 
			
				04-15-2004, 03:56 PM
			
			
			
		  
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				 Sarnak 
				
				
				
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					Join Date: Mar 2004 
					Location: On the forum 
					
					
						Posts: 53
					 
					
					
					
					     
				 
				
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				#spawn Monsters_inc 13 131 131 3131? lol
			 
			 
			
		
		
		
		
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				#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.
			
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With the #spawn is it possible to spawn mor the one monster?  
		
	
		
		
		
		
		
		
			
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				Did u hear bout the guy who moved to the nudist colony? 
He said the first day was the hardest.
			 
		
		
		
		
		
		
	
		
		
	
	
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