This proposal just lists how you could add and modify mobs to your map based on Blanc’s suggestion.
Original Post by Blanc :
Map Submission
For the map submission, you will need to list the mobs, the amount of certain mobs, and any modifications that have to do with mobs in the class breakdown.
The mobs will also need to be checked by the zombies manager who is handling the map.
Mobs & Waves
Precursors And Notes
- Firstly and most obviously, the map will have to be completed (and by that I mean in the zombies dimension).
- Secondly, you’ll have to select the arena normally for the commands.
- Thirdly, no mobs at all will just make the map have normal mob spawning.
Collections And Events
Collections are collections of mobs that spawn. The default collection is the normal collection that is used in zombies right now. You will be able to use the default collections, use other map’s collections, or make your own collections. This applies to events collections too. Every map will need these three collections in order to be made public. Collections are named from the maps they come from, except for the default collection, which is simply known as default. Event types can be either Christmas (“ch”) or Halloween (“ha”). In commands, if these are left blank, it will have no event.
Waves
Waves work in numbered ways, which means that they are numbered and the wave numbered 1 spawns first, 2 spawns second, 3 spawns third, and so on. A single mob put into a wave (for example a big pincushion zombie) will duplicate itself for the mob spawns. Multiple mobs of a single type will duplicate themselves for every mob spawn (for example with four spawns in a map and a mob type having the amount of two, eight of the mob type will spawn.) Multiple mobs of multiple types will be duplicated for every mob spawn as so. If a wave in between two other defined waves is not defined, it ignores every wave past it. It’s also worth noting that adding a mob twice via command will make the mobs’ amounts add up and work as normal, except that the groups are separate so you can mod them individually.
Command List
Using Other Collections :
Uses a collection of another map or uses the default collection. Will auto be selected to modify.
/zcoll use [collection name] [event]
Making A New Collection :
Creates a new collection that will use the map’s name. Will auto be selected to modify.
/zcoll new [event type]
Selecting Collections :
Selects the collection that is being used by the map.
/zcoll select [collection name] [event]
Selecting Rounds :
Selects the round which the commands will be run into.
/selectround [round number]
Adding Waves :
Adds a wave (which will consist of mobs) to a round.
/zwave add [which wave it will be in a round, I.E. 2 or 5]
Deleting Waves :
Deletes a wave from a round.
/zwave del [wave number]
Clearing Mobs
Deletes all the mobs of a round.
/clearround
Deletes a wave of the round.
/clearwave [wave number]
Listing Content :
Lists all the mobs in a wave and the amount of the mobs.
/zwave list [wave number]
The output lists in this format:
Wave [number]
[Mob ID] - [Mob Name] ([Amount of Mobs]) | [Any Modifications]
Here is an example of what the output will look like :
Wave 7, Round 12
268 - Ichor Sticker (5) | Damage : 100 | HP : 300 | Secondary
80 - Light Mummy (7) | HP : 350
657 - Queen Slime (1) | Score (Decreasing) 195000
564 - Dark Mage (5) | Secondary
479 - Baby Mothron (2) | HP : 400 | Score (Constant) 12500
476 - Jungle Mimic (1) | Secondary
475 - Hallowed Mimic (1) | Secondary
474 - Crimson Mimic (1) | Secondary
473 - Corrupt Mimic (1) | Secondary
Adding Mobs :
Adds a mob to a wave.
/zmob add [name of mob] [wave number] [amount]
If the wave number = all
, the mob gets added to every wave in the round. Can be modified and deleted as normal with wave number all
.
Deleting Mobs :
Deletes a mob from a wave.
/zmob del [name of mob] [wave number]
Modifying Mobs :
Modifies a mob of a wave.
/zmob mod [name of mob] [wave number] [modification type] [value]
Mob stat modifications are :
- Damage (0)
- Health (1)
Adding Score Values :
Adds the amount of score given to the player when they defeat it. No score value will just give points every hit like normal.
/zmob mod [name of mob] [wave number] 2 [value] [constant or decreasing over time]
Score values can be constant, which means the score it gives when killed stays constant like with a brain suckler in normal rounds, or decreasing over time like with a boss.
Changing Type To Secondary
Another type of mob, the secondary mob is a mob that when spawned, which mobspawn it spawns at is random. With multiple secondary mobs, this process runs for every secondary mob to spawn and spreads them out.
/zmob mod [name of mob] [wave number] 3 [number of times the secondary will spawn]
Automatically makes a mob secondary type.
Replicating Mobs From Real Rounds
10 Possessed Armors For Every Wave (Round 10 Waves)
/selectround 10
/zmob add 140 all 10
Round 5 Boss (The Last Wave Of Round Five Which I’m Guessing Is 6)
/selectround 5
/zmob add 280 6 1
/zmob mod 280 6 1 1000
/zmob mod 280 6 2 15000 decreasing
Three Wandering Eyes (Round 6, Wave 1)
/selectround 6
/zmob add 133 1 1
/zmob mod 133 1 3 3
/zmob mod 133 1 2 1000 constant
What About Infinite Rounds?
The last round will be repeated forever.