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MONSTER_ON

MONSTER_ON

This Event automatically triggers at the beginning of the game and is used to specify details about a monster already placed on the map created with hQuestBuilder, with its coordinates specified as the first argument.

The mandatory parameter is the cell to which the action refers and must be specified as the first argument.

  • MONSTER_ON(monster_coordinate, …)

The optional attributes are:

  • NAME: The proper name of the monster.

  • MOV: The number of cells the monster can move each turn.

  • ATK: The monster's attack.

  • DEF: The monster's defense.

  • BODY: The monster's body points.

  • MIND: The monster's mind points.

  • TYPE: Optional values are PASSIVE or FUGITIVE. If omitted, the monster’s normal AI will be used.

    • PASSIVE indicates that the monster is passive and will not attack heroes. However, if it takes at least 1 damage, it will become aggressive and start attacking from that moment.
    • FUGITIVE indicates that the monster will try to stay at least one cell away from the heroes.
  • ICON: The customized icon to associate with the monster.

  • SPELLS: The spells the monster can cast. It must be a semicolon-separated list of spell names. These are the permitted spells:

    • summonUndead
    • summonOrc
    • tempest
    • command
    • fear
    • sleep
    • firestorm
    • ballOfFlame
    • escape[cell]: This is the only spell that takes a parameter, the cell value indicated in square brackets. This cell is where the monster will teleport to when casting the escape spell.
    • lightningbolt
    • cloudofchaos
    • rust
    • soothe
    • icestorm
    • chill
    • mindfreeze
    • Yet to be implemented: icewall, skate

Example: ..., SPELLS=summonOrc;fear;escape[C12];sleep;ballOfFlame, ....


  • Example 1: {[[(M), MONSTER_ON(B12, NAME=Greep, MOV=1, ATK=1, DEF=1, BODY=1, MIND=2, TYPE=PASSIVE)]]}
  • Example 2: {[[(N), MONSTER_ON(E11, NAME=Orc Mage, MOV=4, ATK=1, DEF=3, BODY=3, MIND=6, SPELLS=summonOrc;fear;escape[C12];sleep;ballOfFlame)]]}

In the two examples above, attributes for the two monsters in the room are specified. Note how the two events are associated with markers (M and N) whose position is irrelevant to that of the monster. Event M specifies the attributes of the goblin in cell B11. Its name will be Greep, it will have the specified characteristics (movement 1, attack 1, defense 1), and will be of the Passive type, meaning it will not move or attack. Event N specifies the attributes of the orc in cell E11, whose name will be "Orc Mage". It will have the specified characteristics (movement 4, attack 1, etc.). It will also have three spells: summonOrc, Fear, and Escape (pointing to cell C12 when used), as well as Sleep and BallofFlame.