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
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 the default collection, one christmas collection, and one halloween collection. You can also make extra collections if you want events like valentine’s or easter. You will have to specify the exact date the event collections you make will use.
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. The highest number of waves will be defined by the player.
Command List
To shorten the cmds (I know how annoying it can be), there will be three types of arguments based on the Gun Game Stage One.
- Arguments in
[]
are needed. - Arguments in
()
are optional. - Arguments in
{}
are repeatable.
Collections
- If a collection does not exist it will give error “Collection does not exist”.
Using Other Collections :
Replaces the current collection with a collection of another map or the default collection.
/zcoll use [map name/default] (event)
Example :
/zcoll use Cryptic Castle hahaaprilfoolslol
Making A New Collection :
Creates a new collection that will use the map’s name. Will auto be selected to modify.
/zcoll new ([event] [start month] [start day] [end month] [end day]
The timezone will be in UTC and each month is the first three letters of it.
Example :
/zcoll new hahaaprilfoolslol apr 1 apr 2
Selecting Collections :
Selects the default collection or any event collections the map has defined.
/zcoll select (event)
Editing Collections :
Edits the selected collection.
/zcoll edit [type] [value] [value 2]
Types are :
- Day Start (0)
- Day End (1)
Examples :
/zcoll edit 0 feb 1
zcoll edit 1 mar 1
Testing Collections
Forces your lobby and only your lobby to change the collection of the selected map to the specified collection.
`/zcoll test [collection]
Example :
/zcoll test hahaaprilfoolslol
Tests
I think I put too many bees
Deleting Collections
Deletes the selected collection.
/zcoll delete
Rounds And Waves
- If waves do not exist it gives error “Wave does not exist”.
Selecting Rounds :
Selects the round which the commands will be run into.
/selectround [round number]
Example :
/selectround 7385
Adding Waves :
Sets waves in a round. Each wave = or < than the number will be waves.
/zwave [number of waves wanted in the round]
Example :
/zwave 7385
Clearing Mobs
Deletes all the mobs of the specified round. (They don’t need to be selected, just to save time
/clearround [round number
Deletes the contents of a wave in the round.
/clearwave [wave number]
Examples :
/clearround 7385
/clearwave 7385
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
If there are no mobs it gives error “Wave is empty.”
Mobs
- If mob does not exist, give error “Mob does not exist.”
- If wave does not exist, give “Wave does not exist.”
- Mobs also have mob entry IDs. When there are multiple of the same type of mob in a wave, the IDs will give you the ability to modify both individually. This is an optional part of the command just to help with multiples of fhe same mob and if left blank will select mob entry ID 1. The IDs for one new mob is defined by how many of the same mob are in the wave.
Adding Mobs :
Adds a mob/mobs 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
.
Example :
/zmob add 210 all 9999999999999999999999999
Deleting Mobs :
Deletes a mob from a wave.
/zmob del [name of mob] {[wave number] (mob entry ID)}
Example :
/zmob del 210 all 2
Modifying Mobs :
Modifies a mob of a wave.
/zmob mod [name of mob] {[wave number] (mob entry ID) [modification type] [value]}
Mob stat modifications are :
- Damage (0)
- Health (1)
Example :
/zmob mod 211 1 0 99999999999999999999999999 1 1 999999999999999999999999999
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] (mob entry ID) 2 [value] [constant or decreasing]}
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.
Example :
/zmob mod 211 1 2 1 constant
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] (mob entry ID) 3}
Automatically makes a mob secondary type. It will spawn the number of times it was supposed to spawn on each mobspawn.
Example :
/zmob mod 222 10 3
Replicating Mobs From Real Rounds
Hard Way
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
Easy Way
/zcoll use default
What About Infinite Rounds?
The last round will be repeated forever.