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xmlspawner >>Q&A >>Triggering spirits
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Oberon- 04-10-2006
Helo Arte,
i have a question again.
Is possible triggering by XMLspawner a spirits where are owned by players?
Blade spirits for example.
If is possible, do you tell me how?
Thank for your answer.
Oberon
ArteGordon- 04-10-2006

QUOTE (Oberon @ April 10, 2006 04:27 pm)
Helo Arte, i have a question again. Is possible triggering by XMLspawner a spirits where are owned by players? Blade spirits for example. If is possible, do you tell me how?
Thank for your answer.
Oberon

yes, you can spawn them just like any other spawn, and set the Summoned flag to true, and the SummonMaster to TRIGMOB, like this
bladespirits/summoned/true/summonmaster/TRIGMOB
note, while this will behave like a summoned creature, it does not automatically expire like the summon creature spell. To give it a limited duration, set the Duration property on the spawner.
You could also forget about setting the Duration and just give it a TemporaryQuestObject attachment that will automatically delete the creature when it expires
bladespirits/summoned/true/summonmaster/TRIGMOB/ATTACH/temporaryquestobject,,3
that will set it to delete itself after 3 mins.
malavon- 04-10-2006
And what about other version?
1. I have small dungeon. In the last room I want spawner, which check, if in room is bladespirit (its summoned by player). If summoned blade spirit is in proximity range, then some orc will be spawned.
2. Modification of 1st variant. If summoned blade spirit is in proximity range, spawner dispell those.
ArteGordon- 04-10-2006
the first variant would need the GETONNEARBY keyword, but I havent put that in yet. Still on the todo list.
The second variant can use the SETONNEARBY keyword to delete nearby bladespirits

QUOTE
- added the new "SETONNEARBY,range,name[,type]/prop/value/prop/value..." keyword that allows you to set properties on all objects of the given name and type within the specified number of tiles from the spawner (thanks to CEO for the idea). The objects can be mobiles, items, or both.

Configure your spawner to trigger on player proximity, and then have it spawn an entry like
SETONNEARBY,10,,bladespirits/DELETE
that will delete any bladespirits within 10 tiles when triggered.
Oberon- 04-10-2006

QUOTE (ArteGordon @ April 10, 2006 11:50 pm)
Configure your spawner to trigger on player proximity, and then have it spawn an entry like SETONNEARBY,10,,bladespirits/DELETE that will delete any bladespirits within 10 tiles when triggered.

Yeah. Its a possibble to make a two XMLspawners.
First spawner will check a bladespirits in proximity range and when there will be any, the despawn sequention will be started with 20 sec delay for example.
And the seccond spawner will be trigger status of the first spawner and when the first will be activated, the second make an another action. Spawn a MOBs with a shorter delay then first spawner for example.
Is this idea of solution right?
ArteGordon- 04-11-2006
Yes, it would be possible to trigger a spawn when players summoned nearby bladespirits using a combination of a proximity triggered spawner that used the SETONNEARBY keyword to tag nearby bladespirits, and a second spawner that was triggered using the MobTriggerName and MobTriggerProp.
The idea would be to have the first spawner set the name of nearby bladespirits so that they could serve as triggers for the second spawner.
First spawner:
spawn entry: SETONNEARBY,10,,bladespirits/name/blade spirit
Second spawner:
MobTriggerName: blade spirit,bladespirits
MobTriggerProp: summoned=true
spawn entry: orc
set both of them to be proximity triggered. The first one will give any bladespirit within 10 tiles the name of "blade spirit".
the second spawner will trigger whenever the mob of type bladespirits with the name "blade spirit" it detected with the summoned flag set to true.
This would work because only those nearby bladespirits would have that name that was assigned with the SETONNEARBY keyword. Normal bladespirits have the name "a blade spirit". It is not as good as having genuine nearby mob detection with the GETONNEARBY keyword, but it will work.

QUOTE
- added player and mob property triggered spawning. By specifying a property test string in PlayerTriggerProp, you can trigger based upon the value of a property on a player within the proximity range of the spawner. For example setting PlayerTriggerProp to hits<50, would cause the spawner to trigger whenever a player within range fell below 50 health. Other properties could be used to trigger when a player got hungry (hunger<5), or tired (stam<30), or was a criminal (criminal=true), or was fighting (combatant!(-null-)).
Any property that is visible with the [props command, can be tested and the value to test against will be the value that appears there (or with the [get propname command)
Mob property triggered spawning is identical to player property triggering except that you specify a mob name in the MobTriggerName field, and then set the property test in MobTriggerProp. This will trigger whenever a player comes within proximity range of the spawner and the uniquely named mob is found and satisfies the property test specified in MobTriggerProp.
Note that this mob can be anywhere in the world, it is the player that sets off the trigger and therefore has to be in range.
These can be combined with any of the other triggering options so that, for example, a player holding a named quest item, could trigger a spawn based upon his fame or karma, (with different fame levels triggering different spawns), depending on the health of a named mob that he was doing combat with.