QUOTE (godfood @ Jan 13 2006, 06:03 AM) |
I've read the thread about Castle Sieges over at the Orb a few times over the last year (No one's really active on it) And It's got me thinking, If there was a way to spawn items with hitpoint's, we could spawn walls that are destroyable. Next thought on it would be to add a way to spawn .uoa (Or other formats) files piece by piece without having to add each individual piece and location into the spawner. Just some thoughts, Not really expecting this to be added any time soon. |
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- add a siege system that has damage attachments which can be placed on objects, and attack attachments that can be placed on items that allow targeting objects with damage attachments. Could use the OnUse hook for the attack attachments. |
QUOTE (ArteGordon @ Jan 13 2006, 07:21 AM) |
I like that. I'm going to do some fiddling. |
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My first idea was to be able to click a button in the gump, then click on item's and the spawner would grab it's itemid/movable=/XYZ/etc... and add them into an entry line on the spawner. |
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I also grabbed a .uoa file from Orb and exported it to multi.txt format to try out. I included that to test. Just put it into your main RunUO folder. |
QUOTE (godfood @ Jan 13 2006, 09:39 AM) | ||
Very Cool Arte ![]()
Is this just like XML and NPC files? "base runuo folder" OR /spawns? [Edit] any idea's on how to add a damagable element (for now) that can trigger the spawner to remove the current multi and replace with a damaged version? Maybe an Invis Mob /movable/false? I don't have the chance to test it out, but I was wondering if it accept's the LOCATION command safely, or if it clumps it all together on that one tile. |
QUOTE (ArteGordon @ Jan 13 2006, 08:26 AM) |
(edit) added support for an additional hue field in the multi.txt file. Just replace the xmlspawneraddon.cs with the one from the new attachment below and take a look at the undead.txt example. Note, it will still support the default multi.txt files just fine. |