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Difference between revisions of "Spawning (Staff)"
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MamaWillow (talk | contribs) (→Remember Spawns) |
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:/bodyvalue/226/itemid/16032 | :/bodyvalue/226/itemid/16032 | ||
:/bodyvalue/228/itemid/16033 | :/bodyvalue/228/itemid/16033 | ||
+ | |||
+ | ==Making Multis== | ||
+ | We can make multis that can be added to the xmlspawner from either ingame items created by our .createat or directly from items burned to statics. | ||
+ | |||
+ | * .writemulti filename zmin zmax -noitems -nostatics -nomultis -noaddons -invisble | ||
+ | |||
+ | To add the new file to a spawner, put this in the book: | ||
+ | |||
+ | * MULTIADDON,filename | ||
+ | |||
+ | ===Filenames=== | ||
+ | You may wish to force the location /location/(x,y,z) | ||
+ | *bonfirelarge - suitable for giants | ||
+ | *littlecamp - suitable for ratmen and orcs |
Revision as of 18:37, 30 May 2020
This is a general list of good ideas and bad ideas for the spawner staff.
Importat Remembers
- If you spawn a healer, ankh, town crier, banker or animal trainer, then Lara needs to know so it can get added to the map markers.
Remember Spawns
There are a lot of different mobs and it can be easy to forget even the basic ones. So this is a "don't forget about the ..." list.
Forest Mobs
Mobs that make sense in forests that have no buildings or other living spaces.
Reapers
Swamp
Mobs that make sense in swamp/marsh that have no buildings or other living spaces.
Corpsers, bogling, bogthing
Do Not Spawn
Normal Animals
Instead please use the Herding/Butchering animal
- Hind, GreatHart -> AdultDeer
- Rabbit, JackRabbit -> BigRabbit
- Cow, Bull -> FattedCow
- Goat, MountainGoat -> FattedGoat
- Boar, Pig -> FattedPig
- Chicken -> PlumpChicken
- Sheep -> PlumpSheep
Gauntlet Mobs
These need to be fixed as part of the "Legendary Hunting Release", do not use until then.
- Impaler
- Demon Knight
- Dark Knight Creeper
- Flesh Renderer
- Shadow Knight
- Absymal Horror
Champions
These will also be fixed as part of the "Legendary Hunting Release"
- Abyssal Infernal
- Baracoon
- Ilhenir
- Lord Oaks
- Mephitis
- Meraktus
- Neira
- Primeval Lich
- Rikktor
- Semidar
- Serado
- Twaula
Peerless
These will also be fixed as part of the "Legendary Hunting Release"
- Chief Paroxysmus
- Crimson Dragon
- Dread Horn
- Lady Melisande
- Monsterous Interred Grizzle
- Shimmering Effusion
- Travesty
- Medusa
- Niporailem
- Slasher of Veils
- Stygian Dragon
Summons
These mobs are spawned by these other high end mobs and should not be spawned on their own.
- Servant of Semidar
- Sylvani
- Eye of Navrey
- Navrey
- Harrower Tentacles
Undefined
Needs investigation
- Harrower
Despise Bosses
These will also be fixed as part of the "Legendary Hunting Release"
- Adrian the Glorious Lord
- Andros the Dread Lord
- Ensorcled Wisp
- Corrupted Wisp
How To
Paragon
Convert multi line spawner to paragon
This is for adding a variable rate of paragon to an existing spawner with 5 to 20 mobs on it.
- Type .addatt xmlparagon (target spawner)
- Type .getatt (target spawner)
- Look at the properties of the xmlspawner by hitting the scroll to the left.
- Set the convertfacter to something near .25, then test.
- Close everything
- Open the spawner and being to hit respawn over and over until the amount of paragons feels good.
- If the number is too high, such as doubles, go back to the .getatt and lower the convertfactor.
- If its not spawning paragons often enough, go back to the .getatt and raise the convertfactor.
Create a dedicated paragon
This is for creating a spawn where the mob is always paragon. But you MUST change the respawn rate or they can camp the paragon.
- Create a spawner and rename, use the word "paragon" at the end of the name
- Type .addatt xmlparagon (target spawner)
- Type .getatt (target spawner)
- Open the xmlspawner
- Add one mob
- Add the following to the end after his name /isparagon/true
- If you wish to override his hue, then add /hue/0
- Edit the props and set the respawn rate to be a few hours on both min and max, so like 1 to 5 hours.
Delete Paragon Attachment
- Type .getatt
- On the right there is a box to check, check that and hit delete at the bottom
Treasure Chests
This is the specific code to write when manually adding them to XMLspawners"
- TreasureLevel1/hue/2700/LockLevel/40/MaxLockLevel/40/RequiredSkill/40
- TreasureLevel2/hue/2700/LockLevel/60/MaxLockLevel/60/RequiredSkill/60
- TreasureLevel3/hue/2700/LockLevel/80/MaxLockLevel/80/RequiredSkill/80
- TreasureLevel4/hue/2700/LockLevel/90/MaxLockLevel/90/RequiredSkill/90
Puzzle Chests
This is the specific code to write when manually adding them to XMLspawners, I also edit them further by changing the level. They automatically spawn at level 2, so add Level/Level#, to change the level (range 1-6)"
- MetalGoldenPuzzleChest/hue/2677
- StrongBoxPuzzle/hue/2677
Colored Horses
You need to set both the body value and the item id so that they stay the right body when mounted.
- /bodyvalue/200/itemid/16031
- /bodyvalue/204/itemid/16034
- /bodyvalue/226/itemid/16032
- /bodyvalue/228/itemid/16033
Making Multis
We can make multis that can be added to the xmlspawner from either ingame items created by our .createat or directly from items burned to statics.
- .writemulti filename zmin zmax -noitems -nostatics -nomultis -noaddons -invisble
To add the new file to a spawner, put this in the book:
- MULTIADDON,filename
Filenames
You may wish to force the location /location/(x,y,z)
- bonfirelarge - suitable for giants
- littlecamp - suitable for ratmen and orcs