Maybe this does help you?
This is a fragment of an upcoming project I'm doing and I think some newbie proofreading won't harm anyone. Is it OK for you to understand all about monsters?
NOTE: all %TAB% are meant to be actual tabulation spaces, but plaintext has some issues with them and they're marked as so for clarity's sake.
### Creating a permanent monster spawn ###
(*TopMonster)
(*TopBossMonster)
<map name>,<x>,<y>{,<xs>{,<ys>}}%TAB%monster%TAB%<monster name>{,<mob level>}%TAB%<mob id>,<amount>{,<delay1>{,<delay2>{,<event>{,<mob size>,{<mob ai>}}}}}
<map name>,<x>,<y>{,<xs>{,<ys>}}%TAB%boss_monster%TAB%<monster name>{,<mob level>}%TAB%<mob id>,<amount>{,<delay1>{,<delay2>{,<event>{,<mob size>{,<mob ai>}}}}}
-> Description:
When parsed, this will make a permanent mob spawn (until server reboot
or script reload) with the specified characteristics.
-> Parameters:
* map name: The map name in which the monster(s) will be spawned.
* x,y: They are the x and y coordinates on the specified map, in
which the monsters will be spawned or the center of the spawn
rectangle if xs or ys are greater than 0. If both x and y are 0,
the monsters will be spawned on a random position of the map. Be
warned that mobs walk around randomly, so that they may eventually
walk over the entire map as long as there's a walkable path!
* xs,ys: They are the horizontal and vertical span (ie, width and
height) of a spawn rectangle centered in x,y. Think of this as the
amount of squares you'd like to have your monster(s) spawned from
the center to both sides. For example, if xs is 6 and ys is 1, the
result would be a 6+1+6 width by 1+1+1 height spawn rectangle:
-------------
| C |
-------------
where that C is the center of that spawn rectangle. Even if both
of them are optional, you'd better set them together
* monster: __Mutually excluyent with boss_monster__. Specifies the
parser to spawn regular monsters with no special treatment.
* boss_monster: __Mutually excluyent with monster__. Specifies the
parser to spawn special monsters (usually MvPs) which can be
detected by the SC_CASH_BOSS_ALARM status (Convex Mirror). Please
note this will __not__ mark the mob as boss-type.
* monster name: The name the monsters will use, at your choice,
with a max of 24 characters by default. You could use some special
names as "--ja--", which will use the 'japanese name' of its
record in the monster database (that is, in fact, an English name)
or "--en--", which will use its 'english name' (that is that same
name in uppercase).
* mob level: If specified, spawned monsters will forcely be this
level, but they won't get any status changed other than this one.
* mob id: The actual mob id of the monsters you'll be spawning from
the mob db.
* amount: The amount of monsters you want to spawn. It's affected by
the mob_count_rate configuration in conf/battle/monster.conf
* delay 1: Minimum time, in milliseconds (1000 = 1 second) that,
after killing a monster from this respawn, the server will take to
spawn that monster again. This is known as base respawn time.
* delay 2: Random time, from 0 to this value (in milliseconds), that
will be added on top of the base respawn time to respawn a dead
monster from this respawn. Server always enforces a minimum of a
total 5000 milliseconds before respawning a mob.
* event: An NPC name and event to be executed on every death of any
of the spawned monsters (and, if an user has killed that mob, the
event will be executed attached to that user). The event must be
in the form "NPCName::OnEventName" for being executed, and the
event name label should start with "On". If you don't want to
execute any event, just set this value to 0 or 1. For more
information about labels, please see the 'Labels' section.
* mob size: This optional parameter will determine the size of the
summoned monsters on the spawn. Set it to 0 if you don't want to
alter the monster's size, 1 if you want them to be small and 2 if
you want to make the monsters big. Formerly, a summoned monster
with altered size had its stats, drop rates and experience doubled
on size = 2, or halved if size = 1, but now it's disabled by
default. You can enable this feature if you want by changing the
mob_size_influence configuration in conf/battle/monster.conf
* mob ai: The special AI the mob will have. It's not like the one
you set in the mob db, but a special extra behavior you may want
to set. 0 means no special behavior; 1 means the spawned monsters
will attack other monsters; 2 makes their behavior as if summoned
by Alchemist's Marine Sphere skill; 3 makes them behave as if
summoned by Alchemist's Summon Flora and 4 makes them behave as if
summoned as from Kagerou/Oboro's Zanzou skill.
-> Notes:
Please note that by using this you'll make a __permanent__ monster
spawn, there's no way of unloading them from the server unless you
reboot or issue @reloadscript. If you want to make a mob spawn for
once or limited times, please refer to the 'monster' and 'areamonster'
script commands. Also note that if you want to put an optional
parameter and there are some others before, you'll have to fill the
ones before (mostly with zeros).
-> Examples:
* Spawn a shining plant (ID# 1083) with its default name on prontera,
x=150, y=170 that will respawn every 5s (minimum default):
prontera,150,170%TAB%monster%TAB%--ja--%TAB%1083,1
* Spawn 10 boss level 99 porings (ID# 1002) named Satan Morroc at a
random place on prontera, which will respawn around 1~1:30 hours
after being killed (from 3600000 to 5400000 ms):
prontera,0,0%TAB%monster%TAB%Satan Morroc,99%TAB%1002,10,3600000,1800000
* Spawn 4 big Poporing on a 3x4 square around prontera,150,170,
which will attack other mobs and trigger the 'OnMyPopoDie' label
from 'MyNPCName' when killed (default respawn time):
prontera,150,170,3,4%TAB%monster%TAB%Poporing%TAB%1031,4,0,0,"MyNPCName::OnMyPopoDie",2,1
What do you think?