Problem Action

11/27/2014 22:36 glmod10#1
Hello.

Hello again everyone, I have a problem I hope the solution of everyone when I create something like a monster call

INSERT INTO `cq_action` VALUES ('542210', '542211', '542211', '2006', '0', '0 0 5366 409 482 21000040 61013');

Monster will come, but never attack remains installed in the place that summoned mechanism Is there a solution for that
and how i can enlarge the size of the beast
11/28/2014 00:41 idlemonkey#2
Quote:
Originally Posted by glmod10 View Post
Hello.

Hello again everyone, I have a problem I hope the solution of everyone when I create something like a monster call


Monster will come, but never attack remains installed in the place that summoned mechanism Is there a solution for that
and how i can enlarge the size of the beast
according to the documentation for action type 2006
this sql will create an action that will spawn a pet with these stats
nownertype 0
idowner 0
map id 5366
map x 409
map y 482
generator id 21000040
monstertype 61013
but because it has no owner id or type it isnt valid and wont save into a generator
but as you notice theres no parameters for movement or grid spacing

in zero i use generator on/off i dont know if it works for eudemons
11/28/2014 03:26 glmod10#3
and how i can enlarge the size of the beast
11/28/2014 17:06 no_1#4
if you have a correct generator id and set it correct it should move.
Changing size of beast in monster.dat
11/28/2014 20:56 glmod10#5
how that
11/29/2014 12:06 no_1#6
Quote:
Originally Posted by glmod10 View Post
Code:
INSERT INTO `cq_action` VALUES ('542210', '542211', '542211', '2006', '0', '0 0 5366 409 482 21000040 61013');
In cq_generator add
Code:
21000040	5366 	409 482 19	19	10	60	10	61013	0	0	0	0	0
This way you will have a moving monster.
Also make sure that in cq_monster your attack_user vallue is correct.

And the size of monster can be changed in monster.dat if you added your monster correctly this is.
12/01/2014 09:29 magewarior2#7
add your eudemon into cq_generator (spawn on un-used map) and let the ID be the same as your eudemons id


so madbull is for example id 1000

add into cq_generator id 1000 monstertype 1000 spawns into random map (your choice)

so into cq_action
the param for a maddbull be like type 2006 / param = 3000 400 400 1000 1000 (madbull spawns in gobi 400,400)

SERVER RESTART NEEDED!!
12/01/2014 22:28 no_1#8
Quote:
Originally Posted by magewarior2 View Post
add your eudemon into cq_generator (spawn on un-used map) and let the ID be the same as your eudemons id


so madbull is for example id 1000

add into cq_generator id 1000 monstertype 1000 spawns into random map (your choice)

so into cq_action
the param for a maddbull be like type 2006 / param = 3000 400 400 1000 1000 (madbull spawns in gobi 400,400)

SERVER RESTART NEEDED!!
i haven't tried it like this before so it might also work.
12/01/2014 23:11 magewarior2#9
Quote:
Originally Posted by no_1 View Post
i haven't tried it like this before so it might also work.
well, it works for me so :bandit:
12/02/2014 12:37 idlemonkey#10
if you make the owner id and ownertype valid the action will insert it into your generator table for you like the documentation says but if it isnt valid, or if it is 0, or is already there then it will not
12/04/2014 00:51 BurningTulips#11
If a monster is already located in monster.dat, you can change its size through cq_monstertype.
Example: Making "Super Cronus Beast" With the lookface of a dodo. So any lookface you use PRE-EXISTs.

As for The non attacking, the monstertype you used is wrong.
Copy the record for any monster(not pets) edit it to your liking MAKE SURE the Id of your new monster matches the one in your spawn action.

Finally add the monster into cq_generator while making everything 0, except for map id , coords, and set all grids to 15.
Should work perfect.
12/07/2014 19:19 glmod10#12
i want action Killing monsters or automatically transmits the player away from the player i use that but not work
INSERT INTO `cq_action` VALUES ('id1', '00000', '0000', '2006', '0', '0 0 8700 555 611 45020045 6255');

But Not Copy The monster himself. The movement of a copy of the Beast