updated to version 3.10
from the changelog
New to version 3.10
updated 5/18/06
- added the "#RELXY,xinc,yinc[,zinc]" spawn positioning control keyword.
This will position the spawn relative to the previously placed spawn by the amount xinc,yinc.
- added the ability to specify multiple spawn control keywords in a single entry by separating them with semicolons. This also adds the requirement that all # spawn control keywords be separated from the main spawn entry with a semicolon and not just white space.
- added FastestPlayerSpeed and MovingPlayerCount properties that can be tested for on the spawner that will report the maximum movement speed and number of nearby moving players. Proximity detection must be enabled on the spawner by setting ProximityRange in order to make use of these properties.
- added the "#CONDITION,proptest" spawn control keyword that allows individual entries to be made conditional on the specified property test.
When combined with the new FastestPlayerSpeed and MovingPlayerCount properties, you can make spawn entries that will depend on the speed and number of nearby players with entries like
#CONDITION,movingplayercount<2 ; orc
which would only spawn the orc if fewer than 2 players were moving nearby.
#CONDITION,fastestplayerspeed>5 ; #PLAYER,3 ; orc
Which would only spawn the orcs if some player was moving faster than 5 tiles per second and would additionally have the orcs placed within 3 tiles of the triggering player when they are spawned.
You can use the same kind of condition tests that can be used anywhere else, such as compound tests or tests for properties on carried items, or triggering players, etc. For example,
#CONDITION,GETONTRIGMOB,skills.magery.value>100 ; lichlord
would only spawn the lichlord if the triggering player had magery greater than 100.
- added an example of this in SpeedKills.xml to xmlextras.zip. Just do an "[xmlloadhere speedkills.xml". If a player creeps slowly past the spawner, they can avoid triggering any spawns. If they walk past the spawner, it will trigger 3 orcs around them. If the player runs past at medium speed, they will spawn 2 trolls. If they run at maximum speed, they will spawn a titan. (thanks to Sunshine for the idea).
- allow the use of empty attachment names when referring to attachment properties using the GET series of keywords with "[ATTACHMENT,type,name,property]", This will ignore the attachment name when finding the attachment as in "GETONTRIGMOB,[ATTACHMENT,xmlquestpoints,,points]"
- enable the use of the EQUIP and ADD keywords with mobs that do not have packs by default. If these keywords are used on mobs that dont have backpacks to begin with, then they will automatically be given a pack.
- added the ability to access container contents in the SETONNEARBY keyword with the new 'searchcontainers' argument. The new syntax is
SETONNEARBY,range,name[,type][,searchcontainers]/prop/value/prop/value...
where searchcontainers is a flag set to true or false (default is false). This will only access containers that are placed in the world, not containers carried by mobiles. If searchcontainers is set, then only items in containers will be included.
So, to delete all ginseng found in containers within 5 tiles of the spawner but not on the ground, you could use the spawn entry
SETONNEARBY,5,,ginseng,true/DELETE
Without the searchcontainers argument, or setting it to false it would delete all ginseng on the ground within 5 tiles of the spawner but not in containers.
An example of the use of this for filling and deleting contents of nearby boxes can be found in the nearbyboxes.xml example in xmlextras.zip (thanks to snicker7 for the idea).