Full Version : Use XMLAttachments to add hitpoint's to Walls etc.
xmlspawner >>XMLSpawner Feature Request's >>Use XMLAttachments to add hitpoint's to Walls etc.


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godfood- 01-13-2006
I've read the thread about Castle Sieges over at the Orb a few times over the last year (No one's really active on it) And It's got me thinking, If there was a way to spawn items with hitpoint's, we could spawn walls that are destroyable.

Next thought on it would be to add a way to spawn .uoa files (Or other formats) piece by piece without having to add each individual piece and location into the spawner.

Just some thoughts, Not really expecting this to be added any time soon.

ArteGordon- 01-13-2006
QUOTE (godfood @ Jan 13 2006, 06:03 AM)
I've read the thread about Castle Sieges over at  the Orb a few times over the last year (No one's really active on it) And It's got me thinking, If there was a way to spawn items with hitpoint's, we could spawn walls that are destroyable.

Next thought on it would be to add a way to spawn .uoa (Or other formats) files piece by piece without having to add each individual piece and location into the spawner.

Just some thoughts, Not really expecting this to be added any time soon.

yeah, I actually have the siege idea on the todo list smile.gif
It is definitely quite possible to do with attachments.
QUOTE

- add a siege system that has damage attachments which can be placed on objects, and attack attachments that can be placed on items that allow targeting objects with damage attachments.  Could use the OnUse hook for the attack attachments.


The uoa idea is interesting.

godfood- 01-13-2006
biggrin.gif Really! How far down the list? lol. I have absolutely NO idea how to code, so in turn, I have absolutely NO idea what I'm asking when I ask for a way to spawn UOA files. So, I completely understand if it's not a simple task.

I first had the idea when I was building my Castle gate. It has 4 poriculis across, then 4 iron gate doors on top of those, and finally 4 small wooden "blocks" on top to make it look like a wooden bar. Took a long time to put in each line into the spawner. My first idea was to be able to click a button in the gump, then click on item's and the spawner would grab it's itemid/movable=/XYZ/etc... and add them into an entry line on the spawner.

[EDIT: Added screenies of the gate, cause I'm so proud of it smile.gif]

user posted image user posted image

GodFood

ArteGordon- 01-13-2006
I dont think that it would be all that difficult. Just some parsing code that would read a simple item/offset list (like the multi.txt format that you can export to in uoar) and spawn them at the proper location.
Of course, the same could be done directly with the binary uoa but I'm not familar with the .uoa format.

There could be a keyword that would do that automatically so you could just spawn something like

MULTIFILE,filename

and it would load and place the statics. Then you could just refer to that single spawn entry just like any other kind of spawn entry when you wanted to do manipulations.

I like that. I'm going to do some fiddling.

godfood- 01-13-2006
QUOTE (ArteGordon @ Jan 13 2006, 07:21 AM)
I like that. I'm going to do some fiddling.

LoL, Words of a true genious at play. tongue.gif.

Back to My other Idea.

QUOTE
My first idea was to be able to click a button in the gump, then click on item's and the spawner would grab it's itemid/movable=/XYZ/etc... and add them into an entry line on the spawner.


If you decide to add this, It would be nice for it to bring up a confirmation gump asking if you would like to remove the item from the world (so it can be spawned in it's place).


P.S. Moving This thread to Feature Request's


ArteGordon- 01-13-2006
ok, I just tested this new feature out, and it works great. Very cool idea.

This implements the new keyword

MULTIADDON,filename

To try it out just replace your basexmlspawner.cs with the one attached, and add the new xmlspawneraddon.cs script.

I also grabbed a .uoa file from Orb and exported it to multi.txt format to try out. I included that to test. Just put it into your main RunUO folder.

To test it, just add a spawn entry like

MULTIADDON,undead.txt

where undead.txt is the multi file

user posted image

What the MULTIADDON keyword does is to import the mult.txt file into an addon that can be manipulated just like any other object. You can use it like any other spawnable keyword (e.g. ARMOR, LOOT, etc.) except you cant spawn it inside of containers or on mobs.


godfood- 01-13-2006
Very Cool Arte biggrin.gif, That was fast too.

QUOTE
I also grabbed a .uoa file from Orb and exported it to multi.txt format to try out. I included that to test. Just put it into your main RunUO folder.


Is this just like XML and NPC files?
"base runuo folder" OR /spawns?

[Edit] any idea's on how to add a damagable element (for now) that can trigger the spawner to remove the current multi and replace with a damaged version? Maybe an Invis Mob /movable/false?

I don't have the chance to test it out, but I was wondering if it accept's the LOCATION command safely, or if it clumps it all together on that one tile.

godfood- 01-13-2006
Another idea, Maybe set the spawner up to do the multi switch when a player uses (for example) their tinker skill on the multi.

ArteGordon- 01-13-2006
QUOTE (godfood @ Jan 13 2006, 09:39 AM)
Very Cool Arte biggrin.gif, That was fast too.

QUOTE
I also grabbed a .uoa file from Orb and exported it to multi.txt format to try out. I included that to test. Just put it into your main RunUO folder.


Is this just like XML and NPC files?
"base runuo folder" OR /spawns?

[Edit] any idea's on how to add a damagable element (for now) that can trigger the spawner to remove the current multi and replace with a damaged version? Maybe an Invis Mob /movable/false?

I don't have the chance to test it out, but I was wondering if it accept's the LOCATION command safely, or if it clumps it all together on that one tile.

I havent added any other default paths yet, so jus the main RunUO folder for now. Havent decided what the best default should be.

As an addon, you can treat it just like any other object e.g. setting location, hue, etc.

The addon is not choppable though and cannot be turned into a deed.

godfood- 01-14-2006
QUOTE (ArteGordon @ Jan 13 2006, 08:26 AM)
(edit)

added support for an additional hue field in the multi.txt file. Just replace the xmlspawneraddon.cs with the one from the new attachment below and take a look at the undead.txt example.

Note, it will still support the default multi.txt files just fine.

LoL, Nice colors Arte. Thanks for the Update smile.gif

ArteGordon- 01-15-2006
here's an amusing thing to try. Just spawn a multiaddon like this

MULTIADDON,undead.txt/itemid/14078/movable/true

This will add an invisible explosion ball handle that will let you pick up the multi and even put it into your pack. (yep, spawn a house and put it in your pack smile.gif