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New "spawns" mechanic
the current .spawns property for a mob only allows for spawning 1 mob at a set interval. this doesnt change that, but now also allows for a mob to spawn additional mobs at %hp thresholds. it also allows for a quantity of mobs to be spawned for both versions. Example: for franky he has "spawns":[[200,"nerfedmummy"]] it can now be "spawns":[[200,"nerfedmummy",2]] and he would spawn 2 mummies at a time per interval or "spawns":[["hp:0.50", "nerfedmummy", 3]] and he will spawn 3 mummies once he reaches 50% hp
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+61
-29
@@ -11967,35 +11967,67 @@ function update_instance(instance) {
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set_ghash(aggressives, monster, 32);
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}
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}
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if (monster.target && monster.spawns && get_player(monster.target) && !is_disabled(monster)) {
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monster.spawns.forEach(function (spi) {
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var interval = spi[0];
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var name = spi[1];
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if (!monster.last[name] || mssince(monster.last[name]) > interval) {
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var pname = random_one(Object.keys(monster.points));
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var player = get_player(pname);
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if (!player || player.npc || distance(monster, player) > 400) {
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return;
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}
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if (!is_same(player, get_player(monster.target), true)) {
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return;
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}
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monster.last[name] = new Date();
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var spot = safe_xy_nearby(player.map, player.x + Math.random() * 20 - 10, player.y + Math.random() * 20 - 10);
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if (!spot) {
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return;
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}
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new_monster(instance.name, {
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type: name,
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stype: "spawn",
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x: spot.x,
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y: spot.y,
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target: player.name,
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master: monster.id,
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});
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}
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});
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}
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if (monster.target && monster.spawns && get_player(monster.target) && !is_disabled(monster)) {
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monster.spawns.forEach((spi) => {
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const condition = spi[0]; // interval or "hp:0.75"
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const name = spi[1]; // monster type
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const count = spi[2] || 1; // default to 1
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// --- Timed spawns (existing) ---
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if (typeof condition === "number") {
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if (!monster.last[name] || mssince(monster.last[name]) > condition) {
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for (let i = 0; i < count; i++) {
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const pname = random_one(Object.keys(monster.points));
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const player = get_player(pname);
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if (!player || player.npc || distance(monster, player) > 400) return;
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if (!is_same(player, get_player(monster.target), true)) return;
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monster.last[name] = new Date();
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const spot = safe_xy_nearby(player.map, player.x + Math.random() * 20 - 10, player.y + Math.random() * 20 - 10);
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if (!spot) return;
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new_monster(instance.name, {
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type: name,
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stype: "spawn",
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x: spot.x,
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y: spot.y,
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target: player.name,
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master: monster.id,
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});
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}
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}
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}
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// --- HP threshold spawns (new) ---
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if (typeof condition === "string" && condition.startsWith("hp:")) {
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const threshold = parseFloat(condition.split(":")[1]); // e.g. 0.75
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const currentHpRatio = monster.hp / monster.max_hp;
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const key = name + "_hp_" + threshold;
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if (currentHpRatio <= threshold && !monster.last[key]) { // trigger once per fight
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for (let i = 0; i < count; i++) {
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const pname = random_one(Object.keys(monster.points));
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const player = get_player(pname);
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if (!player || player.npc || distance(monster, player) > 400) return;
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if (!is_same(player, get_player(monster.target), true)) return;
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const spot = safe_xy_nearby(player.map, player.x + Math.random() * 20 - 10, player.y + Math.random() * 20 - 10);
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if (!spot) return;
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new_monster(instance.name, {
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type: name,
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stype: "spawn",
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x: spot.x,
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y: spot.y,
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target: player.name,
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master: monster.id,
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});
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}
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monster.last[key] = true; // mark this threshold as triggered
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}
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}
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});
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}
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function attack_target_or_move() {
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var player = players[name_to_id[monster.target]];
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if (player && ssince(monster.last.attacked) > 20 && Math.random() > monster.rage * 0.99) {
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