Town attack

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Zordon

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Ok I'm just wondering if anyone has any town attack scripts they might like to share as I'm thinking on writing some myself but not sure where to start on that kind of thing or what commands to use. some examples would help me out as I always modify things anyway :)

Also, I want to automatically start this event say every 4 hours.

So If I put it in 00Default.txt as say

[@_AutoEvent]
#CALL [EventSystem\MobAttacks\MobAttack.txt] @_Startup

and if I then put this in MobAttack.txt:
Code:
[@_Startup]
{
#if
HOUR 00
MIN OO
#ACT
GOTO @EVENT

#if
HOUR 04
MIN OO
#ACT
GOTO @EVENT

and so on and on, it should work as long as the server is online and generate an event every 4 hours?
 
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chimera

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you mongenp mobs in certain place then use the addpath for waypoints followed by applypath to set of mobs, then clear path once they get there

eg.
#act
mongenp "5,72,130,1" mobname 35
applymonex "5,72,130,15" mobname [monsterside]
addpath 199,161
addpath 209,151
addpath 247,107
applypath "5,72,130,15" mobname [monsterside]
clearpath
 
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Zordon

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you mongenp mobs in certain place then use the addpath for waypoints followed by applypath to set of mobs, then clear path once they get there

eg.
#act
mongenp "5,72,130,1" mobname 35
applymonex "5,72,130,15" mobname [monsterside]
addpath 199,161
addpath 209,151
addpath 247,107
applypath "5,72,130,15" mobname [monsterside]
clearpath

thanks for that, i saw something like that on here before but for the life of me couldn't find it. I'm assuming the different paths are to avoid possible obstacles or do you need to put a path in every so often? one question Sean, been tryin to figure out what maps you use for HanValley, HanCliff, and RedCliffSouth etc, what are they? They look a bit like numa hill but there not are they? and also, is what i put about 00default correct? lol thanks again Sean
 
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chimera

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DQ1600_11, DQ1600_12, D1601

It is a call command yes but just an @scriptname at the end.

Paths are to avoid large obsticles or if you just want them to move in a certain way, like running around a building or pacing/patrolling an area.
 
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Zordon

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thanks again. just thought of something else, how do I remove guards from what ever map these events happen on and then place them back again after? Oh and also, if I want to use a global event message, is it the NPCFace or MonImg pictures that it uses alongside the event message??
 
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chimera

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movenpc from and to locations.

example.

#ACT
movenpc "5,262,84,(Administrator)_Official" gmmap 262 85

and to move it back

movenpc "gmmap,262,85,(Administrator)_Official" 5 262 84

I don't use the images, they just use extra graphics (adding to lag) and tbh I rather just see the message, so i don't know.
 
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Zordon

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ok np, this is part of the script so far, but the spawned mobs wont move for some reason.

Code:
[@InitiateSabukAttack]
#ACT
eventmsg [grobal] "Sir, Monsters have been sighted. They were seen gathering forces near SabukWall." 10431
delaygoto [local] 7 @ReadyForSabuk1

[@ReadyForSabuk1]
#act
eventmsg [grobal] "What are there estimated numbers?" 10141
delaygoto [local] 7 @ReadyForSabuk2

[@ReadyForSabuk2]
#act
eventmsg [grobal] "At least 100 strong monsters, it seem's the different hordes have joined forces" 10431
delaygoto [local] 7 @ReadyForSabuk3

[@ReadyForSabuk3]
#act
eventmsg [grobal] "How long do we estimate until they attack?" 10141
delaygoto [local] 7 @ReadyForSabuk4

[@ReadyForSabuk4]
#act
eventmsg [grobal] "Not long, they must have gathered in secret and come out of a secret exit, sir we don't have any time to gather our forces" 10431
delaygoto [local] 5 @ReadyForSabuk5

[@ReadyForSabuk5]
#act
eventmsg [grobal] "Send out riders at once, gather as many of our towns heroes as we can to defend our land, sound the gongs of war!!" 10141
delaygoto [local] 15 @StartSabukAttack

[@startsabukattack]
#act
eventmsg [grobal] "This is an urgent call for help, the beasts of the land are attacking SabukWall. You have 1 hour before all is lost" 10141
mongenp "3,107,286,1" Tadanga 15
applymonex "3,107,286,15" Tadanga [monsterside]
addpath 107,286
addpath 120,272
addpath 114,265
addpath 190,189
addpath 161,160
addpath 199,122 
applypath "3,107,286,15" Tadanga [monsterside]
delaygoto [local] 5 @ReadyForSabuk

[@ReadyForSabuk]
#act
eventmsg [grobal] "Ha these foul humans have stood in our way long enough, and now we shall have blood!! To War!!!" 24
delaygoto [local] 3600 @EndSabukAttack

[@EndSabukAttack]
#ACT
eventmsg [grobal] "The attack of SabukWall is over. Let's hope we don't have too many casualties" 10141
MONCLEAR 3
CLEARITEMMAP "3, 200, 200, 300" *
clearpath
BREAK
 
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Mukai

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mmmm

applymonex "3,107,286,15" Tadanga [monsterside]
addpath 107,286
addpath 120,272
addpath 114,265
addpath 190,189
addpath 161,160
addpath 199,122

this correct?

applymonex "3,107,286,15" Tadanga [monsterside]
addpath 3 107,286
addpath 3 120,272
addpath 3 114,265
addpath 3 190,189
addpath 3 161,160
addpath 3 199,122
 
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chimera

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applymonex "3,107,286,15" Tadanga [monsterside]
addpath 107,286

might be because your 1st path point is within the 15 radius you set and no the addpath doesn't use the map number as you can only use addpath on the same map.
 
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Zordon

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thanks for that.

EDIT:

Changed it based on what you said that and still doesn't work.

Code:
[@startsabukattack]
#act
eventmsg [grobal] "This is an urgent call for help, the beasts of the land are attacking SabukWall. You have 1 hour before all is lost" 10141
mongenp "3,126,255,1" Tadanga 50
applymonex "3,126,255,30" Tadanga3 [monsterside]
addpath 156,225
addpath 156,195
addpath 156,165
addpath 186,135 
applypath "3,126,255,30" Tadanga3 [monsterside]
goto @NextSabukSpawn

[@NextSabukSpawn]
#act
mongenp "3,161,82,1" EvilEmperor 50
applymonex "3,161,82,40" EvilEmperor3 [monsterside]
addpath 121,122
addpath 161,162
addpath 201,122
applypath "3,161,82,40" EvilEmperor3 [monsterside]
goto @ReadyForSabuk
 
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Mukai

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Tadanga no working for race use Minotaur working perfect

[@startsabukattack]
#act
eventmsg [grobal] "This is an urgent call for help, the beasts of the land are attacking SabukWall. You have 1 hour before all is lost" 10141
mongenp "3,126,255,1" Tadanga 50
applymonex "3,126,255,30" Tadanga [monsterside]
addpath 156,225
addpath 156,195
addpath 156,165
addpath 186,135
applypath "3,126,255,30" Tadanga [monsterside]
goto @NextSabukSpawn

[@NextSabukSpawn]
#act
mongenp "3,161,82,1" EvilEmperor 50
applymonex "3,161,82,40" EvilEmperor [monsterside]
addpath 121,122
addpath 161,162
addpath 201,122
applypath "3,161,82,40" EvilEmperor [monsterside]
goto @ReadyForSabuk

no use EvilEmperor3 use EvilEmperor.. for xample
 
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chimera

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mongenp "3,126,255,1" Tadanga 50
applymonex "3,126,255,30" Tadanga3 [monsterside]


Spawning Tadanga and applying to Tadanga3 - of course it doesn't work :)
 
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Zordon

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lol omg i didnt even notice that lol u can tell i was tired when i did that adjustment to the script lol and @Mukai i have them as Tadanga3 etc as they are event mobs with different drop files to normal versions of these mobs lol
 
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Zordon

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humm i'll try changing then see if it works, can guess it is because of the monai it doesn't move maybe. Ok it works with different mobs so prob because of the mon ai mobs it didn't work.

Now I have a new problem. I've created a clickable event item, and it doesn't call the script it is supposed to. It calls another script that is completely different with a completely different line in sql, so technically it shouldn't be able to call it in any way. weird lol
 
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