If the value is left null, then the COMMAND keyword will only work with triggered spawners when the triggering player has sufficient accesslevel to issue the command.
- modified random subgroup spawning. Subgroups that cannot be completely spawned will not be selected for random spawning. All spawn entries in the subgroup have to be below their individual maxcount, and fully spawning the subgroup cannot exceed the overall spawner maxcount. Previously those subgroups would simply spawn the entries of the subgroup that could be spawned.
This will apply to both random and sequential spawning but note that forced subgroup spawning, as part of a conditional statement, for example, will still allow partial spawning of the target subgroup.
New Features- added the new #NOTILES,startid[,endid] spawn control keyword. This is similar to the #TILES keyword, but it allows you to specify the land/static tiles that the spawns for an entry will NOT be placed on. Only passable tiles that are not on the #NOTILES list will be used for spawn placement.
The example below has 2 spawn entries.
The first entry uses the #NOTILES keyword to specify that the orcs should NOT be spawned on grass tiles with ids of 3. Note that the lava tiles are not passable and so the orcs are placed on dirt, which is the only passable, non-grass tile around.
The second entry uses the #TILES keyword to place the lavalizards on the lava tiles.
- added an optional 'equippedonly' argument to the existing SETONCARRIED keyword that would allows access things like a players bankbox. The new syntax is
SETONCARRIED,itemname[,itemtype][,equippedonly]/prop/value/prop2/value...where specifying 'true' or 'equippedonly' for the equipped only arg will only look at items that are directly equipped on the mobile, and that would include bankboxes.
So to add something to a players bankbox you would do
SETONCARRIED,,bankbox,equippedonly/ADD/gold,500- added the new KILL keyword that can be used to kill mobiles. For example, the spawn entry
SETONTRIGMOB/KILLwould kill the triggering mob, or
SETONNEARBY,5,,rat/KILLwould kill all of the rats within 5 tiles
- added optional args for specifying hue and font in the BCAST keyword (thanks to Xavier_WER for the suggestion). The new syntax is
BCAST[,hue][,font]/messageNote that this uses the same hues and fonts as the SENDASCIIMSG and ASCIIMSG keywords,
SENDASCIIMSG[,probability][,hue][,font]/message textASCIIMSG[,probability][,hue][,font]/textso you can use them to test out various text/color combinations without having to actually broadcast to see what it looks like.