[1.0] Guard Spawner
Guard Spawner
Updated for RunUO 1.0
Summary:
Spawns a creature with a special key in it's pack. The key unlocks certain doors or chests that you designate.
Description:
There are 3 scripts; GuardKey.cs, GuardSpawner.cs, and GuardSpawnerGump.cs. The spawner works just like a regular spawner with a few exceptions. First, it will only spawn a BaseCreature which is not a BaseVendor or a BaseMount. Meaning, it will spawn nearly near any critter that could possibly have loot. Next, it will add to that critter's pack a GuardKey. The GuardKey will open a nearby door or chest, but after only a few uses the key will break.
A GuardKey is a key that has a given KeyValue set in the GuardSpawner props gump. In the GuardSpawner gump you may also set how many times the GuardKey will work (default 5), and the time delay until the door or chest is locked again (default 20 seconds.) Finally, the GuardSpawner's props gump will allow you to "ReKey" any lockable door(s) or chest(s)--meaning it will set that locks KeyValue to match the GuardKey which the spawner spawns.
I like to set a noble or two in a locked room with a bunch of orcs outside. One or two orcs will have a key to the doors. It is entirely possible, even likely, that some players will get locked behind the doors. I consider that an opportunity for role-play, but you may want to allow an emergency exit.
Notes:
This was originally written for Beta 36; that version works well in RunUO 1.0 so if you do not need the minor updates there is no need to download it again.
Installation:
Copy into your Scripts/Custom folder and restart the server. Ingame [Add GuardSpawner and double-click the spawner item. Various settings are available with the [Props command.
Update:
Added uses remaining on the key to the mouse over text. Also, there is a Description item in the Spawner Properties which will be passed to the Key; you may use this to identify the key.
(Previous downloads: 807)
Guard Spawner
Updated for RunUO 1.0
Summary:
Spawns a creature with a special key in it's pack. The key unlocks certain doors or chests that you designate.
Description:
There are 3 scripts; GuardKey.cs, GuardSpawner.cs, and GuardSpawnerGump.cs. The spawner works just like a regular spawner with a few exceptions. First, it will only spawn a BaseCreature which is not a BaseVendor or a BaseMount. Meaning, it will spawn nearly near any critter that could possibly have loot. Next, it will add to that critter's pack a GuardKey. The GuardKey will open a nearby door or chest, but after only a few uses the key will break.
A GuardKey is a key that has a given KeyValue set in the GuardSpawner props gump. In the GuardSpawner gump you may also set how many times the GuardKey will work (default 5), and the time delay until the door or chest is locked again (default 20 seconds.) Finally, the GuardSpawner's props gump will allow you to "ReKey" any lockable door(s) or chest(s)--meaning it will set that locks KeyValue to match the GuardKey which the spawner spawns.
I like to set a noble or two in a locked room with a bunch of orcs outside. One or two orcs will have a key to the doors. It is entirely possible, even likely, that some players will get locked behind the doors. I consider that an opportunity for role-play, but you may want to allow an emergency exit.
Notes:
This was originally written for Beta 36; that version works well in RunUO 1.0 so if you do not need the minor updates there is no need to download it again.
Installation:
Copy into your Scripts/Custom folder and restart the server. Ingame [Add GuardSpawner and double-click the spawner item. Various settings are available with the [Props command.
Update:
Added uses remaining on the key to the mouse over text. Also, there is a Description item in the Spawner Properties which will be passed to the Key; you may use this to identify the key.
(Previous downloads: 807)