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yes, you can have the spawner lock the chest and set the lock level. Use something like this SETONPARENT/locked/true/locklevel/60 When the spawner is in the chest, the parent is the chest. If you want that entry executed at the same time as your item is spawned, just put them into the same subgroup and they will always be spawned together as a group. (edit) note, if you are using fixed chests (not respawned ones), it is possible for a player to open the chest, and then just keep the chest gump open. Then even if you lock it, they will still be able to get to the contents. To get around this you can use a little trick, which is to make it invisible, which will force any gumps to close, and then make it immediately visible again. Like this SETONPARENT/locked/true/locklevel/60/visible/false/visible/true |
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there are a bunch of posts on the topic around page 44. Here is an example of one way to do it
You can set the RequiredSkill (min req skill) and the LockLevel (skill difficulty) properties of the containers for lockpicking difficulty. (edit) oh, and the trappower sets the difficulty in trap removal. |
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There are a couple of ways to do that. One would be do have different subgroup blocks, each one with two lines - one with the stuff you want to drop, and the other the SETONPARENT line. Because they are each in the same subgroup, the two lines will always spawn together. So like this:
The way the subgroups work is that when the spawner decides to spawn something it will randomly select from all the available spawns and when it picks one that has a subgroup > 0, it will also spawn all other entries in that subgroup. The second way is just to put everything on multiple individual SETONPARENT lines, like this
since SETONPARENT will refer to the container, that is what the ADD will apply to. It would be like substituting 'metalbox' (which would spawn the box for you) for the 'SETONPARENT' (which refers to an existing box). Same idea. Notice how you have to use the <> grouping around the stuff after the ADD so that the property mods like amount/RND,1,25/STEALABLE/true apply to the ADDed gold item and not the SETONPARENT. (edit) I think that I would do it the second way. Note, you can have multiple ADD statements on a single line if you want to do it the second way but have more than one thing added. If you did it the first way, there might be some issue with the maxcount of 2 occasionally allowing one of the added items from another subgroup to spawn (I'm going to think about changing that behavior). |
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SETONPARENT/ADD,0.5/LOOT,RandomReagent/Amount/RND,1,2 |