[2.0] Guard Spawner
Guard Spawner
There is an alternative version of this script posted here -> [2.0] Guard Spawner - Alternative (requires distro edits). The alternative version does not drop the GuardKey until the creature is killed thus preventing any stealing or snooping of the key, however it does require editing a key RunUO file. Unless you are experienced with editing RunUO distro scripts, it is strongly recommended that you use this version. There is no other functional difference between the two versions.
Summary:
Spawns a creature with a special key in it's pack. The key unlocks certain doors or chests that you designate.
Description:
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 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. Note that you can rekey any number of doors or chests to the same key value.
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.
Update Notes:
Mar 2010, Combined 3 scripts into one file, changed SpawnRange property to WalkingRange to be consistent with distro spawners, when rekeying a door the door will be locked, and if there is a linked door it will also be rekeyed and locked.
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. Don't forget to ReKey the doors you want the key to open using the GuardSpawner Props gump.
Guard Spawner
There is an alternative version of this script posted here -> [2.0] Guard Spawner - Alternative (requires distro edits). The alternative version does not drop the GuardKey until the creature is killed thus preventing any stealing or snooping of the key, however it does require editing a key RunUO file. Unless you are experienced with editing RunUO distro scripts, it is strongly recommended that you use this version. There is no other functional difference between the two versions.
Summary:
Spawns a creature with a special key in it's pack. The key unlocks certain doors or chests that you designate.
Description:
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 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. Note that you can rekey any number of doors or chests to the same key value.
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.
Update Notes:
Mar 2010, Combined 3 scripts into one file, changed SpawnRange property to WalkingRange to be consistent with distro spawners, when rekeying a door the door will be locked, and if there is a linked door it will also be rekeyed and locked.
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. Don't forget to ReKey the doors you want the key to open using the GuardSpawner Props gump.