Full Version : XmlSpawner2 version 3.07 released
xmlspawner >>XMLSpawner - Releases & Updates >>XmlSpawner2 version 3.07 released


<< Prev | Next >>

ArteGordon- 01-26-2006

New to version 3.07
updated 1/26/06

- added a fix for a problem in which the value of the 'Per' field (spawns per tick) in the extended xmlspawner gump was not being saved across server restarts.

- added the ability to set custom enum properties such as the Faction and Town on factionguards. This means that a spawn entry such as "factionberserker/faction/minax/town/britain" will now work.

- added the new MULTIADDON keyword that allows you to directly import multi-component structure definitions from text files into an addon that can be spawned just like any other object. (thanks to godfood for the idea)
The syntax is

MULTIADDON,filename

You can use it like any other spawnable keyword (e.g. ARMOR, LOOT, etc.) except you cant spawn it inside of containers or on mobs.

You can generate these multi files by hand, they can be exported from Orbsydia's UO Architect, or they can be created using the new [WriteMulti command.

The files will be automatically found if they are placed either in the main RunUO installation directory, or in the Spawns folder in the main RunUO installation directory. Otherwise you must include the pathname.

Multi files are text files made up of a series of individual component entries.
Each entry must be on its own separate line with the following format:

itemid x y z visible [hue]

where 'x,y, and z' are the relative coordinate offsets of the component, 'visible' is 1 for visible components and 0 for invisible, and 'hue' values can be optionally specified for individual components.

To test it, just add a spawn entry like

MULTIADDON,execution.txt

where execution.txt is an existing multi file

The image below shows the results of spawning the multis contained in the files wall.txt and execution.txt. Both of those files can be found in the xmlextras package.
user posted image

- added the new WriteMulti command that will allow you to create multi text files that can be imported in UO Architect or spawned with the MULTIADDON keyword.

WriteMulti <MultiFile> [zmin zmax][-noitems][-nostatics][-nomultis][-noaddons][-invisible]

The optional arguments are available to restrict the extraction to certain types of objects.

The -noitems flag will ignore all items
The -nostatics flag will ignore all static (frozen) tiles.
The -noaddons flag will ignore all addons and their components
The -nomultis flag will ignore all multis and their components
The -invisible flag will include invisible items (by default they are ignored)

You will be asked to target an area, and all items and statics within that area will be exported to the multi text file.

You can easily grab things like existing buildings, sections of existing buildings, addons, multis (like camps), or just bunches of objects that you would like to turn into an addon.

By specifying the min and max z, you can limit the exported items/statics to those within that z range.

The 'handle' (the 0,0,0 point) for the addon will be the location of the character when the area selection is completed.

The multi files will be written out into the Spawns folder by default.

If you try to overwrite a non-multi.txt file or a multi.txt file that you did not write, you will be blocked.
This is accomplished by looking for the first header line of the form

1 version staffname

where 'staffname' is the name of the character that wrote the file. You can overwrite files that you have written, but you cannot overwrite others.
If the staffname is missing, then no one can overwrite it.

The image below is the healer in britain that was extracted using WriteMulti with the roof cut off and spawned using the MULTIADDON keyword. It is included as healer.txt in xmlextras
user posted image

- the MSG keyword now supports an optional hue argument

MSG[,probability][,hue]

- added the new ASCIIMSG keyword that is like MSG but uses ascii instead of unicode and supports an optional hue and font argument. (thanks to godfood for the suggestion)

ASCIIMSG[,probability][,hue][,font]/text

- the SENDMSG keyword now supports an optional hue argument

SENDMSG[,hue]/text

- added the new SENDASCIIMSG keyword that is like SENDMSG but uses ascii instead of unicode and supports an optional hue and font argument.

SENDASCIIMSG[,hue][,font]/text

The image below shows the msgspawner.xml example included in xmlextras.
user posted image

- added the ability to spawn things in 'packs' so that spawns in the same subgroup can be spawned close to one another. (Thanks to Dian for the suggestion)
To make use of this new feature, first assign the entries that you want to spawn as a pack to the same subgroup. Then set the new 'Rng' field to the right of each entry in the extended spawner gump.
The pack range ('Rng') value will be used to place the spawns for that entry at that range from the first existing spawn in that subgroup.
For example, if you set it to 12, then the spawns for that entry would appear randomly within a +- 12 tile box centered on the first spawn in the subgroup.
If there were no spawns yet in the subgroup, then the spawn would be placed randomly across the spawnrange like normal spawns.

If the Rng is not set (the default), then all of the spawns for that entry would just be randomly placed within the spawners spawnrange, as usual.

By assigning creatures to different subgroups, you can have multiple 'packs'. Also, by setting the ranges for each entry differently, you can have different distributions for the different creatures in the pack (some tight, others more spread out).

- added pack.xml to xmlextras that demonstrates the new pack range spawning feature. It spawns two packs of creatures, and also a pack of items consisting of armor surrounded by invisible spike traps. Just [xmlload it and hit respawn a couple of times to see how it works.
user posted image