//mobgroup_create [groupId] [npcId] [number]
Creates a group with [number] mobs of type [npcId], in the group [groupId].
There is no visual effect using this command, and the members of this group need to be spawned to become active.
//mobgroup_remove [groupId]
Removes/deletes the group [groupId], subsequently unspawning any group members still alive.
//mobgroup_spawn [groupId] [locx] [locy] [locz]
Spawns the members of group [groupId]. If a location isn't specified, the group will be spawned around the GM.
By default, mobs are in an idle state, and await further commands.
//mobgroup_unspawn [groupId]
Unspawns the members of group [groupId]. The group is not deleted and can be invoked by the use of //mobgroup_spawn once more.
//mobgroup_list ([groupId])
Lists all created monster groups. If [groupId] is specified, then a list of the members of that group is displayed.
Other Commands
//mobgroup_follow [groupId] - The group [groupId] will follow the GM.
//mobgroup_return [groupId] - The group [groupId] will return to the GM.
//mobgroup_teleport [groupId] ([playerName]) - The group [groupId] will be teleport to and follow the specified player (or the GM if none specified).
//mobgroup_attack [groupId] - The group [groupId] will attack the GM's current target (if any).
//mobgroup_rnd [groupId] - The group [groupId] will attack a randomly selected targets.
//mobgroup_attackgrp [groupId1] [groupId2] - The group [groupId1] will attack the members in [groupId2].
//mobgroup_casting [groupId] - The group [groupId] mobs will only use their skills to attack.
//mobgroup_nomove [groupId] [on/off] - Toggle the mobs of group [groupId] to no longer move. Interesting when used with casting-only mode.
//mobgroup_invul [groupId] [on/off] - Toggle the mobs of group [groupId] to be invulnerable.
//mobgroup_idle [groupId] - Return the mobs in group [groupId] to an idle (waiting) state.
//mobgroup_kill [groupId] - Kills all alive mobs in group [groupId].