Updated Here's a list of waypoint flags to customize your spawns (markdown)

Jaysyn904 2022-02-11 17:34:49 +00:00
parent 37ac3c8c37
commit 990a8eeb8f

@ -1,438 +1,438 @@
// Available Flags: Available Flags:
// SPnOn_ISnDn_IDn_FTn_SNnMn_SAnMn_SRnMnP_SDnMn_CLnMn SPnOn_ISnDn_IDn_FTn_SNnMn_SAnMn_SRnMnP_SDnMn_CLnMn
// _RGnMnCn_RWRn_DYnTn_HRnTn_DOD_NOD_PCnR_SF_SUnIn_FXnDn _RGnMnCn_RWRn_DYnTn_HRnTn_DOD_NOD_PCnR_SF_SUnIn_FXnDn
// _PRnTn_PLnTn_EEnRn_EXnRn_SG_CDnTnRnD_LTnAnBnCn_DSnSn_DIn_CMDn _PRnTn_PLnTn_EEnRn_EXnRn_SG_CDnTnRnD_LTnAnBnCn_DSnSn_DIn_CMDn
// _SSnDn_CCn_CPnRn_TRnDn_AEnDn_OEnDn_RSn_FCn _SSnDn_CCn_CPnRn_TRnDn_AEnDn_OEnDn_RSn_FCn
// _ALnSn_HBn_SLnRnI_RHDn_DTn_HLnE_IT_ST_PT_SM_CF _ALnSn_HBn_SLnRnI_RHDn_DTn_HLnE_IT_ST_PT_SM_CF
// _SXn_NL_SB_ELn _SXn_NL_SB_ELn
//
//
// Format: Format:
// Flag|OptionalFlag Flag|OptionalFlag
//
//
// SPn|On SPn|On
// : Designates Spawn Waypoint : Designates Spawn Waypoint
// : SP is Required on all Spawn Waypoints : SP is Required on all Spawn Waypoints
// : Performs Spawn processing every SP1 to SP99 heartbeats : Performs Spawn processing every SP1 to SP99 heartbeats
// : Default is SP1 Heartbeat : ~6 Seconds : Default is SP1 Heartbeat : ~6 Seconds
// : SP00 Defaults to SP01 : SP00 Defaults to SP01
// : Optional Flag: On : Optional Flag: On
// : Offset processing spawn from first process by n heartbeats. : Offset processing spawn from first process by n heartbeats.
// : Used to stagger spawn processing within an area : Used to stagger spawn processing within an area
//
// ISn|Dn ISn|Dn
// : Initial State : Initial State
// : Type 0 : Inactive : Type 0 : Inactive
// : Type 1 : Default : Active : Type 1 : Default : Active
// : Optional Flag: D000 : Optional Flag: D000
// : Delay Initial Spawn D000 Minutes : Delay Initial Spawn D000 Minutes
//
// IDn IDn
// : SpawnID : SpawnID
// : Sets LocalInt "SpawnID" to SpawnID : Sets LocalInt "SpawnID" to SpawnID
// : On Spawn Waypoint Object : On Spawn Waypoint Object
//
// FTn FTn
// : Flag Table : Flag Table
// : Use Flags from Table FT00 : Use Flags from Table FT00
// : Flags are Defined in 'spawn_cfg_flag' : Flags are Defined in 'spawn_cfg_flag'
//
//
// SNn|Mn SNn|Mn
// : Spawn Number : Spawn Number
// : Maintains a Spawn of SN00 to SN99 Children : Maintains a Spawn of SN00 to SN99 Children
// : Despawns Extra Children : Despawns Extra Children
// : Optional Flag: M00 : Optional Flag: M00
// : Minimum Children : Minimum Children
// : Will Randomly Spawn between M00 and SN00 Children : Will Randomly Spawn between M00 and SN00 Children
//
// SA|n|Mn SA|n|Mn
// : Spawn All at Once : Spawn All at Once
// : Default is Spawn One Child per Cycle : Default is Spawn One Child per Cycle
// : Optional Flag: 00 : Optional Flag: 00
// : Spawn 00 Children per Cycle : Spawn 00 Children per Cycle
// : Optional Flag: M00 : Optional Flag: M00
// : Spawn Minimum M00 per Cycle : Spawn Minimum M00 per Cycle
//
// SRn|Mn|P SRn|Mn|P
// : Spawn Radius : Spawn Radius
// : Randomly Spawns Children in a : Randomly Spawns Children in a
// : Location SR00 to SR99 Meters from Waypoint : Location SR00 to SR99 Meters from Waypoint
// : Optional Flag: M00 : Optional Flag: M00
// : Minimum Radius, M00 to SR99 Meters : Minimum Radius, M00 to SR99 Meters
// : Optional Flag: P : Optional Flag: P
// : Spawn Center is Near a Random PC in Area : Spawn Center is Near a Random PC in Area
//
// SDn|Mn|P SDn|Mn|P
// : Spawn Delay : Spawn Delay
// : Delay SD00 to SD99 Minutes between Spawns : Delay SD00 to SD99 Minutes between Spawns
// : Optional Flag: M00 : Optional Flag: M00
// : Minimum Delay, M00 to SD99 Minutes : Minimum Delay, M00 to SD99 Minutes
// : Optional Flag: P : Optional Flag: P
// : This flag sets up a spawn period, whereas the default spawn delay : This flag sets up a spawn period, whereas the default spawn delay
// : specifies a spacing between spawns. : specifies a spacing between spawns.
// : This is particularly useful with PL3 (keep the times the same on : This is particularly useful with PL3 (keep the times the same on
// : each) it will cause the placeable to refresh if alive or respawn : each) it will cause the placeable to refresh if alive or respawn
// : if not on a regular schedule. Note that if the P subflag is used, : if not on a regular schedule. Note that if the P subflag is used,
// : the M subflag is ignored. : the M subflag is ignored.
//
//
// CLn|Mn CLn|Mn
// : Child Lifespan : Child Lifespan
// : Child will Despawn after CL00 Minutes : Child will Despawn after CL00 Minutes
// : Optional Flag: M00 : Optional Flag: M00
// : Child will Despawn after M00 to CL00 Minutes : Child will Despawn after M00 to CL00 Minutes
//
// DYn|Tn DYn|Tn
// : Spawn Day : Spawn Day
// : Spawn Only on Day DY00 to DY28 : Spawn Only on Day DY00 to DY28
// : Children are Despawned during Invalid Days : Children are Despawned during Invalid Days
// : Optional Flag: T00 : Optional Flag: T00
// : Spawn from Day DY00 to Day T00 : Spawn from Day DY00 to Day T00
//
// HRn|Tn HRn|Tn
// : Spawn Hour : Spawn Hour
// : Spawn Only during Hour HR00 to HR24 : Spawn Only during Hour HR00 to HR24
// : Children are Despawned during Invalid Hours : Children are Despawned during Invalid Hours
// : Optional Flag: T00 : Optional Flag: T00
// : Spawn from Hour HR00 to Hour T00 : Spawn from Hour HR00 to Hour T00
//
// DO|D DO|D
// : Day Only : Day Only
// : Only Spawns at Day : Only Spawns at Day
// : Optional Flag: D : Optional Flag: D
// : Despawn Children at Nightfall : Despawn Children at Nightfall
//
// NO|D NO|D
// : Night Only : Night Only
// : Only Spawns at Night : Only Spawns at Night
// : Optional Flag: D : Optional Flag: D
// : Despawn Children at Daybreak : Despawn Children at Daybreak
//
// RW|Rn RW|Rn
// : Random Walk : Random Walk
// : Children Wander Randomly : Children Wander Randomly
// : Optional Flag: R00 : Optional Flag: R00
// : WARNING: This is Resource Intensive!! : WARNING: This is Resource Intensive!!
// : Wander Range, R00 to R99 Meters : Wander Range, R00 to R99 Meters
//
// PC|n|R PC|n|R
// : PC Check : PC Check
// : Only Spawn Children if PCs are in Area : Only Spawn Children if PCs are in Area
// : Children are Despawned if no PCs in Area : Children are Despawned if no PCs in Area
// : Optional Flag: PC00 : Optional Flag: PC00
// : Depawn if no PCs in Area for PC00 Minutes : Depawn if no PCs in Area for PC00 Minutes
// : Optional Flag: R : Optional Flag: R
// : Reset Spawn Point if no PCs are Present : Reset Spawn Point if no PCs are Present
//
// RGn|Mn|Cn RGn|Mn|Cn
// : Random Gold : Random Gold
// : Generates Random Amount of Gold on Children : Generates Random Amount of Gold on Children
// : From RG000 to RG999 Gold : From RG000 to RG999 Gold
// : Optional Flag: M00 : Optional Flag: M00
// : Minimum Gold Amount : Minimum Gold Amount
// : Optional Flag: C00 : Optional Flag: C00
// : Gold Chance C00% to C99% : Gold Chance C00% to C99%
// : Default 100% chance : Default 100% chance
//
// SF SF
// : Spawn Facing : Spawn Facing
// : Set Facing of Children to Match Waypoint : Set Facing of Children to Match Waypoint
// : Default Random Facing : Default Random Facing
//
// SUn|In SUn|In
// : Spawn Unseen : Spawn Unseen
// : Only Spawn if PCs are not within SU00 to SU99 Meters : Only Spawn if PCs are not within SU00 to SU99 Meters
// : Optional flag: I00 : Optional flag: I00
// : Use the location of each individual child to determine if that : Use the location of each individual child to determine if that
// : child can spawn, instead of using to location of the spawn itself. : child can spawn, instead of using to location of the spawn itself.
// : If using SR or SL|R, I00 to I99 additional random locations will be : If using SR or SL|R, I00 to I99 additional random locations will be
// : attempted : attempted
//
// FXn|Dn FXn|Dn
// : Spawn Effect : Spawn Effect
// : Spawn in with Effect FX001 to FX999 : Spawn in with Effect FX001 to FX999
// : Effects are Defined in 'spawn_cfg_fxsp' : Effects are Defined in 'spawn_cfg_fxsp'
// : Optional Flag: D000 : Optional Flag: D000
// : Despawn with Effect D001 to D999 : Despawn with Effect D001 to D999
//
// PRn|Tn|C PRn|Tn|C
// : Patrol Route : Patrol Route
// : Assign Waypoints Route PR00 to PR99 : Assign Waypoints Route PR00 to PR99
// : Optional Flag: T0 : Optional Flag: T0
// : Route Type : Route Type
// : 0 - Sequential : 0 - Sequential
// : 1 - Circular : 1 - Circular
// : 2 - Random : 2 - Random
// : 3 - Walk Once/Despawn : 3 - Walk Once/Despawn
// : Optional Flag C : Optional Flag C
// : Start at closest waypoint. Does not apply to T2 (random) : Start at closest waypoint. Does not apply to T2 (random)
// : :
// : Route Name: Variable : Route Name: Variable
// : Route Tag: PR00_SN00_PS000_RN_FC_DO_NO_SC000 : Route Tag: PR00_SN00_PS000_RN_FC_DO_NO_SC000
// : :
// : PR - Route Number 00 to 99 : PR - Route Number 00 to 99
// : SN - Stop Number 00 to 99 : SN - Stop Number 00 to 99
// : PS - Pause 000 to maxint seconds at Stop : PS - Pause 000 to maxint seconds at Stop
// : RP - Random additional amount (0 - maxint) added to PS : RP - Random additional amount (0 - maxint) added to PS
// : RN - Run to Stop : RN - Run to Stop
// : RR - Percentage chance a Stop will be visited (skipped otherwise) : RR - Percentage chance a Stop will be visited (skipped otherwise)
// : SF - Face the Waypoint Direction : SF - Face the Waypoint Direction
// : DO - Only Stop here during the Day : DO - Only Stop here during the Day
// : NO - Only Stop here during the Night : NO - Only Stop here during the Night
// : SC - Run script 000 to 999 : SC - Run script 000 to 999
// : Scripts are Defined in 'spawn_sc_patrol' : Scripts are Defined in 'spawn_sc_patrol'
//
// EEn|Rn EEn|Rn
// : Entrance/Exit : Entrance/Exit
// : Enter and Exit at Waypoint EE00 : Enter and Exit at Waypoint EE00
// : Optional Flag: R : Optional Flag: R
// : Choose Random Entrance Exit : Choose Random Entrance Exit
// : from R00 to EE00 : from R00 to EE00
// : :
// : Entrance/Exit Name: Variable : Entrance/Exit Name: Variable
// : Entrance/Exit Tag: EE00 : Entrance/Exit Tag: EE00
//
// EXn|Rn EXn|Rn
// : Exit : Exit
// : Exit at Waypoint EX00 : Exit at Waypoint EX00
// : Optional Flag: R : Optional Flag: R
// : Choose Random Exit : Choose Random Exit
// : from R00 to EX00 : from R00 to EX00
// : :
// : Exit Name: Variable : Exit Name: Variable
// : Exit Tag: EX00 : Exit Tag: EX00
//
// PLn|Tn|Pn PLn|Tn|Pn
// : Placeable Object : Placeable Object
// : Spawns a Placeable Object with Behavior : Spawns a Placeable Object with Behavior
// : Behavior 0: Default Behavior : Behavior 0: Default Behavior
// : Behavior 1: Despawn if Empty : Behavior 1: Despawn if Empty
// : Behavior 2: Refill if Empty (after spawn delay minutes!) : Behavior 2: Refill if Empty (after spawn delay minutes!)
// : Behavior 3: Refresh (despawn/respawn) every P000 minutes; default : Behavior 3: Refresh (despawn/respawn) every P000 minutes; default
// : (if no Pn specified) is 60 minutes : (if no Pn specified) is 60 minutes
// : Optional Flag: T00 : Optional Flag: T00
// : Trap Disabled Chance : Trap Disabled Chance
// : 00% to 99% chance of Trap Disabled : 00% to 99% chance of Trap Disabled
// : Trap must already be part of Placeable's Template : Trap must already be part of Placeable's Template
// : Default 100% Chance Trap is Disabled : Default 100% Chance Trap is Disabled
// : Optional Flag: P00 : Optional Flag: P00
// : Refresh period (in minutes) : Refresh period (in minutes)
//
// SG SG
// : Spawn Group : Spawn Group
// : Spawn Children from Group : Spawn Children from Group
// : Waypoint Tag is Defined Group : Waypoint Tag is Defined Group
// : Groups are Defined in 'spawn_cfg_group' : Groups are Defined in 'spawn_cfg_group'
//
// CDn|Tn|Rn|D CDn|Tn|Rn|D
// : Corpse Decay : Corpse Decay
// : Decay Corpse after CD000 to CD999 Seconds : Decay Corpse after CD000 to CD999 Seconds
// : Default No Corpse, Standard Loot Bag : Default No Corpse, Standard Loot Bag
// : Optional Flag: T : Optional Flag: T
// : Corpse Inventory Type : Corpse Inventory Type
// : Type 0: Inventory Items : Type 0: Inventory Items
// : Type 1: Inventory & Equipped Items : Type 1: Inventory & Equipped Items
// : Type 2: Inventory Items, if PC Killed : Type 2: Inventory Items, if PC Killed
// : Type 3: Inventory & Equipped Items, if PC Killed : Type 3: Inventory & Equipped Items, if PC Killed
// : Optional Flag: R : Optional Flag: R
// : Remains Type : Remains Type
// : Type 0: Loot bag : Type 0: Loot bag
// : Type 1: Body : Type 1: Body
// : Type 2: Bones : Type 2: Bones
// : Type 3: Potion : Type 3: Potion
// : Type 4: Pouch : Type 4: Pouch
// : Type 5: Scroll : Type 5: Scroll
// : Type 6: Treasure : Type 6: Treasure
// : Type 7: None (destroy loot on decay) : Type 7: None (destroy loot on decay)
// : Optional Flag: D : Optional Flag: D
// : Drop wielded weapons : Drop wielded weapons
//
// LTn|An|Bn|Cn LTn|An|Bn|Cn
// : Loot Table : Loot Table
// : Spawn Loot on Children from Table LT000 to LT999 : Spawn Loot on Children from Table LT000 to LT999
// : Loot Tables are Defined in 'spawn_cfg_loot' : Loot Tables are Defined in 'spawn_cfg_loot'
// : LT500 to LT999 currently reserved for merchant-based : LT500 to LT999 currently reserved for merchant-based
// : loot tables : loot tables
// : Optional Flag: A000 : Optional Flag: A000
// : When using merchant-based loot tables, the percentage chance that : When using merchant-based loot tables, the percentage chance that
// : only 1 item will spawn. Default is 50%. Values over 100% are truncated : only 1 item will spawn. Default is 50%. Values over 100% are truncated
// : to 100% : to 100%
// : Optional Flag: B000 : Optional Flag: B000
// : When using merchant-based loot tables, the percentage chance that : When using merchant-based loot tables, the percentage chance that
// : 2 items will spawn. Default is 15%. Values over 100% are truncated : 2 items will spawn. Default is 15%. Values over 100% are truncated
// : to 100% : 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