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Steelcap- 04-20-2007
Hi there everyone.

As an avid fan of Xmlspawner and a GM of an RP shard I thought I'd share some of the things I've done with XmlSpawner since its addition to the shard.

I'll begin with a trek into Orcish territory. The orc players were looking for a more reliable means of discouraging players from encrouching into their hunting lands, they didnt want to be viewed as PKers by the community, and so I constructed this..

We call it "The Pit"

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The pit is a fairly large hole in the side of a mountain which hapless victems are flung into. Our shard has a ]grab command which lets players haul eachother around and a spawner at the lip of the pit walkway triggers when a grabbed player occupies the same tile.

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The result of this is that when an orc drags a victem to the edge they are flung into the pit.

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The spawners sequentially fling them through the air until they land at the floor of the pit below..

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Where they are promptly surrounded by slimes who want to devour them.

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Should they brave the depths of the caves, as it is the only way out, they'll have to pass the fearsome Gralkh, an overgrown orc that long since deformed in the darkness of the cave.

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However a quick thinking adventurer can run past to the edge of this underground river and dive in to safety.

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Its a swift current...

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That promptly tosses you over the edge of a waterfall and into the inky blackness of the cold waters..

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Their fate is explained via a handy helpful gump.

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After some time in the depths they wash up on shore, drained.. miles from where they were, but alive.



Well that was my first big xmlspawner project..

What have you guys been using it for?

Tune in next time for the Prison Colony Ore Harvester, or, Fun with XmlUse

ArteGordon- 04-20-2007
great idea and excellent gump prose. very nice rp feel.

Steelcap- 04-21-2007
well I thought I'd show the latest project I've completed.

The Prison Colony.

When regular jail just isnt enough to keep the unwanted dregs of society off the streets. The Prison Colony takes over. Prisoners are sentanced (with a stored XmlData attachment) and hauled to the facility outside of town.

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The facility is well guarded and staffed round the clock.

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Their belongings are stripped and they're assigned a number.

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These guards will let no prisoner pass until they've paid back their debt to society through back breaking manual labor

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Though they are still allowed to eat at the chow hall.. between shifts of digging.

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And how do they dig you ask? I'm so glad you asked!

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Ore is mined, sorted and then placed into the ore harvester, where its then hauled away into storage.

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City crafters can then come to the storage facility and open the chute to dump the ore out and collect it.

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The system works!

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The ore harvester stores the amount of ore supplied each time the tub is dumped (using XmlUse)

it deducts that amount from the prisoners sentance and add its to the dummy "ore storage" item.

The lever then gets the value of that ore storage and sets the ore spawner maxcount to that value , spawning the ore with each pull of the lever (with a slight refractory of course)

The ore chute will never give out more ore than was harvested by the prisoners.

Looking forward to seeing some of your own projects!
Dont be shy!





dr. phillie- 05-02-2007
In the name of the roasted goose, are these made only in XML Spawner? ohmy.gif
HOW?

Steelcap- 05-02-2007
Oh since you asked..

One of the first spawner systems I ever made was called the Raid-Res system. Its very inneffictient but Highly effective.

Our shard was in the midst of a series of war events between diffrent races. Naturally one of the problems with having a large scale pvp event is Looting and rez-killing.

And so to that end I created a spawner which would detect the existance of a ghost within the area of the battlefield (in this case it was a city). When a ghost was detected, it move the ghost, and all corpses with the same name as the ghost ({GETONTRIGMOB,name},corpse) To a random X and Y within the range of a graveyard, (/x/{RND,3424,3436}/y/{RND,1120,1145}) Far from the site of the battlefield.

The spawner had several #Conditions, to check which faction or race the ghost was and funneled the ghost to the right location accordingly, and since the corpse transport was always tied to the ghost transport process, no risk of lost luggage.

Everyone's belongings were safe and sound, and there could be no doubt if someone had died or not.


For a fun addition, add a counter for each faction and only teleport them back to their home graveyard if they've lost a certain number of troops. smile.gif




HellRazor- 05-04-2007
I'm enjoying the stuff you've made, very imaginative. Keep them coming!