wiki:Controlable_Mobs
Last modified 6 years ago Last modified on Sep 12, 2006 11:49:44 PM

Controlable Mobs

This addition allows a GM to spawn mobs that can be controlled. You can spawn the mob you want, identified by its template id, and the number of Mobs you want.

The mobs act as a group and inside a group, they do the same action, decided by the GM. You can spawn several groups, with different mobs and individually controllable.

Here are the available commands:

mobgroup_create [groupId] [npcId] [number]
Create a group with [number] mobs of type [npcId], in the group [groupId]. This command will have no effect if there is alive monsters in the group. Moreover, there is no visual effect using this command. Mobs have to be spawned next.

mobgroup_spawn [groupId] [locx] [locy] [locz]
Spawn the group created by mobgroup_create. If the location isn't specified, the group will be spawned arround the gm. By default, mobs are in state idle, and do absolutly nothing.

mobgroup_follow [groupId]
the group will follow the admin

mobgroup_return [groupId]
the group will return near the gm

mobgroup_attack [groupId]

the group will attack the gm's target

mobgroup_rnd [groupId]

the group will attack a randomly selected target

mobgroup_attackgrp [groupId1] [groupId2]

the group identified by groupId1 will attack the mobs from the group 2.

mobgroup_casting [groupId]

mobs will only use their skills to attack players

mobgroup_nomove [groupId] [on/off]

mobs will not move anymore. Interesting when used with casting mode.

mobgroup_invul [groupId] [on/off]

Put the mobs invulnerable. Funny with mobgroup_attackgrp

mobgroup_idle [groupId]

deactivate mobs

mobgroup_kill [groupId]

kill the mobs

mobgroup_unspawn [groupId]

unspawn the mobs. mobgroup_kill should be preferred, as it seems that the server is less working