Updated Here's a list of waypoint flags to customize your spawns (markdown)
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// Available Flags:
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Available Flags:
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// SPnOn_ISnDn_IDn_FTn_SNnMn_SAnMn_SRnMnP_SDnMn_CLnMn
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SPnOn_ISnDn_IDn_FTn_SNnMn_SAnMn_SRnMnP_SDnMn_CLnMn
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// _RGnMnCn_RWRn_DYnTn_HRnTn_DOD_NOD_PCnR_SF_SUnIn_FXnDn
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_RGnMnCn_RWRn_DYnTn_HRnTn_DOD_NOD_PCnR_SF_SUnIn_FXnDn
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// _PRnTn_PLnTn_EEnRn_EXnRn_SG_CDnTnRnD_LTnAnBnCn_DSnSn_DIn_CMDn
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_PRnTn_PLnTn_EEnRn_EXnRn_SG_CDnTnRnD_LTnAnBnCn_DSnSn_DIn_CMDn
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// _SSnDn_CCn_CPnRn_TRnDn_AEnDn_OEnDn_RSn_FCn
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_SSnDn_CCn_CPnRn_TRnDn_AEnDn_OEnDn_RSn_FCn
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// _ALnSn_HBn_SLnRnI_RHDn_DTn_HLnE_IT_ST_PT_SM_CF
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_ALnSn_HBn_SLnRnI_RHDn_DTn_HLnE_IT_ST_PT_SM_CF
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// _SXn_NL_SB_ELn
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_SXn_NL_SB_ELn
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//
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//
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// Format:
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Format:
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// Flag|OptionalFlag
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Flag|OptionalFlag
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//
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//
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// SPn|On
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SPn|On
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// : Designates Spawn Waypoint
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: Designates Spawn Waypoint
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// : SP is Required on all Spawn Waypoints
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: SP is Required on all Spawn Waypoints
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// : Performs Spawn processing every SP1 to SP99 heartbeats
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: Performs Spawn processing every SP1 to SP99 heartbeats
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// : Default is SP1 Heartbeat : ~6 Seconds
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: Default is SP1 Heartbeat : ~6 Seconds
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// : SP00 Defaults to SP01
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: SP00 Defaults to SP01
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// : Optional Flag: On
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: Optional Flag: On
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// : Offset processing spawn from first process by n heartbeats.
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: Offset processing spawn from first process by n heartbeats.
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// : Used to stagger spawn processing within an area
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: Used to stagger spawn processing within an area
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//
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// ISn|Dn
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ISn|Dn
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// : Initial State
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: Initial State
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// : Type 0 : Inactive
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: Type 0 : Inactive
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// : Type 1 : Default : Active
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: Type 1 : Default : Active
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// : Optional Flag: D000
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: Optional Flag: D000
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// : Delay Initial Spawn D000 Minutes
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: Delay Initial Spawn D000 Minutes
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//
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// IDn
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IDn
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// : SpawnID
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: SpawnID
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// : Sets LocalInt "SpawnID" to SpawnID
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: Sets LocalInt "SpawnID" to SpawnID
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// : On Spawn Waypoint Object
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: On Spawn Waypoint Object
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//
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// FTn
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FTn
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// : Flag Table
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: Flag Table
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// : Use Flags from Table FT00
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: Use Flags from Table FT00
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// : Flags are Defined in 'spawn_cfg_flag'
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: Flags are Defined in 'spawn_cfg_flag'
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//
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//
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// SNn|Mn
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SNn|Mn
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// : Spawn Number
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: Spawn Number
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// : Maintains a Spawn of SN00 to SN99 Children
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: Maintains a Spawn of SN00 to SN99 Children
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// : Despawns Extra Children
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: Despawns Extra Children
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// : Optional Flag: M00
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: Optional Flag: M00
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// : Minimum Children
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: Minimum Children
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// : Will Randomly Spawn between M00 and SN00 Children
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: Will Randomly Spawn between M00 and SN00 Children
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//
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// SA|n|Mn
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SA|n|Mn
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// : Spawn All at Once
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: Spawn All at Once
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// : Default is Spawn One Child per Cycle
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: Default is Spawn One Child per Cycle
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// : Optional Flag: 00
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: Optional Flag: 00
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// : Spawn 00 Children per Cycle
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: Spawn 00 Children per Cycle
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// : Optional Flag: M00
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: Optional Flag: M00
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// : Spawn Minimum M00 per Cycle
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: Spawn Minimum M00 per Cycle
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//
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// SRn|Mn|P
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SRn|Mn|P
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// : Spawn Radius
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: Spawn Radius
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// : Randomly Spawns Children in a
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: Randomly Spawns Children in a
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// : Location SR00 to SR99 Meters from Waypoint
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: Location SR00 to SR99 Meters from Waypoint
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// : Optional Flag: M00
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: Optional Flag: M00
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// : Minimum Radius, M00 to SR99 Meters
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: Minimum Radius, M00 to SR99 Meters
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// : Optional Flag: P
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: Optional Flag: P
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// : Spawn Center is Near a Random PC in Area
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: Spawn Center is Near a Random PC in Area
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//
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// SDn|Mn|P
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SDn|Mn|P
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// : Spawn Delay
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: Spawn Delay
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// : Delay SD00 to SD99 Minutes between Spawns
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: Delay SD00 to SD99 Minutes between Spawns
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// : Optional Flag: M00
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: Optional Flag: M00
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// : Minimum Delay, M00 to SD99 Minutes
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: Minimum Delay, M00 to SD99 Minutes
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// : Optional Flag: P
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: Optional Flag: P
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// : This flag sets up a spawn period, whereas the default spawn delay
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: This flag sets up a spawn period, whereas the default spawn delay
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// : specifies a spacing between spawns.
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: specifies a spacing between spawns.
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// : This is particularly useful with PL3 (keep the times the same on
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: This is particularly useful with PL3 (keep the times the same on
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// : each) it will cause the placeable to refresh if alive or respawn
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: each) it will cause the placeable to refresh if alive or respawn
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// : if not on a regular schedule. Note that if the P subflag is used,
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: if not on a regular schedule. Note that if the P subflag is used,
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// : the M subflag is ignored.
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: the M subflag is ignored.
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//
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//
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// CLn|Mn
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CLn|Mn
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// : Child Lifespan
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: Child Lifespan
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// : Child will Despawn after CL00 Minutes
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: Child will Despawn after CL00 Minutes
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// : Optional Flag: M00
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: Optional Flag: M00
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// : Child will Despawn after M00 to CL00 Minutes
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: Child will Despawn after M00 to CL00 Minutes
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//
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// DYn|Tn
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DYn|Tn
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// : Spawn Day
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: Spawn Day
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// : Spawn Only on Day DY00 to DY28
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: Spawn Only on Day DY00 to DY28
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// : Children are Despawned during Invalid Days
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: Children are Despawned during Invalid Days
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// : Optional Flag: T00
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: Optional Flag: T00
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// : Spawn from Day DY00 to Day T00
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: Spawn from Day DY00 to Day T00
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//
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// HRn|Tn
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HRn|Tn
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// : Spawn Hour
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: Spawn Hour
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// : Spawn Only during Hour HR00 to HR24
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: Spawn Only during Hour HR00 to HR24
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// : Children are Despawned during Invalid Hours
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: Children are Despawned during Invalid Hours
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// : Optional Flag: T00
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: Optional Flag: T00
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// : Spawn from Hour HR00 to Hour T00
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: Spawn from Hour HR00 to Hour T00
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//
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// DO|D
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DO|D
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// : Day Only
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: Day Only
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// : Only Spawns at Day
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: Only Spawns at Day
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// : Optional Flag: D
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: Optional Flag: D
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// : Despawn Children at Nightfall
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: Despawn Children at Nightfall
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//
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// NO|D
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NO|D
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// : Night Only
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: Night Only
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// : Only Spawns at Night
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: Only Spawns at Night
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// : Optional Flag: D
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: Optional Flag: D
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// : Despawn Children at Daybreak
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: Despawn Children at Daybreak
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//
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// RW|Rn
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RW|Rn
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// : Random Walk
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: Random Walk
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// : Children Wander Randomly
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: Children Wander Randomly
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// : Optional Flag: R00
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: Optional Flag: R00
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// : WARNING: This is Resource Intensive!!
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: WARNING: This is Resource Intensive!!
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// : Wander Range, R00 to R99 Meters
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: Wander Range, R00 to R99 Meters
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//
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// PC|n|R
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PC|n|R
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// : PC Check
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: PC Check
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// : Only Spawn Children if PCs are in Area
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: Only Spawn Children if PCs are in Area
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// : Children are Despawned if no PCs in Area
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: Children are Despawned if no PCs in Area
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// : Optional Flag: PC00
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: Optional Flag: PC00
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// : Depawn if no PCs in Area for PC00 Minutes
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: Depawn if no PCs in Area for PC00 Minutes
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// : Optional Flag: R
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: Optional Flag: R
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// : Reset Spawn Point if no PCs are Present
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: Reset Spawn Point if no PCs are Present
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//
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// RGn|Mn|Cn
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RGn|Mn|Cn
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// : Random Gold
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: Random Gold
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// : Generates Random Amount of Gold on Children
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: Generates Random Amount of Gold on Children
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// : From RG000 to RG999 Gold
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: From RG000 to RG999 Gold
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// : Optional Flag: M00
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: Optional Flag: M00
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// : Minimum Gold Amount
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: Minimum Gold Amount
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// : Optional Flag: C00
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: Optional Flag: C00
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// : Gold Chance C00% to C99%
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: Gold Chance C00% to C99%
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// : Default 100% chance
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: Default 100% chance
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//
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// SF
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SF
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// : Spawn Facing
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: Spawn Facing
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// : Set Facing of Children to Match Waypoint
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: Set Facing of Children to Match Waypoint
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// : Default Random Facing
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: Default Random Facing
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//
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// SUn|In
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SUn|In
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// : Spawn Unseen
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: Spawn Unseen
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// : Only Spawn if PCs are not within SU00 to SU99 Meters
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: Only Spawn if PCs are not within SU00 to SU99 Meters
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// : Optional flag: I00
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: Optional flag: I00
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// : Use the location of each individual child to determine if that
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: Use the location of each individual child to determine if that
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// : child can spawn, instead of using to location of the spawn itself.
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: child can spawn, instead of using to location of the spawn itself.
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// : If using SR or SL|R, I00 to I99 additional random locations will be
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: If using SR or SL|R, I00 to I99 additional random locations will be
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// : attempted
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: attempted
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//
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// FXn|Dn
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FXn|Dn
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// : Spawn Effect
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: Spawn Effect
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// : Spawn in with Effect FX001 to FX999
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: Spawn in with Effect FX001 to FX999
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// : Effects are Defined in 'spawn_cfg_fxsp'
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: Effects are Defined in 'spawn_cfg_fxsp'
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// : Optional Flag: D000
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: Optional Flag: D000
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// : Despawn with Effect D001 to D999
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: Despawn with Effect D001 to D999
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//
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// PRn|Tn|C
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PRn|Tn|C
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// : Patrol Route
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: Patrol Route
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// : Assign Waypoints Route PR00 to PR99
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: Assign Waypoints Route PR00 to PR99
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// : Optional Flag: T0
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: Optional Flag: T0
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// : Route Type
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: Route Type
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// : 0 - Sequential
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: 0 - Sequential
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// : 1 - Circular
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: 1 - Circular
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// : 2 - Random
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: 2 - Random
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// : 3 - Walk Once/Despawn
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: 3 - Walk Once/Despawn
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// : Optional Flag C
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: Optional Flag C
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// : Start at closest waypoint. Does not apply to T2 (random)
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: Start at closest waypoint. Does not apply to T2 (random)
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// :
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// : Route Name: Variable
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: Route Name: Variable
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// : Route Tag: PR00_SN00_PS000_RN_FC_DO_NO_SC000
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: Route Tag: PR00_SN00_PS000_RN_FC_DO_NO_SC000
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// :
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// : PR - Route Number 00 to 99
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: PR - Route Number 00 to 99
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// : SN - Stop Number 00 to 99
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: SN - Stop Number 00 to 99
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// : PS - Pause 000 to maxint seconds at Stop
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: PS - Pause 000 to maxint seconds at Stop
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// : RP - Random additional amount (0 - maxint) added to PS
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: RP - Random additional amount (0 - maxint) added to PS
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// : RN - Run to Stop
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: RN - Run to Stop
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// : RR - Percentage chance a Stop will be visited (skipped otherwise)
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: RR - Percentage chance a Stop will be visited (skipped otherwise)
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// : SF - Face the Waypoint Direction
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: SF - Face the Waypoint Direction
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// : DO - Only Stop here during the Day
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: DO - Only Stop here during the Day
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// : NO - Only Stop here during the Night
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: NO - Only Stop here during the Night
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// : SC - Run script 000 to 999
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: SC - Run script 000 to 999
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// : Scripts are Defined in 'spawn_sc_patrol'
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: Scripts are Defined in 'spawn_sc_patrol'
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//
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// EEn|Rn
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EEn|Rn
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// : Entrance/Exit
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: Entrance/Exit
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// : Enter and Exit at Waypoint EE00
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: Enter and Exit at Waypoint EE00
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// : Optional Flag: R
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: Optional Flag: R
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// : Choose Random Entrance Exit
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: Choose Random Entrance Exit
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// : from R00 to EE00
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: from R00 to EE00
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// :
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:
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// : Entrance/Exit Name: Variable
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: Entrance/Exit Name: Variable
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// : Entrance/Exit Tag: EE00
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: Entrance/Exit Tag: EE00
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//
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// EXn|Rn
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EXn|Rn
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// : Exit
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: Exit
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// : Exit at Waypoint EX00
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: Exit at Waypoint EX00
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// : Optional Flag: R
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: Optional Flag: R
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// : Choose Random Exit
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: Choose Random Exit
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// : from R00 to EX00
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: from R00 to EX00
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// :
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:
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// : Exit Name: Variable
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: Exit Name: Variable
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// : Exit Tag: EX00
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: Exit Tag: EX00
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//
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// PLn|Tn|Pn
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PLn|Tn|Pn
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// : Placeable Object
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: Placeable Object
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// : Spawns a Placeable Object with Behavior
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: Spawns a Placeable Object with Behavior
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// : Behavior 0: Default Behavior
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: Behavior 0: Default Behavior
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// : Behavior 1: Despawn if Empty
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: Behavior 1: Despawn if Empty
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// : Behavior 2: Refill if Empty (after spawn delay minutes!)
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: Behavior 2: Refill if Empty (after spawn delay minutes!)
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// : Behavior 3: Refresh (despawn/respawn) every P000 minutes; default
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: Behavior 3: Refresh (despawn/respawn) every P000 minutes; default
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// : (if no Pn specified) is 60 minutes
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: (if no Pn specified) is 60 minutes
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// : Optional Flag: T00
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: Optional Flag: T00
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// : Trap Disabled Chance
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: Trap Disabled Chance
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// : 00% to 99% chance of Trap Disabled
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: 00% to 99% chance of Trap Disabled
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// : Trap must already be part of Placeable's Template
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: Trap must already be part of Placeable's Template
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// : Default 100% Chance Trap is Disabled
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: Default 100% Chance Trap is Disabled
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// : Optional Flag: P00
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: Optional Flag: P00
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// : Refresh period (in minutes)
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: Refresh period (in minutes)
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//
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// SG
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SG
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// : Spawn Group
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: Spawn Group
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// : Spawn Children from Group
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: Spawn Children from Group
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// : Waypoint Tag is Defined Group
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: Waypoint Tag is Defined Group
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// : Groups are Defined in 'spawn_cfg_group'
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: Groups are Defined in 'spawn_cfg_group'
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//
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// CDn|Tn|Rn|D
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CDn|Tn|Rn|D
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// : Corpse Decay
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: Corpse Decay
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// : Decay Corpse after CD000 to CD999 Seconds
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: Decay Corpse after CD000 to CD999 Seconds
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// : Default No Corpse, Standard Loot Bag
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: Default No Corpse, Standard Loot Bag
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// : Optional Flag: T
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: Optional Flag: T
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// : Corpse Inventory Type
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: Corpse Inventory Type
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// : Type 0: Inventory Items
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: Type 0: Inventory Items
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// : Type 1: Inventory & Equipped Items
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: Type 1: Inventory & Equipped Items
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// : Type 2: Inventory Items, if PC Killed
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: Type 2: Inventory Items, if PC Killed
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// : Type 3: Inventory & Equipped Items, if PC Killed
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: Type 3: Inventory & Equipped Items, if PC Killed
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// : Optional Flag: R
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: Optional Flag: R
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// : Remains Type
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: Remains Type
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// : Type 0: Loot bag
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: Type 0: Loot bag
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// : Type 1: Body
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: Type 1: Body
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// : Type 2: Bones
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: Type 2: Bones
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// : Type 3: Potion
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: Type 3: Potion
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// : Type 4: Pouch
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: Type 4: Pouch
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// : Type 5: Scroll
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: Type 5: Scroll
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// : Type 6: Treasure
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: Type 6: Treasure
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// : Type 7: None (destroy loot on decay)
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: Type 7: None (destroy loot on decay)
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// : Optional Flag: D
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: Optional Flag: D
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// : Drop wielded weapons
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: Drop wielded weapons
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//
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// LTn|An|Bn|Cn
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LTn|An|Bn|Cn
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// : Loot Table
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: Loot Table
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// : Spawn Loot on Children from Table LT000 to LT999
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: Spawn Loot on Children from Table LT000 to LT999
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// : Loot Tables are Defined in 'spawn_cfg_loot'
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: Loot Tables are Defined in 'spawn_cfg_loot'
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// : LT500 to LT999 currently reserved for merchant-based
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: LT500 to LT999 currently reserved for merchant-based
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// : loot tables
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: loot tables
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// : Optional Flag: A000
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: Optional Flag: A000
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// : When using merchant-based loot tables, the percentage chance that
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: When using merchant-based loot tables, the percentage chance that
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// : only 1 item will spawn. Default is 50%. Values over 100% are truncated
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: only 1 item will spawn. Default is 50%. Values over 100% are truncated
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// : to 100%
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: to 100%
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// : Optional Flag: B000
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: Optional Flag: B000
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// : When using merchant-based loot tables, the percentage chance that
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: When using merchant-based loot tables, the percentage chance that
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// : 2 items will spawn. Default is 15%. Values over 100% are truncated
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: 2 items will spawn. Default is 15%. Values over 100% are truncated
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// : to 100%
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: to 100%
|
||||||
// : Optional Flag: C000
|
: Optional Flag: C000
|
||||||
// : When using merchant-based loot tables, the percentage chance that
|
: When using merchant-based loot tables, the percentage chance that
|
||||||
// : 3 items will spawn. Default is 05%. Values over 100% are truncated
|
: 3 items will spawn. Default is 05%. Values over 100% are truncated
|
||||||
// : to 100%
|
: to 100%
|
||||||
//
|
|
||||||
// DSn|Sn
|
DSn|Sn
|
||||||
// : Deactivate Spawn
|
: Deactivate Spawn
|
||||||
// : Deactivate Spawn based on Condition
|
: Deactivate Spawn based on Condition
|
||||||
// : Type 0: Deactivate if all Children are Dead
|
: Type 0: Deactivate if all Children are Dead
|
||||||
// : Type 1: Deactivate if Spawn Number has been Spawned
|
: Type 1: Deactivate if Spawn Number has been Spawned
|
||||||
// : Type 2: Deactive Spawn until all Children are Dead
|
: Type 2: Deactive Spawn until all Children are Dead
|
||||||
// : Type 3: Deactivate Spawn after DI00 Children
|
: Type 3: Deactivate Spawn after DI00 Children
|
||||||
// : Type 4: Deactivate Spawn after DI00 Minutes
|
: Type 4: Deactivate Spawn after DI00 Minutes
|
||||||
// : Type 5: Deactivate Spawn after DI00 Cycles
|
: Type 5: Deactivate Spawn after DI00 Cycles
|
||||||
// : Type 6: Deactivate when Spawn Count == Spawn Number
|
: Type 6: Deactivate when Spawn Count == Spawn Number
|
||||||
// : Optional Flag: S000
|
: Optional Flag: S000
|
||||||
// : Run Script 000 to 999 when Spawn Deactivated
|
: Run Script 000 to 999 when Spawn Deactivated
|
||||||
// : Scripts are Defined in 'spawn_sc_deactiv'
|
: Scripts are Defined in 'spawn_sc_deactiv'
|
||||||
// :
|
:
|
||||||
// : Can Reactivate by Manually Calling:
|
: Can Reactivate by Manually Calling:
|
||||||
// : SetLocalInt(oSpawn, "SpawnDeactivated", FALSE);
|
: SetLocalInt(oSpawn, "SpawnDeactivated", FALSE);
|
||||||
//
|
|
||||||
// DIn
|
DIn
|
||||||
// : Deactivation Information
|
: Deactivation Information
|
||||||
//
|
|
||||||
// CM|Dn
|
CM|Dn
|
||||||
// : Spawn Camp
|
: Spawn Camp
|
||||||
// : Spawns Camp of Creatures and Placeables
|
: Spawns Camp of Creatures and Placeables
|
||||||
// : Waypoint Tag is Defined Camp
|
: Waypoint Tag is Defined Camp
|
||||||
// : Despawns Camp when all Children Dead
|
: Despawns Camp when all Children Dead
|
||||||
// : Camps are Defined in 'spawn_cfg_camp'
|
: Camps are Defined in 'spawn_cfg_camp'
|
||||||
// : Optional Flag: D000
|
: Optional Flag: D000
|
||||||
// : Placeables Decay 000 Seconds after Camp Despawn
|
: Placeables Decay 000 Seconds after Camp Despawn
|
||||||
// :
|
:
|
||||||
// : Camp Children Flags:
|
: Camp Children Flags:
|
||||||
// :
|
:
|
||||||
// : RW : Random Walk
|
: RW : Random Walk
|
||||||
// : SF : Spawn Facing Camp
|
: SF : Spawn Facing Camp
|
||||||
// : SG : Spawn Group
|
: SG : Spawn Group
|
||||||
// : LT00 : Loot Table
|
: LT00 : Loot Table
|
||||||
// : CD000|T0 : Corpse Decay
|
: CD000|T0 : Corpse Decay
|
||||||
// : PL0|T00 : Placeable Type
|
: PL0|T00 : Placeable Type
|
||||||
// : Placeable Trap Disabled
|
: Placeable Trap Disabled
|
||||||
//
|
|
||||||
// SSn|Dn
|
SSn|Dn
|
||||||
// : Spawn Script
|
: Spawn Script
|
||||||
// : Run Script 001 to 999 on Spawn
|
: Run Script 001 to 999 on Spawn
|
||||||
// : Scripts are Defined in 'spawn_sc_spawn'
|
: Scripts are Defined in 'spawn_sc_spawn'
|
||||||
// : Optional Flag: D000
|
: Optional Flag: D000
|
||||||
// : Run Script 001 to 999 on Despawn
|
: Run Script 001 to 999 on Despawn
|
||||||
//
|
|
||||||
// DTn
|
DTn
|
||||||
// : Death Script
|
: Death Script
|
||||||
// : Run Script 001 to 999 on Death
|
: Run Script 001 to 999 on Death
|
||||||
// : Scripts are Defined in 'spawn_sc_death'
|
: Scripts are Defined in 'spawn_sc_death'
|
||||||
//
|
|
||||||
// CPn|Rn
|
CPn|Rn
|
||||||
// : Spawn Check PCs
|
: Spawn Check PCs
|
||||||
// : Check Custom Code to see if Spawn Proceeds
|
: Check Custom Code to see if Spawn Proceeds
|
||||||
// : Custom Code is Defined in 'spawn_chk_pcs'
|
: Custom Code is Defined in 'spawn_chk_pcs'
|
||||||
// : Optional Flag: R00
|
: Optional Flag: R00
|
||||||
// : Check all PCs in Radius R00
|
: Check all PCs in Radius R00
|
||||||
// : Default Check all PCs in Area
|
: Default Check all PCs in Area
|
||||||
//
|
|
||||||
// CCn
|
CCn
|
||||||
// : Spawn Check Custom
|
: Spawn Check Custom
|
||||||
// : Check Custom Code to see if Spawn Proceeds
|
: Check Custom Code to see if Spawn Proceeds
|
||||||
// : Custom Code is Defined in 'spawn_chk_custom'
|
: Custom Code is Defined in 'spawn_chk_custom'
|
||||||
//
|
|
||||||
// TRn|Dn
|
TRn|Dn
|
||||||
// : Spawn Trigger
|
: Spawn Trigger
|
||||||
// : Only Spawns if PC is within 00 Meters
|
: Only Spawns if PC is within 00 Meters
|
||||||
// : Optional Flag: D00
|
: Optional Flag: D00
|
||||||
// : Despawns if PC is not within D00 Meters
|
: Despawns if PC is not within D00 Meters
|
||||||
//
|
|
||||||
// AEn|Dn
|
AEn|Dn
|
||||||
// : Spawn Area Effect
|
: Spawn Area Effect
|
||||||
// : Area Effects are Defined in 'spawn_cfg_fxae'
|
: Area Effects are Defined in 'spawn_cfg_fxae'
|
||||||
// : Waypoint Tag can be "AE" to Spawn only Area Effect
|
: Waypoint Tag can be "AE" to Spawn only Area Effect
|
||||||
// : Optional Flag: D000
|
: Optional Flag: D000
|
||||||
// : Area Effect Duration of 000 to 999 Seconds
|
: Area Effect Duration of 000 to 999 Seconds
|
||||||
// : Duration of 000 means Permanent Area Effect
|
: Duration of 000 means Permanent Area Effect
|
||||||
// : Default Duration is 005 Seconds
|
: Default Duration is 005 Seconds
|
||||||
//
|
|
||||||
// OEn|Dn
|
OEn|Dn
|
||||||
// : Object Effect
|
: Object Effect
|
||||||
// : Object Effects are Defined in 'spawn_cfg_fxobj'
|
: Object Effects are Defined in 'spawn_cfg_fxobj'
|
||||||
// : Optional Flag: D000
|
: Optional Flag: D000
|
||||||
// : Object Effect Duration of 000 to 999 Seconds
|
: Object Effect Duration of 000 to 999 Seconds
|
||||||
// : Duration of 000 means Permanent Object Effect
|
: Duration of 000 means Permanent Object Effect
|
||||||
// : Default Duration is Permanent
|
: Default Duration is Permanent
|
||||||
//
|
|
||||||
// RSn
|
RSn
|
||||||
// : Random Spawn
|
: Random Spawn
|
||||||
// : Percentage Chance Spawn will Occur
|
: Percentage Chance Spawn will Occur
|
||||||
// : Default 100% Chance
|
: Default 100% Chance
|
||||||
//
|
|
||||||
// FCn
|
FCn
|
||||||
// : Spawn Faction
|
: Spawn Faction
|
||||||
// : Change Faction of Children:
|
: Change Faction of Children:
|
||||||
// : Faction 0: COMMONER
|
: Faction 0: COMMONER
|
||||||
// : Faction 1: DEFENDER
|
: Faction 1: DEFENDER
|
||||||
// : Faction 2: MERCHANT
|
: Faction 2: MERCHANT
|
||||||
// : Faction 3: HOSTILE
|
: Faction 3: HOSTILE
|
||||||
// : Faction 4: CUSTOM
|
: Faction 4: CUSTOM
|
||||||
// : Change Faction to Same as Nearest
|
: Change Faction to Same as Nearest
|
||||||
// : Object with Tag 'SpawnFaction'
|
: Object with Tag 'SpawnFaction'
|
||||||
//
|
|
||||||
// ALn|Sn
|
ALn|Sn
|
||||||
// : Spawn Alignment
|
: Spawn Alignment
|
||||||
// : Shift Alignment of Children
|
: Shift Alignment of Children
|
||||||
// : Alignment 0: Neutral
|
: Alignment 0: Neutral
|
||||||
// : Alignment 1: Law
|
: Alignment 1: Law
|
||||||
// : Alignment 2: Chaos
|
: Alignment 2: Chaos
|
||||||
// : Alignment 3: Good
|
: Alignment 3: Good
|
||||||
// : Alignment 4: Evil
|
: Alignment 4: Evil
|
||||||
// : Alignment 5: All
|
: Alignment 5: All
|
||||||
// : Optional Flag: S00
|
: Optional Flag: S00
|
||||||
// : Shift Alignment by S00
|
: Shift Alignment by S00
|
||||||
// : Default Shift by 10
|
: Default Shift by 10
|
||||||
//
|
|
||||||
// HBn
|
HBn
|
||||||
// : Heartbeat Script
|
: Heartbeat Script
|
||||||
// : Children will Run Script HB000 each Cycle
|
: Children will Run Script HB000 each Cycle
|
||||||
// : Scripts are Defined in 'spawn_sc_hbeat'
|
: Scripts are Defined in 'spawn_sc_hbeat'
|
||||||
//
|
|
||||||
// SLn|Rn|I
|
SLn|Rn|I
|
||||||
// : Spawn Location
|
: Spawn Location
|
||||||
// : Spawn Children at Waypoint SL00
|
: Spawn Children at Waypoint SL00
|
||||||
// : Optional Flag: R
|
: Optional Flag: R
|
||||||
// : Choose Random Location
|
: Choose Random Location
|
||||||
// : from R00 to SL00
|
: from R00 to SL00
|
||||||
// : Optional Flag: I
|
: Optional Flag: I
|
||||||
// : When spawning multiple children, each child takes the next
|
: When spawning multiple children, each child takes the next
|
||||||
// : waypoint, In order - (first child spawns at SL00, next at SL01, etc.)
|
: waypoint, In order - (first child spawns at SL00, next at SL01, etc.)
|
||||||
// :
|
:
|
||||||
// : Location Name: Variable
|
: Location Name: Variable
|
||||||
// : Location Tag: SL00
|
: Location Tag: SL00
|
||||||
//
|
|
||||||
// RH|Dn
|
RH|Dn
|
||||||
// : Return Home
|
: Return Home
|
||||||
// : Child will always Return to Home
|
: Child will always Return to Home
|
||||||
// : Optional Flag: D00
|
: Optional Flag: D00
|
||||||
// : Child will Return to Home
|
: Child will Return to Home
|
||||||
// : Only if further than D00 Meters
|
: Only if further than D00 Meters
|
||||||
//
|
|
||||||
// HL|n|E
|
HL|n|E
|
||||||
// : Heal Children if Not in Combat
|
: Heal Children if Not in Combat
|
||||||
// : Optional Value: 00
|
: Optional Value: 00
|
||||||
// : Heal 00% per Cycle
|
: Heal 00% per Cycle
|
||||||
//
|
|
||||||
// IT
|
IT
|
||||||
// : Spawn Item
|
: Spawn Item
|
||||||
// : Spawnpoint Tag is Item Template
|
: Spawnpoint Tag is Item Template
|
||||||
//
|
|
||||||
// ST
|
ST
|
||||||
// : Spawn Sit
|
: Spawn Sit
|
||||||
// : Children will Sit in Nearest Unoccupied Sittable
|
: Children will Sit in Nearest Unoccupied Sittable
|
||||||
// : Sittable's Tag must be 'Seat'
|
: Sittable's Tag must be 'Seat'
|
||||||
//
|
|
||||||
// PT
|
PT
|
||||||
// : Spawn Plot
|
: Spawn Plot
|
||||||
// : Sets Children as Plot
|
: Sets Children as Plot
|
||||||
//
|
|
||||||
// SM
|
SM
|
||||||
// : Spawn Merchant
|
: Spawn Merchant
|
||||||
// : Spawnpoint Tag is Merchant Template
|
: Spawnpoint Tag is Merchant Template
|
||||||
//
|
|
||||||
// CF
|
CF
|
||||||
// : Custom Flag
|
: Custom Flag
|
||||||
// : Everything in Spawn Name after CF
|
: Everything in Spawn Name after CF
|
||||||
// : Is Stored in LocalString "CustomFlag"
|
: Is Stored in LocalString "CustomFlag"
|
||||||
// : On Each Spawned Child
|
: On Each Spawned Child
|
Loading…
x
Reference in New Issue
Block a user