Ok so be warned, this is messy as I haven't cleaned up most of it. Also note: as far as I'm aware, all mesh sizeadds are controlled by the client so I wasn't able to add that into this (the whole reason I started messing around with this was to easily change mob names/custom quest mobs without having to edit client)
Anyways, I have no use for it and I have no reason to clean up the code at all so I'm gonna go ahead and post what I have done.
Current version works perfectly to spawn mobs. I added some very poorly written code to save monster names when you go offscreen (if you just spawn them with the name it will default back to the old name/display info when you leave screen and come back)
Also added some basic code to control monster spread, number of mobs and some other simple stuff.
NOTE: COEMU 5095! I WILL NOT CONVERT IT FOR LOTF!
First off, for simplicity create a new .cs file under handlers (mine is Handlers.SpawnVoid.cs. Add this into it
Now to spawn monsters via a command (you can add this into quests/conditionals, random events and all sorts of other good stuff.) open Handlers>Chat.cs and add this command
I didn't implement changing monster max hp/level (useful for exp monsters! All you have to do for that is edit the first code.
CustomInfo.MaxHP = MobInfo.MaxHP;
CustomInfo.Level = MobInfo.Level;
To be whatever you want (I'd simply change the void so that you can edit the monster hp/level easily as they are the most common things you will wanna change)
Anyways, I know it's not pretty but it works just fine. As far as I know, no such thing has been released and it can be used for alot of interesting stuff (eg: spawning boss monster at a certain spot for quests such as dis city or 2nd reborn quest)
To use the command
/mobtest MobId(mesh) mobname map x y spread amount
Eg: /mobtest 3311 Epvp 1002 500 501 10 2
would spawn 2 bunnies named "Epvp" at 500, 501 twin city (with 10 spread, meaning randomness of where they actually spawn. useful for spawning more than 1 so they aren't all stacked up)
Screenshot of it: [Only registered and activated users can see links. Click Here To Register...]
Enjoy,
P4N
Anyways, I have no use for it and I have no reason to clean up the code at all so I'm gonna go ahead and post what I have done.
Current version works perfectly to spawn mobs. I added some very poorly written code to save monster names when you go offscreen (if you just spawn them with the name it will default back to the old name/display info when you leave screen and come back)
Also added some basic code to control monster spread, number of mobs and some other simple stuff.
NOTE: COEMU 5095! I WILL NOT CONVERT IT FOR LOTF!
First off, for simplicity create a new .cs file under handlers (mine is Handlers.SpawnVoid.cs. Add this into it
Now to spawn monsters via a command (you can add this into quests/conditionals, random events and all sorts of other good stuff.) open Handlers>Chat.cs and add this command
Code:
case "mobtest":
{
int Amount = Convert.ToInt32(Command[7]);
while (Amount > 0)
{
Handler.SpawnVoid.SpawnMonster(Convert.ToInt32(Command[1]), Command[2], Convert.ToInt32(Command[3]), Convert.ToInt32(Command[4]), Convert.ToInt32(Command[5]), Convert.ToInt32(Command[6]));
Amount -= 1;
}
break;
}
I didn't implement changing monster max hp/level (useful for exp monsters! All you have to do for that is edit the first code.
CustomInfo.MaxHP = MobInfo.MaxHP;
CustomInfo.Level = MobInfo.Level;
To be whatever you want (I'd simply change the void so that you can edit the monster hp/level easily as they are the most common things you will wanna change)
Anyways, I know it's not pretty but it works just fine. As far as I know, no such thing has been released and it can be used for alot of interesting stuff (eg: spawning boss monster at a certain spot for quests such as dis city or 2nd reborn quest)
To use the command
/mobtest MobId(mesh) mobname map x y spread amount
Eg: /mobtest 3311 Epvp 1002 500 501 10 2
would spawn 2 bunnies named "Epvp" at 500, 501 twin city (with 10 spread, meaning randomness of where they actually spawn. useful for spawning more than 1 so they aren't all stacked up)
Screenshot of it: [Only registered and activated users can see links. Click Here To Register...]
Enjoy,
P4N