Script spawning

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AuthorTopic: Script spawning
Apprentice
Member # 5698
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How do I make a script spawn a creature?

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The Glaahk.
Posts: 3 | Registered: Monday, April 11 2005 07:00
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Member # 869
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quote:
void place_monster(short loc_x,short loc_y,short monst_type,short not_worth_xp)

Makes a monster of type monst_type appear at {loc_x,loc_y}. It is hostile to the party. The game has 34 slots reserved for wandering monsters and creatures made using the place_monster function.

If not_worth_xp is 0, than the creature is a normal creature. If not_worth_xp is 1, the creature drops no items and awards no experience when killed. If not_worth_xp is 2, the creature is considered to be summoned. It drops no items, isn't worth xp, and disappears a few turns later.

The summoned creature uses its default script.
For most situations, that's probably the call you want.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Off With Their Heads
Member # 4045
Profile Homepage #2
You know, I can't find a place_monster call anywhere in GF3, although I may just not have searched in the right script. I can find plenty of spawn_creature calls, though, and that call seems to work the same way as the BoA call.

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Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
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Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
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Member # 869
Profile Homepage #3
So place_monster doesn't work in Geneforge? Huh. Damn. spawn_creature only allows the spawning of creatures that have already been placed in town, though, doesn't it?

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00