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Monrezz
05-30-2003, 09:31 PM
#spawn <Name> <Race> <Level> <Material> <HP> <Gender> <Class> >Item_Visual_1< >Item_Visual_2< <Merchant_ID>

Name = Name of the mob.
Race = Model for the mob (eg Giant, Human, Dragon).
Level = Level of the mob.
Material = What texture (eg Sand Giant, FG, IG).
HP = How many HP the mob has.
Gender = Male / Female / Neuter ( 0 / 1 / 2)
Class = Class of mob. (eg 1 for Warrior, 5 for SK).
Item_Visuals = What the mob looks like it's weilding (eg Sword, Shield, Axe, Wand).
Merchant_ID = Never used this, not sure =P

For dragons and mobs where you can't tell the gender, use 2 or you will get a bald man.

Make sure you fill in all the arguments, even if you leave them 0 (ie, don't just go up to class then stop).

Don't have a clue what merchant ID is for, never used it. I presume it is for merchants with an item list already done. (Just use the merchant ID from DB and the merchant should have the items for sale that you set - at a guess :))

Useful Spawns:

#spawn Banker 1 75 3 1000000 0 16 162 162 0
Will give you a level 75 human banker with 1000000 HP, duel weilding cool weapons and wearing cool armour.

#spawn Merchant 1 75 3 1000000 0 32 162 162 0
Will give you a level 75 human merchant with 1000000 HP, duel weilding cool weapons and wearing cool armour. He won't have any items for sale, but you can sell items to him.

*EDIT*

#npcspawn create
#npcspawn add

To make them permanent spawns. (Do create then add, not just one).

#npcspawn remove

To remove the mob.