Would it be possible to have an option in the XML Spawner to make a defined region contain resources. For example put an XML Spawner in a hand made cave and set it to mineable so that it would be possible to get mining resources from the region specified. Or so that a specific area of previously unfishable water could be fished in. Possibly even take it a step further with being able to define the types of resources that can be harvested, so for example in the newly specified mining region allow gold coins to be dug up or magic items.
Just a suggestion

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QUOTE (Lord Hog Fred @ June 18, 2006 06:14 pm) |
Would it be possible to have an option in the XML Spawner to make a defined region contain resources. For example put an XML Spawner in a hand made cave and set it to mineable so that it would be possible to get mining resources from the region specified. Or so that a specific area of previously unfishable water could be fished in. Possibly even take it a step further with being able to define the types of resources that can be harvested, so for example in the newly specified mining region allow gold coins to be dug up or magic items. Just a suggestion , |
you could do this with skill-triggered spawners.
When players use the mining skill within triggering range of the spawner you can have things spawn, like ore, creatures, gold, items, etc.. You can even make them depend on the skill level.
There is an example of this in some of the skilltrigger examples like skilltrigger3.xml in xmlextras.zip