# stopMaintainingAICount

<p class="callout info">An eventCall to end a [`maintainAICount`](https://wiki.eternalmods.com/books/entities-custom-encounters/page/maintainaicount "maintainAICount") in an idEncounterManager.</p>

## Usage

<p class="callout warning">This eventCall should only be used after a [`maintainAICount`](https://wiki.eternalmods.com/books/entities-custom-encounters/page/maintainaicount "maintainAICount").</p>

```
item[0] = {
    eventCall = {
        eventDef = "stopMaintainingAICount";
        args = {
            num = 2;
            item[0] = {
                eEncounterSpawnType_t = ""; // spawnType
            }
            item[1] = {
                string = ""; // group_label
            }
        }
    }
}
```

- `spawnType` is the [`eEncounterSpawnType_t`](https://wiki.eternalmods.com/books/entities-custom-encounters/page/eencounterspawntype-t "eEncounterSpawnType_t") used in the preceding [`maintainAICount`](https://wiki.eternalmods.com/books/entities-custom-encounters/page/maintainaicount "maintainAICount"). `ENCOUNTER_SPAWN_ANY` may also be used instead.
- `group_label` is the label used in the preceding [`maintainAICount`](https://wiki.eternalmods.com/books/entities-custom-encounters/page/maintainaicount "maintainAICount"). This parameter is optional, and may be left blank.

## Example Usage

```
item[0] = {
    eventCall = {
        eventDef = "maintainAICount";
        args = {
            num = 8;
            item[0] = {
                eEncounterSpawnType_t = "ENCOUNTER_SPAWN_IMP"; // spawnType
            }
            item[1] = {
                int = 5; // desired_count
            }
            item[2] = {
                int = -1; // max_spawn_count
            }
            item[3] = {
                float = 1; // min_spawn_delay
            }
            item[4] = {
                int = 3; // min_ai_for_respawn
            }
            item[5] = {
                entity = "mod_spawngroup_1"; // spawnGroup
            }
            item[6] = {
                string = "fodder"; // group_label
            }
            item[7] = {
                float = 2; // max_spawn_delay
            }
        }
    }
}
item[1] = {
    eventCall = {
        eventDef = "waitKillCount";
        args = {
            num = 3;
            item[0] = {
                eEncounterSpawnType_t = "ENCOUNTER_SPAWN_ANY";
            }
            item[1] = {
                int = 10;
            }
            item[2] = {
                string = "fodder";
            }
        }
    }
}
item[2] = {
    eventCall = {
        eventDef = "stopMaintainingAICount";
        args = {
            num = 2;
            item[0] = {
                eEncounterSpawnType_t = "ENCOUNTER_SPAWN_ANY";
            }
            item[1] = {
                string = "fodder";
            }
        }
    }
}
```

In this example, the [`maintainAICount`](https://wiki.eternalmods.com/books/entities-custom-encounters/page/maintainaicount "maintainAICount") will spawn 5 infinitely respawning Imps. However, once the player has killed 10 Imps, the [`maintainAICount`](https://wiki.eternalmods.com/books/entities-custom-encounters/page/maintainaicount "maintainAICount") will be stopped. Any Imps that are present when `stopMaintainingAICount` was called, will remain.

### See Also

- [maintainAICount](https://wiki.eternalmods.com/books/entities-custom-encounters/page/maintainaicount)
- [waitMaintainComplete](https://wiki.eternalmods.com/books/creating-custom-encounters/page/waitmaintaincomplete)