Hey spawners, been a while since I posted,
Just wanted to share with you a spawn.
When I created this is was firstly just to see if it could actually be done,
I want to warn any pro spawners out there and this is quite a "ugly" system.
It uses a bunch of spawners, I know it could be cut down to much less
But this is just the first version to see if it was possible.

NOTE: The names of the spawners "Entered Combo" and "Main Spawner" isnt
their actual name ingame. Their name changes.
This is the system that activates the whole thing.
"Initializer" Spawner.
Min/Maxdelay zero
Group true
Externaltriggering True
Exttrigstate True
Proximityrange 3
Sequentialspawn 1
SETItem - "Main Spawner"
Speechtrigger "start"
Subgroup 1:
SETVAR,TrigPlayer/{GETONTRIGMOB,serial}
SETONTHIS/speechtrigger/""/externaltriggering/false/exttrigstate/false/proximityrange/-2/spawnontrigger/true
SENDMSG,33/Starting Game!
SET/doreset/true/running/true/homerange/4
Subgroup 2:
SET/doreset/true/running/true/homerange/6
SET,{GETVAR,TrigPlayer}/SAY/Good work! 3 more rounds to go
Subgroup 3:
SET/doreset/true/running/true/homerange/8
SET,{GETVAR,TrigPlayer}/SAY/Good work! 2 more rounds to go
Subgroup 4:
SET/doreset/true/running/true/homerange/10
SET,{GETVAR,TrigPlayer}/SAY/Good work! Just one to go
Subgroup 5:
SET,{GETVAR,TrigPlayer}/SAY/You win!/ADD/<gold/amount/500>
GOTO/11
Subgroup 10:
SET,{GETVARTrigPlayer}/SAY/You lose!/poison/Deadly
GOTO/11
Subgroup 11:
SETONTHIS/externaltriggering/true/exttrigstate/true/proximityrange/3/speechtrigger/start/spawnontrigger/false
SETONNEARBY,3,,TimedSwitchableItem/visible/false
"Main Spawner"
Group True
Min/MaxDelay 1 second
Running False
SequentialSpawn 1
Subgroup 1:
SET,(serial of the center crystal)/visible/false
SETONNEARBY,5,,simplelever/visible/false
SETONTHIS/name/""
SET,(Serial of "Entered Combo" spawner)/name/""
Subgroup 2:
IF/{GETONTHIS,HomeRange}!0/3/5
SETONTHIS/SETItem/(Random str list of the 4 spawners at each of the colored levers)
Subgroup 3:
SET/proximityactivated/true
SETONTHIS/Homerange/INC,-1
GOTO/3
Subgroup 4:
GOTO/2
Subgroup 5:
SETONTHIS/running/false
SET,(serial of the center crystal)/visible/true
SETONNEARBY,5,,simplelever/visible/true
"Combo Checker" Spawner
Group true
Min/maxdelay zero
Proximityrange -2
Sequentialspawn/1
SETItem "Initializer spawner"
Spawnontrigger true
Subgroup 1:
SETONTHIS/proximityrange/-1/spawnontrigger/false
SETVAR,RightCombo/(GET "Main spawner"s name)
SETVAR,EnteredCombo/(GET "Entered Combo" spawners name)
Subgroup 2:
IF/"{GETVAR,RightCombo}" = "{GETVAR,EnteredCombo}"/3/4 note: the "" are important
Sungroup 3:
SET/proximityactivated/true
GOTO/5/blah/1
Subgroup 4:
SET/Sequentialspawn/9/proximityactivated/true
GOTO/5/blah/2
Sungroup 5:
SETONTHIS/proximityrange/-2/spawnontrigger/true
This is how the system checks and stores what colors have been entered when
a player uses the levers.
"Entered Combo" spawner
Min/MaxDelay Zero
Proximityrange -2
Spawnontrigger true
Entry: SETONTHIS/name/{GETONTHIS,name}{GETONTHIS,proximitymsg}
And the 4 colored levers that work with the "Entered Combo" spawner
Two state simplelever:
Target0Item = "Entered Combo" spawner.
Target0Property = SET/proximityactivated/true/proximitymsg/(The color of the lever, b for blue, y for yellow, g for green and r for red)
Target1Item = Itself
Target0Property = SET/leverstate/0
(I setup the lever this way so when used it would instantly pop back to its first state)
What the levers does is to set the "Entered Combo" spawners proximitymsg to
the color of the lever just used, and activates the spawner. I just used
the property proximitymsg to store the color name.
When the spawner activates it will add the color name to its own name.
So a sequence of Green Blue Yellow Red, would make the spawners name be
"gbyr"