Full Version : XmlSpawner2 v3.13 [RunUO 2.0] released
xmlspawner >>XMLSpawner - Releases & Updates >>XmlSpawner2 v3.13 [RunUO 2.0] released
<< Prev | Next >>
ArteGordon- 07-06-2006
updated to RunUO 2.0 version 3.13
New to version 3.13
updated 7/6/06
- added support for the new WalkingRange property when importing/exporting RunUO 2.0 distro spawners.
- I forgot to add the updated XmlSpawnerGumps.cs script into the last update that fixed problems with the main gump not being refreshed when using the text entry book or the add item/mobiles gump. Now it is included.
- added in a conditional compilation flag to suppport people using the original RunUO 2.0 RC1 release instead of the latest SVN. If you are using RC1 uncomment the following line at the beginning of XmlSpawner2.cs. If you are using the most recent SVN then just leave this line commented out at the beginning of XmlSpawner2.cs
//#define RUNUO2RC1
- added the option to make addons created with the MULTIADDON keyword partially visible with the new PartialVisibility property (thanks to Lara for the idea). By setting this property to a percentage between 1-100, it will make that fraction of the addon components visible. An example of this is given in becomevisible.xml.
- added the '[WhatIsIt' command that will report the type and name of the target. This can be used by players or staff to provide information needed to set up quest objectives or any other situation where knowing the type and name of an object is needed. (thanks to Lara for the suggestion).
- fixed a possible crash bug when using '[xmlsave'
- fixed a problem with skill triggering not recognizing min/max skill value limits when combined with the '+' or '-' arguments for skill use success/failure (thanks to Lara for pointing this out).
- fixed a problem with old spawner names not being restored after restarts.
- fixed a bug with COLLECTNAMED objectives not being displayed properly in the quest status gump. (thanks to Discord for pointing that out).
- fixed a problem with the [xmladd gump not refreshing properly after adding a spawner or adding a spawn entry from item/mobile selection gump. For example, it would reset the AutoNumbering checkbox after placing a spawner.
- changed the default smartspawning activation level from Administrator to Owner and added a test to allow any unhidden staff, regardless of accesslevel to activate smartspawned spawners. This means that by default, all players and staff will activate smartspawned spawners. If you change the default level to Player by changing the setting of the SmartSpawnAccessLevel variable at line 100 of in xmlspawner2.cs to something like

CODE
// specifies the level at which smartspawning will be triggered. Players with AccessLevel above this will not trigger smartspawning unless unhidden. public static AccessLevel SmartSpawnAccessLevel = AccessLevel.Player;

then only players and unhidden staff will activate them, but hidden staff will not (thanks to Erica for the suggestion).