#spawn Command Information.
#spawn <Name> <Race> <Level> <Material> <HP> <Gender> <Class> >Item_Visual_1< >Item_Visual_2< <Merchant_ID>
Name = Name of the mob. Race = Model for the mob (eg Giant, Human, Dragon). Level = Level of the mob. Material = What texture (eg Sand Giant, FG, IG). HP = How many HP the mob has. Gender = Male / Female / Neuter ( 0 / 1 / 2) Class = Class of mob. (eg 1 for Warrior, 5 for SK). Item_Visuals = What the mob looks like it's weilding (eg Sword, Shield, Axe, Wand). Merchant_ID = Never used this, not sure =P For dragons and mobs where you can't tell the gender, use 2 or you will get a bald man. Make sure you fill in all the arguments, even if you leave them 0 (ie, don't just go up to class then stop). Don't have a clue what merchant ID is for, never used it. I presume it is for merchants with an item list already done. (Just use the merchant ID from DB and the merchant should have the items for sale that you set - at a guess :)) Useful Spawns: #spawn Banker 1 75 3 1000000 0 16 162 162 0 Will give you a level 75 human banker with 1000000 HP, duel weilding cool weapons and wearing cool armour. #spawn Merchant 1 75 3 1000000 0 32 162 162 0 Will give you a level 75 human merchant with 1000000 HP, duel weilding cool weapons and wearing cool armour. He won't have any items for sale, but you can sell items to him. *EDIT* #npcspawn create #npcspawn add To make them permanent spawns. (Do create then add, not just one). #npcspawn remove To remove the mob. |
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