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Problem Action
Discussion on Problem Action within the EO PServer Hosting forum part of the Eudemons Online category.
11/27/2014, 22:36
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#1
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Problem Action
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
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11/28/2014, 00:41
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#2
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Quote:
Originally Posted by glmod10
Hello.
Hello again everyone, I have a problem I hope the solution of everyone when I create something like a monster call
Code:
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
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Code:
ACTION_EVENT_CREATEPET = 2006, // founds MONSTER. param= " nOwnerType idOwner idMap nPosX nPosY idGen idType nData szName ", at least 7 parameters, if has accept to change name, otherwise names with name. generator uses in controlling the monster sphere of action, in cq_generator type is insignificant. when idOwner is 0, does not save the plate.
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
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11/28/2014, 03:26
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#3
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and how i can enlarge the size of the beast
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11/28/2014, 17:06
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#4
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if you have a correct generator id and set it correct it should move.
Changing size of beast in monster.dat
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11/28/2014, 20:56
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#5
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how that
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11/29/2014, 12:06
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#6
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Quote:
Originally Posted by glmod10
Code:
INSERT INTO `cq_action` VALUES ('542210', '542211', '542211', '2006', '0', '0 0 5366 409 482 21000040 61013');
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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.
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12/01/2014, 09:29
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#7
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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!!
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12/01/2014, 22:28
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#8
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Quote:
Originally Posted by magewarior2
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!!
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i haven't tried it like this before so it might also work.
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12/01/2014, 23:11
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#9
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Quote:
Originally Posted by no_1
i haven't tried it like this before so it might also work.
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well, it works for me so
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12/02/2014, 12:37
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#10
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elite*gold: 540
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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
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12/04/2014, 00:51
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#11
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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.
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12/07/2014, 19:19
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#12
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Join Date: May 2014
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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
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