Full Version : Trigger spawns on carried or equipped items
xmlspawner >>XMLSpawner - How do I? >>Trigger spawns on carried or equipped items


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ArteGordon- 04-04-2007
QUOTE (Grimm92 @ April 03, 2007 12:56 pm)
Im not sure what you mean by "sub group" How would I assign a subgroup please? I thought maybe it meant to place both commands for spawning and deleting the items in the same line on the spawner. But I keep being told in red on the bottom that my command is wrong or not found.

Also, did I phrase correctly for the spawner to recognize all thre items by using
CODE
Grand Mage Key,item & High Executioner Key,item & Master Thief Key,item
?

Your triggeroncarried string should cause the spawner to trigger only if they are carrying all three of the keys, which sounds like what you want. You dont really need to add the 'item' type argument, since anything carried is necessarily going to be an item. It doesnt hurt, it just isnt necessary.

To assign a subgroup to an entry, first open the extended spawner gump by pressing the little right arrow button in the lower right corner of the main spawner gump.

Enter a subgroup number into the Sub column next to the entry.

user posted image

In this case, the actual number you assign wont matter. It only matters if you use sequential spawning in which the subgroups are spawned in ascending numerical order.

When you assign different spawn entries the same subgroup number, you will see that they all turn the same color. This means that they will be spawned together.

When the spawner tries to spawn something, it will randomly pick a subgroup number (if you have multiple subgroups) and then spawn everything in that subgroup in the order that they are listed in the gump.

Grimm92- 04-04-2007
Ahhhh ok. I get it now, lol. I never claimed to be the fastest brain in the bunch heh. I just got to say the best thing about this system is that Im forever learning new things I can create and do with it. For that Im truly grateful to you. Keeps me interested in continualy pushing my bounderies. Thanks alot Mister Gordon. My hats of to you sir.

Hanse46- 03-20-2008
I have mine set to spawn a moongate when the player comes near, but how do you set the property of the spawned moongate?

ArteGordon- 03-21-2008
QUOTE (Hanse46 @ March 20, 2008 09:50 pm)
I have mine set to spawn a moongate when the player comes near, but how do you set the property of the spawned moongate?

you can set properties on any spawned objects by specifying property names and values like this

object/propertyname/value/propertyname/value/...

for example,

moongate/hue/63/name/EXIT/targetmap/trammel/target/(2214,823,0)

spawns a moongate and sets the hue, name, targetmap, and target properties.