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ADD_MONSTER

[[ADD_MONSTER(coordinate_cell, … )]]

This action adds a Monster to the specified cell. Instead of indicating the cell, the keyword NEAR can be used to position the monster in the cell nearest to the currently active hero.

  • Mandatory Attributes:

    • NAME: The proper name of the Monster.

    • KIND: The base species of the monster:

      • ChaosSorcerer
      • ChaosWarrior, DreadWarrior, DoomWarrior (all equivalent)
      • Abomination, Fimir` (equivalent)
      • Gargoyle
      • Goblin
      • Mummy
      • Orc
      • Skeleton
      • Zombie
      • Icegremlin
      • Polarwarbear
      • Yeti
      • Frozenhorror

      Or of Mercenaries:

      • Swordsman
      • Scout
      • Halberdier
      • Crossbowman
    • 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.
    • MOV: The number of cells the monster can move each turn.

    • ATK: Monster's attack.

    • DEF: Monster's defense.

    • BODY: Monster's body points.

    • MIND: Monster's mind points.

    • ICON: The custom icon to be associated with the monster.

Optional Parameters:

  • ON_DEATH: The event to trigger upon the NPC's death. Any action or message can be specified.

  • SPELLS: The spells the monster can cast, separated by semicolons (;). These are the allowed spells:

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

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

Example 1: {[[(U), ON_OPEN(P15)]] As you start opening the secret passage, the door bursts open and Grutgar, the powerful Orc captain, appears. You must kill it! [[ADD_MONSTER(N18, NAME=Grutgar, KIND=Orc, MOV=10, ATK=5, DEF=5, BODY=5, MIND=2, ON_DEATH=[[QUEST_OBJECTIVE_COMPLETED]])]]}

In this Example, as soon as a hero tries to open the secret door in cell P15, first the message "As you start opening the secret passage .." will be displayed. Then, a monster will appear in cell N18 with the specified attributes.

Example 2: {[[(E), ON_SEARCH_TREASURES]] While you are looking for treasures in the room, you feel a sudden shiver. Few moments afterwards, a horrific skeleton surrounded by a devilish aura appears just in front of you [[ADD_MONSTER(NEAR, NAME=Demon Skeleton, KIND=Skeleton, MOV=4, ATK=4, DEF=4, BODY=3, MIND=0, SPELLS=fear;ballOfFlame)]]}

In this Example, as soon as a hero tries to search for treasure in the room with the marker E, the text "While you are looking for treasures in the room …" will be displayed. Then, a monster with the specified attributes will be added. Note that since NEAR is specified as the monster's position, the monster will appear next to the hero no matter where they are when they perform the search.

Example 3: {[[(E), ON_ENTER_ROOM]] [[ADD_MONSTER(H8, NAME=Zargon, KIND=Chaos Sorcerer, SPELLS=fear;ballOfFlame), ICON=http://north-american.yeoldeinn.com/images/quest-design/drathe-zargon.gif]]}

In this Example, as soon as a hero enters the room with the marker E, a monster will be added with the specified custom icon.