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Nerun's Distro v4.0.4 ?
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°¡ÀÔÀÏ: 2004³â 01¿ù 26ÀÏ
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±Û ÀÛ¼º½Ã°£ : 2005-03-30 ¼ö 8:37 pm    Á¦¸ñ: Nerun's Distro v4.0.4 ?  

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Summary:
"Nerun's Distro" is a distribution for RunUO v1.0.0, centered in the settlement of the game. And it uses the already known spawners system "Premium Spawner". The advantage is that this distro is easy to use and it already includes spawns for Trammel, Felucca, Ilshenar, Malas and Tokuno. See the details. Tutorials include.

Changes 4.0.4:
- BaseVendors spawning as Paragons fixed;
- added Stone Crafter to Gargoyle City (Ilshenar);
- added book of ninjitsu and bushido to [gmbody command;
- SpawnRem command (finally) fixed;

Description:
This package is a scripts and spawn maps compilation that I did previously, but that were distributed in different topics in the old RunUO's Scripts Submission site. It include:

- Premium Spawner System;
- TreasureChestPack v0.99F (dungeon treasures required for map spawns);
- All facets map spawns (100% world spawned);
- Samurai Empire Support;

Installation:
1) Unzip Data and Scripts.
2) Unzip Data.cab and Scripts.cab with WinRAR or WinACE or PowerArchiver.
3) After it, you will see two folders: "Data" and "Scripts".
4) Cut "Data" and "Scripts" folders.
5) Go to "c:\RunUO 1.0.0\" (RunUO root directory) and paste them, Windows Explorer will ask if you wish overwrite, click "yes to all".
6) Delete:
C:\...\RunUO 1.0\Scripts\Items\Construction\Doors\Doors.cs
C:\...\RunUO 1.0\Scripts\Items\Construction\Doors\BaseDoor.cs
C:\...\RunUO 1.0\Scripts\Items\Construction\Doors\HouseDoor.cs
C:\...\RunUO 1.0\Scripts\Multis\HouseFoundation.cs
C:\...\RunUO 1.0\Scripts\Engines\AI\Creature\Paragon.cs

PS.: "Nerun's Distro v4.0.4 - HelpFiles" are optional. Inside there are a tutorial and a change log.


Usage:
FROM SCRATCH (FRESH INSTALL RECOMMENDED):
1) Start Main Spawner System: [spawner.
2) Select Clear All Facets in Edition Options, click OK.
3) Select Create World Gump in World Creation Options, select all, click OK.
4) In SPAWN OPTIONS, select spawn Trammel/Felucca, then Ilshenar, Malas and Tokuno, de-select the map spawns you do not want to use, click OK.

IF NOT FRESH INSTALL:
1) If you did your own spawns with RunUO before install this distro, you can use Conversion Utility to convert RunUO spawners to Premium Spawners system. But it is not needed.
2) Start Main Spawner System: [spawner.
3) Select Create World Gump in World Creation Options, select all, click OK.
4) In SPAWN OPTIONS, select spawn Trammel/Felucca, then Ilshenar, Malas and Tokuno, de-select the map spawns you do not want to use, click OK.

PS.: for more command options read Tutorial in HelpFiles.

Thanks to:
They are so many the people that I need to thank. And for so many things, that I don't know through where to begin.
- Atomic, for Ultimate Spawner creation. System starting from which Premium Spawner and my Distro developed. And for tell me how to fix SpawnEditor.cs;
- David, for the awesome Spawner2.cs with SpawnRange property (to which I added SpawnID property);
- Matador Doidao, Requiem and ultimaIX (aka Yrenwick Dragon), for authorize the addition of his spawns;
- L0rdDarkScythe, for authorize the addition of SE Mobiles in my distro;
- JadeFist and Walmart, for a hard work contribution;
- Lagoth, Whooper7777, zero1872001, Viky, Barbarian, Vidi, Vini, GoldDraco13, Tyran, Darknat, Erica and mr_wuss for found some bugs (and some times, fixed it).

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°¡ÀÔÀÏ: 2004³â 01¿ù 26ÀÏ
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±Û ÀÛ¼º½Ã°£ : 2005-03-31 ¸ñ 9:39 am    Á¦¸ñ: ÀÌ°Ç ÇÛÇÁÆÄÀÏ ¤Ñ¤Ñ¤»  

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Premium Spawner Tutorial (EN).txt
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+----------------------------------+
| PREMIUM SPAWNER - basic Tutorial |
+----------------------------------+

-------------------------------
Written by Nerun in 12/jan/2005
Totally Re written
Translated with Power Translator Pro 8.0 but not revised
--------------------------------------------------------

Premium Spawner is a "mod" of the script Ultimate Spawner, created by a called Brazilian Scripter Atomic, that possessed a called Shard AtomicShard. He bases on a script that reads the information of the spawns in a "map" and then it generates them in the world. The original script was modified by Nerun (me same) and as great modifications were added to the original script, I found better to change the name of my version. Premium Spawner is Ultimate Spawner's successor v4.0 R5 (until then, the simple addition of R, following for a number, 1, 2... 5 etc, it differentiated my version of the original script become pregnant by Atomic). The fundamental differences are:

- "Premium" possesses new properties:
1. SpawnRange - maximum distance of spawn (HomeRange = I stripe of walk)
2. SpawnID - spawners ID, used to remove spawns
3. OverrideID - it works like OverrideMap, but for SpawnID
4. OverrideMinTime - it works like OverrideMap, but for MinDelay
5. OverrideMaxTime - it works like OverrideMap, but for MaxDelay

- "Premium" doesn't use more the "types" of standard spawns in Ultimate, it
uses just some few types, that tend to fall in disuse.

- "Premium" possesses an own engine, not using more the standard spawner that
comes with RunUO, he uses on the contrary, "PremiumSpawner." You can use
both systems simultaneously.

The basic of the basic that it is necessary to know, it is that this spawner System is useful to maintain "safe" in a file (the map) the spawners that you created up to now. Because we suppose that you have to turn off everything and to resume the world of the zero. Will he/she have to put more than ten thousand spawns denovo?! NO! He/she just uses a command and ready, everything generated denovo, and effortlessly, that he/she just feels in the process of creation of the map.
The current system is in the version 4.0, and it is considered quite it ripens (of the point of view of the stability, resources and use easiness) and it completes (of the poto of view of the settlement of the world).


INDEX:
1. INSTALLING PREMIUM SPAWNER
2. PART I - THE Main menu
3. PART II - Creating a Map (Basic)
4. PART III - Using the Mapas "In-Game" (Basic)
5. PART IV - Creating a Map (Advanced)
6. PART V - Using the Mapas "In-Game" (Advanced)
7. PART VI - Options of Edition



>>>>>>>>>>>>>>>>>>>>>>>>>>>>
INSTALLING PREMIUM SPAWNER
<<<<<<<<<<<<<<<<<<<<<<<<<<<<

The system of spawners creation, Premium Spawner, is composed by a collection of scripts. As they already add many scripts, I won't enumerate them here. Now this spawner system is distributed in a called package "Nerun's Distro." They were several packages in the beginning, but for easiness I contained them in a single distribution. This package also includes other resources, as spawns maps for they be used with that system. As well as gumps (menus) easy to use to facilitate still more the settlement of his/her world. This distro can be found in the site of RunUO, in "Scripts Submissions's" section:

http://www.runuo.com/forum /...

To install the distro:

1) Dezipe "Nerun's Distro vx.x.x - Data.zip."
2) Dezipe "Nerun's Distro vx.x.x - Scripts.zip."
3) you will see two pastes: He/she "dates" and "Scripts."
4) it cuts the pastes "Date" and "Scripts" (those inside of the zip it Dates and of the zip Scripts).
5) it goes in "c:\RunUO 1.0 RC0 \ " (directory root of RunUO) and glue them there,
Windows Explorer will ask if you want sobrescrever, say
"yes for all."



>>>>>>>>>>>>>>>>>>>>>>>>>>
PART I - THE Main menu
<<<<<<<<<<<<<<<<<<<<<<<<<<

You can access the main menu of the system typing [spawner. There are a lot of options in the menu, with two pages. The options be self-explanatory and/or to contain clues. But I will list them here:


I USE THROUGH THE MENU LINE OF COMMAND
===========================================================
WORLD CREATION OPTIONS:
Create World Gump------------------[createworld
SPAWN OPTIONS:
Spawn Trammel/Felucca--------------[spawn
Spawn Ilshenar--------------------- [spawnilshenar
Spawn Malas------------------------[spawnmalas
Spawn Tokuno----------------------- [spawntokuno
UNLOAD SPAWNS
Unload Trammel/Felucca spawns------[unload
Unload Ilshenar spawns------------- [unloadilshenar
Unload Suitcases spawns----------------[unloadmalas
Unload Tokuno spawns--------------- [unloadtokuno
CONVERSION UTILITY:
RunUO Spawns to PremiumSpawner----- [rse
SAVE OPTIONS:
Save All spawns (spawns.map)------- [spawngen save
Save 'By Hand' spawns (byhand.map) - [spawngen savebyhand
Save spawns inside region----------[spawngen save RegionName
Save spawns by coordinates--------- [spawngen save x1 y1 x2 y2
HE/SHE REMOVES OPTIONS:
He/she removes All spawners (all facets)--- [spawngen removes
He/she removes All spawners (current map)--[spawnrem
He/she removes spawners by ID--------------[spawngen unload SpawnID
It removes spawners by Coordinates----- [spawngen removes x1 y1 x2 y2
It removes spawners inside Region------[spawngen removes RegionName
EDITION OPTIONS:
Spawn Editor----------------------- [publishing
Clear All Facets------------------- [clearall
Set my own body to GM Style--------[gmbody


Like you they can see, he centralizes in a single menu all of the commands of the system, you don't need to know as it is written each command to use them, it is enough to click, to follow the instructions and ready. The following chapters will describe as creating a map, and how to use the command line instead of the Menu "[spawner."



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
PART II - Creating a Map (Basic)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

The Notepad can be used to create the maps. You will see the following information in a basic map:

## Britain Graveyard:
* Ghoul 1368 1475 10 2 60 80 30 20 1 1
* Lich 1369 1475 10 2 60 80 30 20 1 1
* Skeleton 1369 1476 10 2 60 80 30 20 1 3
* Zombie 1368 1476 10 2 60 80 30 20 1 4
* Ghoul 1367 1476 10 2 60 80 30 20 1 1
* Lich 1367 1477 10 2 60 80 30 20 1 1
* Skeleton 1366 1477 10 2 60 80 30 20 1 3
* Zombie 1366 1476 10 2 60 80 30 20 1 4

This is a map that supplies the information of all of the spawns of the cemetery of Britain. We will analyze him/it:

- The first line begins with a "##", that double "sharp" marks him/it
beginning of a comment, that is, what comes after him, in that line,
it won't be read by the script. It is usually used to supply
information on the script: of which dungeon is the map, which revision
he/she is etc.

- The subsequent lines are the spawners in itself. We will only catch the
first as example, because the others follow the same pattern. Then
we have:

* Ghoul 1368 1475 10 2 60 80 30 20 1 1

Every spawner begins with a "* " (excepting the spawners done with
"types", that we will see later), following for the creature's name, that
in the case it is a Ghoul. We know then that that spawner will put Ghouls
somewhere...

The three numbers that it comes after the creature's name define the place
where will be created the spawner. Following the format X Y Z (all the
information of the spawner are separate for a simple space). In the
in case, the spawner will appear in the coordinates 1368 1475 10, i. and.,
X = 1368, Y = 1475 and Z = 10. If you type "[go 1368 1475 10"
you will go to the place where will appear this spawner.

The fourth number says which is the map where this spawner will be put.
Notice that referred him number is 2. The definition of the maps follows this
standard:
0 = spawner will appear in Felucca & Trammel
1 = spawner will only appear in Felucca
2 = spawner will only appear in Trammel
3 = spawner will only appear in Ilshenar
4 = spawner will only appear in Suitcases
5 = spawner will only appear in Tokuno
Therefore, we deduced that the spawner of Ghoul will appear in Trammel, because
the fourth number (the one of the map) it is the number 2.

The next two numbers after the one of the map define him/it respectively
minimum time and the maximum time for the respawn. That is, the creatures
of that spawner they will "give respawn" in a chosen time slice
aleatoriamente between the minimum time and the maximum. In the case we have" 60 80"
, with a space separating the two numbers (always a space!). The
time is in minutes, soon the spawners will give respawn among 60 min
and 80 min, that is, between 1:00 and 1:20 min. after they have been killed by the
players.

The next two numbers after the numbers of the time, are respective-
mind HomeRange and SpawnRange. In the case, 30 of HomeRange and 20 of
SpawnRange. Ghouls will stand back therefore the up to 30 "quadradinhos"
(those that we see when he/she gives a maximum zoom in the game) of dist&n-
cia of the spawner. But they will "give respawn" aleatoriamente inside of
a ray of until 20 "quadradinhos" of distance of the spawner. Notice
that SpawnRange is always SMALLER or EQUAL to HomeRange, NEVER LARGER.

The next to the last number, identifies the spawner, it is a "SpawnID", she says
the one that spawners group that spawner in matter belongs.
For default, it is always 1. In other words, any spawner created in game
being used of the "[add premiumspawner..." he/she will have like SpawnID the number 1.
This identifies the spawns created "by hand", in the hand. But the maps,
they can have any number for SpawnID. And it is advisable that
all of the spawns of a same map, have same SpawnID. We will see
the because of this later.

The last number, also important, he/she tells HOW MANY monsters of that
type that was defined at the beginning of the spawner (in the case Ghoul), they will go
to be generated by that spawner. In the case the number is 1, soon only it will be
created a Ghoul through that spawner. If it went 3, for instance,
they would be generated 3 Ghouls.

As observation, notice that most of the properties of a spawner, described above, they can be defined without the need of "seeing" where the spawner will appear, but the coordinates will be necessary to "see." This because if you choose coordinated aleatoriamente, he/she takes the risk of creating a spawner in an inaccessible place, as for instance, in the middle of the ocean!!! So that it is necessary to go until the place where you would like the spawner to appear and to use the command "[get location" in the place. It is then to write down the coordinates to appear in the screen. Another command is "[where", that he/she says the place where you are, in this in case it is on the place where you want the spawner to appear.
Made the map, it is only to save him/it in the directory Data/Monsters (if there is not a paste inside Monsters of Date, it is hour of creating one. Click in "Saving As", select in Saving as Type, "All of the Files" and then type a name for the map, not forgetting to put him/it ". map" at the end of the name. In the example above, if we had made that map, we could give him/her the name of "graveyard.map."

SUMMARIZING
The standard format of a spawner is:

* Creature X Y Z Mapa TempoM&n TempoM&x HomeRange SpawnRange SpawnID Quantidade



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
PART III - Using the Mapas "In-Game"
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

This part is simple, they are just the list of commands that she should use inside of the game for the script generates the spawners starting from the created maps. Leaving of the presupposition that you already installed the necessary scripts in the directory of RunUO, you can use the following commands:

- [spawngen nomedomapa.map
This reads the map and it generates the spawns. In our example it could be something as "[spawngen graveyard.map."

- [spawngen removes
This command is dangerous, because it TURNS OFF ALL of the spawners of all of the worlds of UO! Indifferent of you to have made them & hand or using the technique of the maps.

- [spawngen save
I command useful, he SAVES in a called file "Spawns.map" ALL of the spawners that you/they exist in his/her world! It is useful for not having to use 20 times the command of spawners creation for EACH map that you did, if he/she has that spawnear his/her world again... with the advantage of saving as much the spawners done & hand as the facts for the technique of the maps.

- [spawnrem
All remove the spawners of the current map (the map in which the command was executed).



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
PART IV - Creating a Map (Advanced)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

You already learned how to create maps using the class method, i. and, you type the creature's name and later the statistics. But and if you want more than a creature type in the same spawner? There are two methods of solving this. The first, that I like less (and that I intend to remove of Premium Spawner in future revisions), it uses types or pr&-defined groups in the script of the system, they are 8 types:

+bears:
Brownbear, Grizzlybear, Blackbear

+wolves:
Direwolf, Timberwolf, Greywolf

+cows:
Bull, Cow

+roden:
Rabbit, JackRabbit

+felin:
Cougar, Panther

+misc:
Goat, Mountaingoat, Greathart, Hind, Sheep, Boar, Llama, snake, pig

+bird:
Bird, Eagle

+mount:
Horse, Ridablellama

Before they were almost 40, but as they were little useful, I preferred to add some "more generic" ones, and to remove the other ones. The ones that I maintained were just the spawns of animals, because there were similar groups.

These "types" work in way similar to the that you already know, only that his/her format is a little different:

+type: X Y Z Mapa TempoM&n TempoM&x HomeRange SpawnRange SpawnID Quantidade

Here it is only to substitute "+tipo: " for one of the types described above, reminding that in this method, he/she doesn't enter the "* " in front. What happens with the type is that the spawner will distribute aleat&riamente the amount of creatures that you defined among those listed in the types described above. That is if you do something as:

+bird: 1368 1475 10 0 60 80 30 20 1 10

The spawner will divide the 10 creatures between Birds and Eagles, but not always equally, and ace times all in just a creature, as for instance, he could select 6 Birds and 4 Eagles.

As he/she already said, I don't like this method a lot, I prefer the method of the points. In this case, it would be enough to separate the creatures that you would like them to appear in that spawner for "":, as in the example below:

* Bird:Eagle 1368 1475 10 0 60 80 30 20 1 10

The final result will be the same of the "types", but the advantage is that you can define "types" that don't exist in the original script. It is for that that I intend exclude that method, because it is almost useless, because the method of the ": " it is better. Me same, I only used types in Lost Lands's map. Reminding that how many creatures can you put wants, all separated by the "":. But it is advisable not to pass of 10.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
PART V - Using the Mapas "In-Game" (Advanced)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<


Settlement In-game
------------------

Another form of populating the world is to go "in-game" and to add the spawners manually, with the command [add premiumspawner < creaturename >. And later set the attributes (x = number):

[set count x - set the amount
[set homerange x
[set spawnrange x
[set maxdelay x
[set mindelay x


Commands to Save and to Remove Spawns
-------------------------------------

After it finishes populating the wanted area, use the command [spawngen save, but he/she waits, I will teach him/her some advanced options of this command.

[spawngen savebyhand
Use this command to save all of the spawns that you did "in the hand" (SpawnID = 1) for a name file "byhand.map."

[spawngen save x1 y1 x2 y2
With this you save for the file spawns.map all of the spawners that you/they are inside of the defined rectangle for the values x1 y1 x2 y2. Once again, x and y here are coordinated, as in the
example:

(x1,y1)------+ All of the spawners among the first group
| | of coordinates (x1,y1) and the second group (x2,y2)
| | they form a rectangle, and everything that is in this
| | defined area will be safe for the file. The
| | coordinate Z in this case, is not necessary.
+---------(x2,y2)

[spawngen save < region>
This is good also, it saves files in a defined area for RunUO. The complete list of the areas varies of map for map, and you can find her/it in the file that is in c:/RunUO/Data/,
call Regions.xml. For instance, we can see in Regions.xml the following passage:

<region priority =" 50" name = "Minoc">
<rect x =" 2411" y =" 366" width =" 135" height =" 241" />
<rect x =" 2548" y =" 495" width =" 72" height =" 55" />
<rect x =" 2564" y =" 585" width =" 3" height =" 42" />
<rect x =" 2567" y =" 585" width =" 61" height =" 61" />
<rect x =" 2499" y =" 627" width =" 68" height =" 63" />



<go location =" (2466,544,0)" />
<music name = "Minoc" />
</region>

This defines them limits of the city of Minoc, and it creates a lot of rectangles, therefore, everything that is inside of these rectangles will be saved for "spawns.map." Ace times it is useful. As observation, the "[spawngen removes", it can be used with the same options of the "[spawngen save" described above, with the difference that the spawners inside of the rectangle they will be extinguished. Another option is to type [where, and the area where you one find will appear in the screen of the game, it is only to copy the name.
To contain, when saving spawners that are safe in spawns.map, go Data/Monsters and renomeie even the file to the name that you want, therefore if you give other "[spawngen save", you take the risk of losing their spawners. For instance, we were able to renomear spawns.map generated by the "[spawngen save minoc" for Minoc.map.


Removing maps - the method Unload (recommended)
-----------------------------------------------

Another possibility is to remove a certain map, without having to turn off the others (through the [spawngen removes), and this method that I will speak now, is the best method to remove maps that it is not wanted. In game it uses:

[spawngen unload SpawnID

Therefore that each map should have the same ID for all their spawners, because if you give a different ID for each spawner of the map, you won't get to remove all him. We will see the case of Graveyards.map discussed above. All of his/her spawns have like SpawnID the value 1 (he/she remembers to give different values for each map). Let us see:

## Britain Graveyard:
* Ghoul 1368 1475 10 2 60 80 30 20 1 1
* Lich 1369 1475 10 2 60 80 30 20 1 1
* Skeleton 1369 1476 10 2 60 80 30 20 1 3
* Zombie 1368 1476 10 2 60 80 30 20 1 4
* Ghoul 1367 1476 10 2 60 80 30 20 1 1
* Lich 1367 1477 10 2 60 80 30 20 1 1
* Skeleton 1366 1477 10 2 60 80 30 20 1 3
* Zombie 1366 1476 10 2 60 80 30 20 1 4

But there he/she has a problem, because 1 are the number default for maps done "in the hand", in game. Then we have to give a different ID for this map. In the example above would be enough to alter each one of the lines. But and if the map had 100 or maybe 1000 spawners? Would work be too much not? Therefore the "overrideid" exists, that it is a resource that configures all the Ids of the map for the same ID, with the simple addition of a line to the top of the file. Good, to exemplify me I will configure to ID of this map for" 14", that it is a good number.

overrideid 14
## Britain Graveyard:
* Ghoul 1368 1475 10 2 60 80 30 20 1 1
* Lich 1369 1475 10 2 60 80 30 20 1 1
* Skeleton 1369 1476 10 2 60 80 30 20 1 3
* Zombie 1368 1476 10 2 60 80 30 20 1 4
* Ghoul 1367 1476 10 2 60 80 30 20 1 1
* Lich 1367 1477 10 2 60 80 30 20 1 1
* Skeleton 1366 1477 10 2 60 80 30 20 1 3
* Zombie 1366 1476 10 2 60 80 30 20 1 4

Does S&til differentiate not? In spite of each spawner still to have the value 1 as ID in each line, the "overrideid 14" will do with that the spawners generator reads that" 1" as if it was" 14." Then in game, if I want to remove this map it is only to type "[spawngen unload 14", and ready. None of their other spawns will be altered or removed.


Sobrescrevendo Mapas
--------------------

Did he/she already think about doing a map to be for Trammel and for Felucca? Because it is, instead of using to turn off the number of the map of each line of spawner of his/her map to do with that he works in another world, simply, sobrescreva the number of the map with a single line, like you did with the Ids above. We could use like this the map of the example above, that it just generates spawns in Trammel, to generate spawns in Trammel and in Felucca, adding "overridemap":

overridemap 0
overrideid 14
## Britain Graveyard:
* Ghoul 1368 1475 10 2 60 80 30 20 1 1
* Lich 1369 1475 10 2 60 80 30 20 1 1
* Skeleton 1369 1476 10 2 60 80 30 20 1 3
* Zombie 1368 1476 10 2 60 80 30 20 1 4
* Ghoul 1367 1476 10 2 60 80 30 20 1 1
* Lich 1367 1477 10 2 60 80 30 20 1 1
* Skeleton 1366 1477 10 2 60 80 30 20 1 3
* Zombie 1366 1476 10 2 60 80 30 20 1 4

Here he does with that the" 2" of the map, be read as" 0" by the spawners generator. The numbers of the maps are the same ones used and described in "PART II - Creating a Map (Basic)."

Overwriting DelayTime
------------------------

Didn't it like minimum and maximum time for the respawn of NPCs that comes how pattern in the distro? Does he/she want to change? To increase or to reduce the time? Do exactly as for OverrideID or OverrideMap, but on the contrary, use:

overridemintime

and/or

overridemaxtime

Example:

overridemintime 5
overridemaxtime 10
overridemap 0
overrideid 14
## Britain Graveyard:
* Ghoul 1368 1475 10 2 60 80 30 20 1 1
* Lich 1369 1475 10 2 60 80 30 20 1 1
* Skeleton 1369 1476 10 2 60 80 30 20 1 3
* Zombie 1368 1476 10 2 60 80 30 20 1 4
* Ghoul 1367 1476 10 2 60 80 30 20 1 1
* Lich 1367 1477 10 2 60 80 30 20 1 1
* Skeleton 1366 1477 10 2 60 80 30 20 1 3
* Zombie 1366 1476 10 2 60 80 30 20 1 4

Here he does with that the" 2" of the map, be read as" 0", the" 1" of the ID are read as" 14", and the" 60" and" 80" of the delay are read as" 5" and" 10" respectively for the spawners generator. The numbers of the maps are the same ones used and described in "PART II - Creating a Map (Basic)."



>>>>>>>>>>>>>>>>>>>>>>>>>>>
PART VI - Options of Edition
<<<<<<<<<<<<<<<<<<<<<<<<<<<

[publishing
This will open the spawns editor. It will be listed all of the spawners of the map in that you are, in the column of the left. In the column of the right you can select for exhibition obeying certain criteria, such as: just the spawns inside certain distance from where you are, or just spawns with certain ID, or just those that have certain creature. Once selected the spawner to edit, you can: to give a [props, to alter any attribute of him, creatures etc.

[clearall
Does he/she want to turn off everything and to begin of the zero? This works as the [Clearfacet, only that it turns off all of the maps, and not just that in which you are. Be cautious when using him/it.

[GMbody
This distro configured certain characteristics common to GMs, and it created a command that when used in himself, it configures the character with a series of items, including Robe, spellbooks, ethereal horse, hair color, different titles for each level of the hierarchy ([Admin], [Seer], [GM] and [Counselor]). Beyond of set your body for the human body, in case you have if modified for a quest.


Changes History.txt
Àοë±Û : 
NERUN'S DISTRO CHANGES HISTORY:

Changes 4.0.4:
- BaseVendors spawning as Paragons fixed;
- added Stone Crafter to Gargoyle City (Ilshenar);
- added book of ninjitsu and bushido to [gmbody command;
- SpawnRem command (finally) fixed;

Changes 4.0.3:
- All SE monsters fixed (Lagoth's files);
- Generate Factions command added to CreateWorld gump;
- ClothSeller fixed (Tyran's File);

Changes 4.0.2:
- Khaldun ShadowFiend, GrimmochDrummel, LysanderGathenwale, MorgBergen and TavaraSewel enable in khaldun.map;
- added zombies and skeletons to Haven graveyard (Uzeraal's quest);
- SolenHive Trammel/Felucca maps updated;
- EliteNinja, Raiju and KazeKemono fixed;
- Paragons and PremiumSpawner issue fixed;

Changes 4.0.1:
- Staff Ring fixed: nighsight ability added;
- LootNew.cs warnings fixed;
- PremiumSpawner.cs updated;
- added tokuno vendors and House Doors (missing in 4.0);
- Badspawns fixed (except Cloth seller);
- CreateWorld gump updated (added GenKhaldun);

Changes 4.0:
- Now Premium spawner coexist with RunUO spawners, do not need delete RunUO spawner, TreasureChests files or Loot file;
- added RunUO spawner exporter (conversion command: RunUO spawners to Premium Spawners);
- Trammel\OSILight.map small changes (rise Horde Minions amount in Heaven, for Paladin quest);
- IceHound changed (Artfist hue change);
- Tokuno badspawns fixed;
- Bankercamp at Ilshenar/Southeast.map fixed;
- Tutorial rewritten;

Changes 3.0:
- Signs fixed (Walmart file);
- Doors sound fixed;
- added Hello_Kitty's Tokuno vendors (japanese names and cloths);
- Tokuno/Miscellaneous.map splited in 2 maps: Monsters.map and Animals.map (by JadeFist);
- Tokuno/Vendors.map small fix;
- Gumps updated;
- added new samurai armors;
- Armors Samurai Dealer and Weapons Samurai Dealer updated;
- added Soul Stone;
- NPC Ronin updated;

Changes 2.9:
- added 2 new commands: [clearall (clear all facets) and [gmbody (to set yourself to GM style);
- Tokuno.xml locations changed (JadeFist file);
- SpawnMaps.cs and Regions.xml small fix;
- OSILight, Medium and Heavy maps changed (delay lowered);
- Ilshenar spawns small changes (now at 100% spawned);
- Tokuno spawns added (ultimaIX spawns);
- Tokuno monsters added;
- Japanese names added (names.xml new file, for Tokuno vendors);
- Tokuno vendors changed (to add japanese names);
- SignGen updated to Zento Town (SignParser.cs + Signs.cfg);
- Japanese doors (Doors.cfg decorate file, plus scripts).

Changes 2.8:
- Fixed the loot of new monsters;
- a few changes at Ilshenar/Southeast.map and Trammel/Felucca OSIMedium.map
- added Samurai Empire Pack v1.2 (Tokuno, dungeon teleporters, [go gump, publicmoongate, some NPCs)

Changes 2.7:
- Small fix in GenChampions script;
- SpawnEditor fixed (spawn locations bug);
- Added a main gump for the most common funcionalities of Premium Spawner ([PremiumSpawner or just [Spawner);
- bad spawns fix in Ilshenar: northwest.map and northeast.map;
- Blackthorn Juggernaut fixed (name chaged from BlackthornJg to Blackthorn Juggernaut);
- added 2 map options: "overridemintime" and "overridemaxtime", to override Min and MaxDelay.

Changes 2.6:
- Destard champion implemented;
- TreasureChestPack updated to v0.99F (chests after opened will be deleted after 2-5 min, then will respawn in 1-2 min);
- Spawner Editor cosmetic changes;
- Exodus and Rock dungeon added;
- Trammel/Felucca vendors small fix;
- All maps change: Treasures min/max delay changed to 1 and 2 minutes;
- Missing NPCs added: Arcane Daemon, Blackthorn Juggernaut, Cursed, Exodus Minion, Exodus Overseer, Gargoyle Destroyer, Gargoyle Enforcer, Gargoyle Enslaved and Moloch.

Changes 2.5:
- a minor fix in SpawnEditor.cs (shard crash issue);
- added all champions spawns except Destard;
- new command: [GenChampion (generates champions spawns: Type=OSI, Actives, SpawnRange=24, Delay=10-20 min)
- [GenChampion added to [CreateWorld gump;

Changes 2.4:
- a few additions to Towns.map and Northwest.map (Ilshenar);
- a minor fix in Khaldun.map (Felucca, Lost Lands);
- Spawner.cs changed: BaseVendor now spawn at any point from SpawnRange to HomeRange (it will allow Wandering Healers to spawn at any point);
- all vendors.map now have SpawnRange = 0 (because default vendors must spawn above spawners);
- Search By ID added to SpawnEditor;
- added [CreateWorld command (an easy gump where you can select the commands: Decorate, DoorGen, MoonGen, SignGen or GenGauntlet individually or at same time. I believe it is better than use Admin gump).

Changes 2.3:
- added South.map to Malas (Malas 100% spawned)

Changes 2.2:
- added North.map to Malas (animals and a few monsters);
- small fixes in SpawnEditor.cs;
- Harrower in Khaldun changed to HarrowerTentacles;

Changes 2.13 (Minor fixes):
- Bug fixed in SpawnMaps.cs and UnloadMaps.cs (Command Prefix: now any prefix works not just "[");
- Bug fixed in SpawnMaps.cs (in Felucca, when Orc Caves was selected, was spawned OSI Heavy, and vice-versa);
- The 4 new Artifacts were removed;
- Now Distro is just distributed in the zip format. The cab format won't be more used because it has been bringing problems for some people.

Changes 2.12 (Minor fixes and maps):
- Felucca vendors locations updated to RunUO 1.0 RC0;
- Bug fix: added line "overrideid 250" in vendors.map (Trammel);
- Felucca: Khaldun dungeon implemented (but entrances was not implemented yet);
- Ilshenar: Ancient Lair, Mushroom Cave and Ratman Cave implemented;
- Ilshenar: added Meer to Northeast.map;

Changes 2.11 (Minor fixes):
- Malas and Trammel vendors locations updated to RunUO 1.0 RC0;
- OSILight.map: added Horde minions and mongbats at Haven;
- Spawner.cs: updated to new corrected David's Spawner2.cs version, delay lowered from 20-40 to 5-10 minutes;
- Distro fix: folder "Items\Container" renamed to "Items\Containers".

Changes 2.1:
- a few Trammel/Felucca vendors changes;
- OSIHeavy.map: Orc Fort near cove updated to more OSI accuracy;
- Miscellaneous.map: added monsters at Yew Fort of The Damned, like OSI;
- Graveyards corrected;
- Ilshenar: Northeast.map and Towns.map changes/adds (Savage camp, desert, Controller Tower, Ruined Castle, near ancient lair, swamp near savage camp and more...);
- Malas: Doom gauntlet removed (already in RunUO by default: [GenGauntlet);
- TreasureChest updated (version 0.99E): Beverage added to TreasureChestLevel1h;
- added new command: "[spawngen savebyhand" (to save spawns did by hand to a byhand.map file).

Changes 2.0 - RC0:
- Distro v2.0 updated to work with RunUO v1.0 RC0;
- Orc Caves decoration file has been removed (RC0 already implemented it);
- Removed changed Trammel/Felucca xml location files (RC0 already include Orc Caves and Solen Hive entrances);
- BaseCreature.cs with PlayerRangeSensitive set to true has been removed (RC0 has "true" as default).

Changes v2.0:
- added property SpawnID to spawner.cs
- added command [spawngen unload <spawnid> to "unload" maps;
- added a changed BaseCreature.cs to set PlayerRangeSensitive to true (less lag);
- added line "overridemap 1" in Felucca Vendors.map (it was spawning at Trammel AND Felucca, now just Felucca);
- Fire and Ice dungeon corrected for more OSI accuracy;
- No more need to go to ChampionSpawns and do a BringToHome, it is done automatically now, but you still need to activate then and set Champion type.

Changes v1.2:
- a few changes in Trammel, Felucca and Malas vendors;
- More Ilshenar spawns: nortwest sector plus Sorcerers dungeon (now at 90%);
- TreasureChest updated to 0.99d (removed artifact loot at level 4 chests for OSI accuracy);
- removed Staff of Skeletal Summon and Glass Sword (for OSI accuracy);

Changes v1.1:
- More Ilshenar spawns (now at 70%);
- Added Felucca Champion spawns in Despise (1), Deceit (1), and all Lost Lands champs (12);
- Trammel/Felucca graveyards spawns correted;
- TreasureChest updated to 0.99c (ItemIDs are not fixed now, they can change; and label "a locked treasure chest" has been removed, for more OSI accurate, but the 30% chance of drop Artifacts in level 4 chests still remain; and decay time rised from 1-2 min to 10-15 min);

Changes v1.02:
- Added Matador Doidao's Malas Spawns (Orc forts and Doom dungeon);
- Bad spawns corrected in Destard;

Changes v1.01:
- TreasureChestPack update to version 0.99b ("treasurechestlevel5" removed, added "treasurechestlevel1h").


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