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Monsters Summoned by Script Cannot Get boss_monster status #1839
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try this: .@mobGID = monster("place", 60, 100, "Poring", PORING, 1); // <= change location here
.@mode = getunitdata(.@mobGID, UDT_MODE); // get the mode of the spawned monster
.@mode |= 0x20; // append MD_BOSS to the mode
setunitdata(.@mobGID, UDT_MODE, .@mode); // set the new mode on the spawned monster In theory you should be able to use this for any mode in |
@MishimaHaruna imho we should expose those |
Thanks for input @mekolat sadly it didn't work, as 0x20 is already appended on my monster. MVP Tombstones are actually spawned using I tried creating a plugin which could create custom tombstones, but it didn't work.
where you md scriptnum3 will be mobGID. Also something funny, getunitdata is returning false at end of funciton, so always giving a debug message. |
@EyesOfAHawk do you have a suggestion on how to make those tombstones disappear when the monster is spawned the next time, if we implement this? |
@MishimaHaruna what if we leave the tomb removal to the script too?
but mvptombs stores a |
Issue Prelude
Description
Boss monsters, such as the lhz_dun03/04 ones, that are summoned through scripts can never attain the same setting as monsters spawn through the
boss_monster
NPC definition.Why make this change?
It will allow people to take advantage of the Tombstone system for script-spawned monsters.
New Behavior
There should be an optional parameter or a new script command
bossmonster
for summoning these monsters, with the appropriate respawn delays able to be set for tombstones.Branch(es):
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