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Home › Forum › MultiPlayer Game Hacks & Cheats › Realm of the Mad God Hacks & Cheats › Realm of the Mad God Private Servers › Realm of the Mad God Private Servers Tutorials/Source Code › How to create items that spawn something on usage.

How to create items that spawn something on usage.

Posts 1–5 of 5 · Page 1 of 1
coolguy950
coolguy950
How to create items that spawn something on usage.
After seeing 2 or 3 individual help requests on this matter, I thought I might as well create a tutorial on this topic, as simple as it may be.
This tutorial is for items that spawn pets, monsters, and anything that has a certain behavior on usage - an example of this would be the ghostly prism.

Code:
<Object type="0xc2a" id="Ghostly Prism">
Code:
      <Class>Equipment</Class>
      <Item/>
      <Texture>
         <File>lofiObj3</File>
         <Index>0xca</Index>
      </Texture>
      <SlotType>22</SlotType>
      <Description>{equip.A_cursed_piece_of_Davy_JonesAPOS_treasure._Using_it_leaves_}</Description>
      <Usable/>
      <BagType>6</BagType>
      <MpCost>65</MpCost>
      <Activate objectId="Spirit Prism Bomb">Pet</Activate>
      <Activate maxDistance="20">Teleport</Activate>
      <FameBonus>6</FameBonus>
      <feedPower>1200</feedPower>
      <Soulbound/>
      <DisplayId>{equip.Ghostly_Prism}</DisplayId>
   </Object>


Upon closer inspection, we see the XML tag "Activate" within the code of the prism itself:

Code:
<Activate objectId="Spirit Prism Bomb">Pet</Activate>
This essentially lays the foundation for our desired goal. The second part comes in the form of writing the behavior; the behavior for objects/items of similar nature is found in BehaviorDb.Specialized.cs

Code:
private _ Specialized = () => Behav()
Code:
            .Init("Spirit Prism Bomb",
                new State(
                    new State("Idle",
                        new TimedTransition(1000, "Explode")
                    ),
                    new State("Explode",
                        new Prioritize(
                            new StayCloseToSpawn(3, 3)
                        ),
                        new State("Explode 1",
                            new JumpToRandomOffset(-2, 2, -2, 2),
                            new ChangeSize(100, 0),
                            new PlaySound(),
                            new Aoe(1, false, 40, 90, false, 0xFF9933),
                            new TimedTransition(100, "Explode 2")
                        ),
                        new State("Explode 2",
                            new JumpToRandomOffset(-2, 2, -2, 2),
                            new PlaySound(),
                            new Aoe(1, false, 40, 90, false, 0xFF9933),
                            new TimedTransition(100, "Explode 3")
                        ),
                        new State("Explode 3",
                            new JumpToRandomOffset(-2, 2, -2, 2),
                            new PlaySound(),
                            new Aoe(1, false, 40, 90, false, 0xFF9933),
                            new TimedTransition(100, "Explode 4")
                        ),
                        new State("Explode 4",
                            new JumpToRandomOffset(-2, 2, -2, 2),
                            new PlaySound(),
                            new Aoe(1, false, 40, 90, false, 0xFF9933),
                            new TimedTransition(100, "Explode 5")
                        ),
                        new State("Explode 5",
                            new JumpToRandomOffset(-2, 2, -2, 2),
                            new PlaySound(),
                            new Aoe(1, false, 40, 90, false, 0xFF9933),
                            new TimedTransition(100, "Explode 6")
                        ),
                        new State("Explode 6",
                            new JumpToRandomOffset(-2, 2, -2, 2),
                            new PlaySound(),
                            new Aoe(1, false, 40, 90, false, 0xFF9933),
                            new Decay(0)
                        )
                    )
                )
            )


Here we see the object created for the ghostly prism. I'm not going to be giving out any handouts - see if you can write some behaviors yourself. Please remember that you have to create the base object -- in this case the Spirit Bomb Blast - by yourself; you utilize the Active tag to be spawned (and not damage you) by your ability.
See if you can create a behavior to spawn in a basic midland enemy - then go on to do bigger things.
#1 · 9y ago
Demon
Demon
This should be self-explanatory but here's an emoji
#2 · 9y ago
USARotMG
USARotMG
I think there is already a tutorial by Riigged.
#3 · 9y ago
AzzyG
AzzyG
Riigged's tutorial
#4 · 9y ago
coolguy950
coolguy950
Quote Originally Posted by Queen View Post
Riigged's tutorial
Didn't know it exists; though, it does appear that this tutorial provides an alternative method of the desired effect.
#5 · 9y ago
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Tags for this Thread

#ability#pserver#rotmg#spawn abilities#spawn monsters#spawn pets#usage