[Question] Checking a Map for Mobs [5165]

03/02/2010 22:59 -NewDawn-#1
Hey Everyone =P

#resolved ^^
thx peoples
03/02/2010 23:45 -Shunsui-#2
Well if they kill it and another one spawns as im guesing is what you are trying to say go to mob.cs some where where mobs die/get killed check for mobid == Gandorman return; so it wount spawn again
03/02/2010 23:55 Decker_#3
Quote:
Originally Posted by -NewDawn- View Post
Hey Everyone =P

First: I just want to say that I logged on today and saw like, 8 topics of Decker asking for help and it just made me laugh. :facepalm:
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Second: My Question
So basicly, I've been coding Ganoderma and Titan and I've got it so that it appears like it should and drops rare exp pots like it should. It works- BUT if it's not killed, ANOTHER Ganoderma / Titan will appear right next to it in the next hour.

How do I check the map for a Mob ID and say a basic statement like this:
Code:
if (Map !contain MobID 133)
{
spawn code (which I have already completed)
}
else 
break;
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Or we can always make it so the other one disappears ... is there a code that removes a spawn? o.O
Your pathetic.
Was that even neccessary at all?
No, it was not.
#reported
03/03/2010 00:06 .Guru#4
@lol at OP.

you could just make it spawn every hour synchronizing with datetime. although i don't use it.
03/03/2010 00:07 -NewDawn-#5
Quote:
Originally Posted by Decker_ View Post
Your pathetic.
Was that even neccessary at all?
No, it was not.
#reported
uh...
#reported
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03/03/2010 00:18 -NewDawn-#6
Quote:
Originally Posted by o sTriiDe View Post
@lol at OP.

you could just make it spawn every hour synchronizing with datetime. although i don't use it.
Yah, I already did that. i just don't want multiple spawns- but it does that in rl co so i guess i could keep it...