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| * Ensorcled Wisp | | * Ensorcled Wisp |
| * Corrupted Wisp | | * Corrupted Wisp |
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− | =How To=
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− | ==Paragon==
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− | ===Convert multi line spawner to paragon===
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− | ''This is for adding a variable rate of paragon to an existing spawner with 5 to 20 mobs on it.
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− |
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− | * Type .addatt xmlparagon (target spawner)
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− | * Type .getatt (target spawner)
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− | * Look at the properties of the xmlspawner by hitting the scroll to the left.
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− | * Set the convertfacter to something near .25, then test.
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− | * Close everything
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− | * Open the spawner and being to hit respawn over and over until the amount of paragons feels good.
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− | * If the number is too high, such as doubles, go back to the .getatt and lower the convertfactor.
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− | * If its not spawning paragons often enough, go back to the .getatt and raise the convertfactor.
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− | ===Create a dedicated paragon===
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− | ''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.
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− | * Create a spawner and rename, use the word "paragon" at the end of the name
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− | * Type .addatt xmlparagon (target spawner)
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− | * Type .getatt (target spawner)
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− | * Open the xmlspawner
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− | * Add one mob
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− | * Add the following to the end after his name /isparagon/true
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− | * If you wish to override his hue, then add /hue/0
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− | * Edit the props and set the respawn rate to be a few hours on both min and max, so like 1 to 5 hours.
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− |
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− | ===Delete Paragon Attachment===
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− | * Type .getatt
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− | * On the right there is a box to check, check that and hit delete at the bottom
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− | ==Treasure Chests==
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− | ''This is the specific code to write when manually adding them to XMLspawners"
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− | * TreasureLevel1/hue/2700/LockLevel/40/MaxLockLevel/40/RequiredSkill/40
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− | * TreasureLevel2/hue/2700/LockLevel/60/MaxLockLevel/60/RequiredSkill/60
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− | * TreasureLevel3/hue/2700/LockLevel/80/MaxLockLevel/80/RequiredSkill/80
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− | * TreasureLevel4/hue/2700/LockLevel/90/MaxLockLevel/90/RequiredSkill/90
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− |
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− | ==Puzzle Chests==
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− | ''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)"
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− | * MetalGoldenPuzzleChest/hue/2677
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− | * StrongBoxPuzzle/hue/2677
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− | ==Colored Horses==
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− | ''You need to set both the body value and the item id so that they stay the right body when mounted.
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− | :/bodyvalue/200/itemid/16031
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− | :/bodyvalue/204/itemid/16034
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− | :/bodyvalue/226/itemid/16032
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− | :/bodyvalue/228/itemid/16033
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− | ==Making Multis==
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− | 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.
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− |
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− | * .writemulti filename zmin zmax -noitems -nostatics -nomultis -noaddons -invisble
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− | To add the new file to a spawner, put this in the book:
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− | * MULTIADDON,filename
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− |
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− | ===Filenames===
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− | You may wish to force the location with /location/(x,y,z)
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− | *bonfirelarge - suitable for giants
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− | *littlecamp - suitable for ratmen and orcs
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− | *summoningcircle - blood pentagram and some rocks with candles
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− | * whitestoneruin
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− | * orcfort
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− | * cairn
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− | * bridge4x6b
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− |
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− | ==Ovadya's Discoveries==
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− |
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− | ===Making a mob spawn on a horse===
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− |
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− | Use the following procedure to spawn a mob on a horse:
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− | First field should be the mob you want -on- the horse, for example: Brigand
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− |
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− | Second field should be the horse as formatted: horse/rider/GETONSPAWN,1,serial
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− | Now the part that's less obvious: Open the spawner up further using the arrow on the bottom right. You'll see a column titled sub for "subgroup" and assign both the 1st and 2nd field as "1" for subgroup one.
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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
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