QUOTE |
New to version 3.10 updated 5/18/06 - added the "#RELXY,xinc,yinc[,zinc]" spawn positioning control keyword. This will position the spawn relative to the previously placed spawn by the amount xinc,yinc. - added the ability to specify multiple spawn control keywords in a single entry by separating them with semicolons. This also adds the requirement that all # spawn control keywords be separated from the main spawn entry with a semicolon and not just white space. - added FastestPlayerSpeed and MovingPlayerCount properties that can be tested for on the spawner that will report the maximum movement speed and number of nearby moving players. Proximity detection must be enabled on the spawner by setting ProximityRange in order to make use of these properties. - added the "#CONDITION,proptest" spawn control keyword that allows individual entries to be made conditional on the specified property test. When combined with the new FastestPlayerSpeed and MovingPlayerCount properties, you can make spawn entries that will depend on the speed and number of nearby players with entries like #CONDITION,movingplayercount<2 ; orc which would only spawn the orc if fewer than 2 players were moving nearby. #CONDITION,fastestplayerspeed>5 ; #PLAYER,3 ; orc Which would only spawn the orcs if some player was moving faster than 5 tiles per second and would additionally have the orcs placed within 3 tiles of the triggering player when they are spawned. You can use the same kind of condition tests that can be used anywhere else, such as compound tests or tests for properties on carried items, or triggering players, etc. For example, #CONDITION,GETONTRIGMOB,skills.magery.value>100 ; lichlord |