Hey arte quick question. I wanna set up a spawner to spawn items but only after a particular monster is spawned. (IE a dragon is killed and on death his treasure hord spawns in the dungeon around him) Is it possable to do this using the latest xml2?
you would do that using sequential spawning.
Put your boss on the spawner in subgroup 1.
Then put your loot on the spawner in subgroup 2.
Turn on sequential spawning by setting the SequentialSpawning property on the spawner to a non-negative value (like 0 or 1).
Set the Kills required field for your boss entry to 1. This means that the sequence will only advance when that number of kills for that subgroup is reached. So the spawner will start with the spawn on subgroup 1. When you kill the mob, it will advance to subgroup 2 and spawn your loot.
There is no Kills requirement for subgroup 2 which means it will automatically advance and go back to subgroup 1 after spawning the loot.
Here is an example.
I set the min/maxdelay for the spawner to 3 seconds, but set the individual min/maxdelay for the boss to 2-4 minutes. This will allow the loot to spawn quickly after killing the boss, but the boss will only respawn every 2-4 minutes.
I set the Max count for the loot to 10 so that you will get 10 piles of gold and I also set the Per field for the loot to 10 so that they will all spawn at once.
You can add as much loot as you like with the same subgroup 2 assignment, and it will all spawn together as a group.
I put a second loot entry of a random magical armor piece onto subgroup 2 to demonstrate this.
Notice that I also set the RestrictKills (RK) flags on the loot entries so that when you pick them up (kill them), they cant be used toward the Kill count for your boss subgroup. Setting the RK flag for a subgroup means that kills for that subgroup cannot be used to increase the kill count for another subgroup (restrict kills to subgroup).
I also turned off the ClearOnAdvance (Clr) flag so that the spawner doesnt automatically despawn the subgroup when the sequence advances.
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<Spawns> <Points> <Name>BossSpawner</Name> <UniqueId>fcd5f8e3-f3c4-40a9-ab5b-7c701cac07e2</UniqueId> <Map>Felucca</Map> <X>5454</X> <Y>1144</Y> <Width>10</Width> <Height>10</Height> <CentreX>5459</CentreX> <CentreY>1149</CentreY> <CentreZ>0</CentreZ> <Range>5</Range> <MaxCount>12</MaxCount> <MinDelay>3</MinDelay> <MaxDelay>3</MaxDelay> <DelayInSec>True</DelayInSec> <Duration>0</Duration> <DespawnTime>0</DespawnTime> <ProximityRange>-1</ProximityRange> <ProximityTriggerSound>500</ProximityTriggerSound> <TriggerProbability>1</TriggerProbability> <InContainer>False</InContainer> <MinRefractory>0</MinRefractory> <MaxRefractory>0</MaxRefractory> <TODStart>0</TODStart> <TODEnd>0</TODEnd> <TODMode>0</TODMode> <KillReset>1</KillReset> <ExternalTriggering>False</ExternalTriggering> <SequentialSpawning>1</SequentialSpawning> <AllowGhostTriggering>False</AllowGhostTriggering> <SpawnOnTrigger>False</SpawnOnTrigger> <SmartSpawning>False</SmartSpawning> <Team>0</Team> <Amount>1</Amount> <IsGroup>False</IsGroup> <IsRunning>True</IsRunning> <IsHomeRangeRelative>True</IsHomeRangeRelative> <Objects2>titan:MX=1:SB=1:RT=0:TO=0:KL=1:RK=0:CA=0:DN=2:DX=4:SP=1:PR=-1:OBJ=gold,200:MX=10:SB=2:RT=0:TO=0:KL=0:RK=1:CA=0:DN=-1:DX=-1:SP=10:PR=-1:OBJ=ARMOR,1,3:MX=1:SB=2:RT=0:TO=0:KL=0:RK=1:CA=0:DN=-1:DX=-1:SP=1:PR=-1</Objects2> </Points> </Spawns>
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*Slaps head* DOH!!!!! thanx artie i wasn't thinking along those lines
yeah, its basically a simple champ-like spawn.