.mobcount

leloush

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how to make possible of this
 

npc 1 summoned mob on the map > + if the 1st wave done the last killed mob will trigger the (npc 2)

npc 2 ( summoned the 2nd wave in the same map ) > + if the 1st wave done the last killed mob will trigger the (npc 3)

npc 3 ( summoned the 3rd wave in the same map also ) 

and so on..

p.s

thanks guys..

 
Why have several npc's?

Instead with one npc you can summon as many wave you want

- script MonsterWaves -1,{OnInit: .wave = 1;L_MonsterSummon: monster "guild_vs2",0,0,"Wave "+.wave+" Monster",1002,50,strnpcinfo(0)+"::OnMonsterKilled"; end; OnMonsterKilled:if (!mobcount("guild_vs2",strnpcinfo(0)+"::OnMonsterKilled")){ .wave++; goto L_MonsterSummon;}end;}
Change guild_vs2 to whichever map you want,(P.S: guild_vs2 are in 2 lines.)

 
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Why have several npc's?

Instead with one npc you can summon as many wave you want

- script MonsterWaves -1,{OnInit: .wave = 1;L_MonsterSummon: monster "guild_vs2",0,0,"Wave "+.wave+" Monster",1002,50,strnpcinfo(0)+"::OnMonsterKilled"; end; OnMonsterKilled:if (!mobcount("guild_vs2",strnpcinfo(0)+"::OnMonsterKilled")){ .wave++; goto L_MonsterSummon;}end;}
Change guild_vs2 to whichever map you want,(P.S: guild_vs2 are in 2 lines.)
this is a lever npc which looks like this

npc 1 pulling lever ( when pulled by someone = summoned 30 monster  ) after all mobs killed will only trigger the npc 2

npc 2 (same map / pulling lever also ) = (which will trigger the *example 35* monster ) and after all mobs killed will only trigger the npc 3

npc 3 (same map ........ and so on until the final lever showed up)

ive used .mobCount here but there is an error ( not in console but ) it seems the .mobCount is not working on the 2nd npc which i attach on the npc 2..

 
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If you could show your script, Then I can modify it, else tell what modifications you want in the script I made.

 
If you could show your script, Then I can modify it, else tell what modifications you want in the script I made.
yes !

lets make this happen.

(p.s this is what i want to be happen.)

this script will called.. Raid dungeon this idea is came from a game i played before, the jelly raid

in the jelly raid. there are 15 members waiting in the room to be warped ( im done with this )

then after the roomwarp

they will be warp @ 1 way map ( there are 7 levers the following 6 are hidden. the npc 2 only appears when the 1st lever ( of monsters are wiped )

then proceed to the next lever,

and so on until the lever 7..

that's all 

raid.txt

 

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Optimized your script: raid.txt

Just change The co-ordinates of Lever NPC's(Duplicates at bottom of the file)

The Last Lever is Lever 7.

If all monsters from lever 7 is killed, All chars from that map will be warped back to prontera.

 

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@Edit the lever #2 appears on the same location of the original npc even i change the location of the lever#2 in the map 

Optimized your script: 
attachicon.gif
raid.txt

Just change The co-ordinates of Lever NPC's(Duplicates at bottom of the file)

The Last Lever is Lever 7.

If all monsters from lever 7 is killed, All chars from that map will be warped back to prontera.
wow nice that was fast..
ill try it now

 
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Change These Locations

AQUAF_T,46,33,0 duplicate(Lever#1) Lever#2 1907AQUAF_T,39,34,0 duplicate(Lever#1) Lever#3 1907AQUAF_T,39,34,0 duplicate(Lever#1) Lever#4 1907AQUAF_T,39,34,0 duplicate(Lever#1) Lever#5 1907AQUAF_T,39,34,0 duplicate(Lever#1) Lever#6 1907AQUAF_T,39,34,0 duplicate(Lever#1) Lever#7 1907
for Lever#2 change that 46,33

 
Change These Locations

AQUAF_T,46,33,0 duplicate(Lever#1) Lever#2 1907AQUAF_T,39,34,0 duplicate(Lever#1) Lever#3 1907AQUAF_T,39,34,0 duplicate(Lever#1) Lever#4 1907AQUAF_T,39,34,0 duplicate(Lever#1) Lever#5 1907AQUAF_T,39,34,0 duplicate(Lever#1) Lever#6 1907AQUAF_T,39,34,0 duplicate(Lever#1) Lever#7 1907
for Lever#2 change that 46,33
yes already did.. but it spawn in the same location of original lever

AQUAF_T,54,75,0 duplicate(Lever#1) Lever#2 1907
AQUAF_T,51,80,0 duplicate(Lever#1) Lever#3 1907
AQUAF_T,59,83,0 duplicate(Lever#1) Lever#4 1907
 
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Updated Post#6(NPC,download file again), It was my mistake, I forgotted the use of duplicate npc.

 
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Hmm.. that error should not be caused

Can you check Line 24, is it same as the below:

monster "AQUAF_T",43,28,"Arachne",2310,.Spawn,strnpcinfo(0)+"::OnMobKilled"; 
Since strnpcinfo(0) is triggered only once, there should not be 2 times repetation.

 
Hmm.. that error should not be caused

Can you check Line 24, is it same as the below:

monster "AQUAF_T",43,28,"Arachne",2310,.Spawn,strnpcinfo(0)+"::OnMobKilled"; 
Since strnpcinfo(0) is triggered only once, there should not be 2 times repetation.
yes it is.. in line 24 strnpcinfo(0) exist.. 

 
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^ Hi, is your problem solved?
not yet ser..

it seems that there is a problem triggering the next npc..

@change the idea if its ok

i will make it more easy now since im havin trouble with the npcs

if this possible it will be a big big help.
default_happy.png


the 1st npc lever( summoned 60 monster in the room )

and after the npc summoned monsters, the lever will go hide and the lever will enable this npc > ( announce + mobcount if there is no left monster inside )

AQUAF_T,37,35,0 script Extreme Raid[Lever]#1 1907,{

// Progress
    message strcharinfo(0), "Pulling the lever...";
    progressbar "green", .progress2;
specialeffect 234;
set .Spawn,rand(30,30); // How many monster should spawn?
set .Map$,.Maps$[rand(getarraysize(.Maps$))];
monster .Map$,43,36,"Arachne",2310,.Spawn,strnpcinfo(0)+"::OnMobKilled";
monster .Map$,43,36,"Arachne",2311,.Spawn,strnpcinfo(0)+"::OnMobKilled";
announce "There are " + mobcount("AQUAF_T", "all") + " Extreme Raid Monster in the room !!.",bc_map;
announce "Kill all Raid Monster to drop Extreme Rewards!!.",bc_map;
end;
 
OnMobKilled:
set .mobCount, .mobCount + 1;
if(.mobCount == 30){
mapannounce .map$,"Congratulations !! Your party has survive the Extreme Raid Dungeon",0;
disablenpc "Extreme Raid[Lever]#1";
end;
}

 
 
OnInit:
.progress2 = 5;
setarray .Maps$[0],"AQUAF_T"; // Possible maps
end;
}
 
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