Spawn Mobs Once - Not Add in Spawn Table

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rpgsearcherz
Posts: 28
Joined: Sun Apr 06, 2008 3:11 am

Spawn Mobs Once - Not Add in Spawn Table

Post by rpgsearcherz »

L2J Revision All:
L2JDP Revision All:


I'm wondering if there is a command with L2J to make mobs spawn only once, but not be logged into the "spawn table." For example, I spawned 500 elpies as a joke, and afterwards I had to macro /target Elpy, //delete, and click on it 500 times. Is it possible to make them only spawn the one time?

Thanks in advance.
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martia
Posts: 12
Joined: Sun Sep 18, 2005 3:09 pm

Re: Spawn Mobs Once - Not Add in Spawn Table

Post by martia »

command : '//spawn_once'
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rpgsearcherz
Posts: 28
Joined: Sun Apr 06, 2008 3:11 am

Re: Spawn Mobs Once - Not Add in Spawn Table

Post by rpgsearcherz »

Wow, I feel like such a newb now.

So it would be like //spawn_once Baium 500
That would spawn 500 Baiums one time only?

And thanks a lot for the reply.
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martia
Posts: 12
Joined: Sun Sep 18, 2005 3:09 pm

Re: Spawn Mobs Once - Not Add in Spawn Table

Post by martia »

It's more like : 'spawn_once Baium' and repeat it 500 times ^^
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lishawj
Posts: 253
Joined: Thu Apr 30, 2009 12:29 am

Re: Spawn Mobs Once - Not Add in Spawn Table

Post by lishawj »

rpgsearcherz wrote:L2J Revision All:
L2JDP Revision All:


I'm wondering if there is a command with L2J to make mobs spawn only once, but not be logged into the "spawn table." For example, I spawned 500 elpies as a joke, and afterwards I had to macro /target Elpy, //delete, and click on it 500 times. Is it possible to make them only spawn the one time?

Thanks in advance.
Instead of doing that, use the mobgroup command to create large spawn of the same monsters. It is very easy to kill off/unspawn them using the mobgroup command. I'll give you an example below.

The command:
//mobgroup_create <group ID> <monster ID> <number of monster to spawn>

Actually usage:
//mobgroup_create 1 20102 20

To spawn group 1 monsters, use:
//mobgroup_spawn 1

** 20 monster with ID 20102 will spawn around you.

To kill off the spawn but not delete it use: //mobgroup_unspawn 1
To completely remove the group and delete the group entry use: //mobgroup_remove 1


The mobgroup command is very useful for when I am creating custom live events with multiple GM's. The possibility is only limited to your imagination.
rpgsearcherz
Posts: 28
Joined: Sun Apr 06, 2008 3:11 am

Re: Spawn Mobs Once - Not Add in Spawn Table

Post by rpgsearcherz »

Wow...I didn't even know about the grouping thing.

Would it also be possible to a make a group that has more than one type of mob? Say, for example, make a group "1" with Baium, Antharas, and Ant Queen?

This sounds pretty interesting, lol.


Or, for a more justifiable reason for using the group command, make a group "1" that spawns all of the NPC's needed for subclass/noble/etc. Like say "1" would be sub npc's, "2" would be noble, etc.

Thanks again!
lishawj
Posts: 253
Joined: Thu Apr 30, 2009 12:29 am

Re: Spawn Mobs Once - Not Add in Spawn Table

Post by lishawj »

rpgsearcherz wrote:Wow...I didn't even know about the grouping thing.

Would it also be possible to a make a group that has more than one type of mob? Say, for example, make a group "1" with Baium, Antharas, and Ant Queen?

This sounds pretty interesting, lol.


Or, for a more justifiable reason for using the group command, make a group "1" that spawns all of the NPC's needed for subclass/noble/etc. Like say "1" would be sub npc's, "2" would be noble, etc.

Thanks again!
I don't think you can group different type of monsters together but you can certainly create more then one group with 1 monster in each group and call it group 1-5 to include Baium (1), Antharas (2), Valakas (3) and so on.

Anyhow, since we're hitting lightly on the subject of spawn table, does anyone know if there is a preset spawn table already created by another L2J member/developer that comes close to retail mob spawn? The reason I am asking is that for the most part up till now I had to spawn monsters manually/inserting tables using the locations provided by the Prima Guides (for locations around the starter towns).

I'll certainly research more into this topic but if anyone knows off the top of his/her head please let me know. Thanky you for your time.
seedanbu
Posts: 7
Joined: Sat Mar 13, 2010 2:38 am

Re: Spawn Mobs Once - Not Add in Spawn Table

Post by seedanbu »

Is it possible to specify the radius with this command?
galagard
Posts: 28
Joined: Tue Dec 21, 2010 5:58 am

Re: Spawn Mobs Once - Not Add in Spawn Table

Post by galagard »

Like Tanta Lizardman Summone (22774) what's the way to create a custom mob, or custom mob group, that summon another mob after first hit attack?

thanks!
dezel78000
Posts: 29
Joined: Fri Apr 18, 2008 4:04 am

Re: Spawn Mobs Once - Not Add in Spawn Table

Post by dezel78000 »

when I made my freya server and I used the custom table option, any random mobs, and npc I spawned would removed when I restarted my server. If i didn't got with custom tables everythiong worked out fine.
galagard
Posts: 28
Joined: Tue Dec 21, 2010 5:58 am

Re: Spawn Mobs Once - Not Add in Spawn Table

Post by galagard »

galagard wrote:Like Tanta Lizardman Summone (22774) what's the way to create a custom mob, or custom mob group, that summon another mob after first hit attack?

thanks!
Solved, sorry to break topic :oops:
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