty "guild_vs4",92,50,$@TeamID6;
set $@startss,1;
monster "prontera",0,0,"Quest Poring",1002,10;
sleep 2000;// add a delay of 5 secs
mapannounce "guild_vs4","BUFF READDYYY!!",0;
sleep 5000;
for ( .@i = 5; .@i >= 0; .@i-- ){// mapannounce the count 5 4 3
sleep 1000;
mapannounce "guild_vs4", .@i == 0 ? "Go!" : "starts in "+ .@i +" seconds..",0;
atcommand "@killmonster";
}
end;

somewhat like this? hmm. not working :(

thanks alot i got it solved /no1

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This guy told me that: https://github.com/rathena/rathena/blob/master/doc/script_commands.txt


*monster     "<map name>",<x>,<y>,"<name to show>",<mob id>,<amount>{,"<event label>",<size>,<ai>};
*areamonster "<map name>",<x1>,<y1>,<x2>,<y2>,"<name to show>",<mob id>,<amount>{,"<event label>",<size>,<ai>};

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.

<size> can be:
	0 = medium (default)
	1 = small
	2 = big
	
<ai> can be:
	0 = none (default)
	1 = attack/friendly
	2 = sphere (Alchemist skill)
	3 = flora (Alchemist skill)
	4 = zanzou (Kagerou/Oboro skill)

    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.

Simple monster killing script:

        <Normal NPC object definition. Let's assume you called him NPCNAME.>
        mes "[Summon Man]";
        mes "Want to start the Poring hunt?";
        next;
        if(select("Yes.:No.") == 2) {
                mes "[Summon Man]";
                mes "Come back later.";
                close;
        }

        // Summon 10 Porings.
        // Using coordinates 0,0 will spawn them in a random location.
        monster "prontera",0,0,"Quest Poring",1002,10,"NPCNAME::OnPoringKilled";

        mes "[Summon Man]";
        mes "Now go and kill all the Porings I summoned.";
        close;

    OnPoringKilled:
        $PoringKilled++;
        if ($PoringKilled >= 10) goto L_AllDead;
        end;

    L_AllDead:
        announce "Summon Man: Well done. All the Porings are dead!",3;
        $PoringKilled = 0;
        end;

For more good examples see just about any official 2-1 or 2-2 job quest script.
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