diff --git a/Here's-a-list-of-waypoint-flags-to-customize-your-spawns.md b/Here's-a-list-of-waypoint-flags-to-customize-your-spawns.md index 0d8f821..3603952 100644 --- a/Here's-a-list-of-waypoint-flags-to-customize-your-spawns.md +++ b/Here's-a-list-of-waypoint-flags-to-customize-your-spawns.md @@ -1,438 +1,438 @@ -// Available Flags: -// SPnOn_ISnDn_IDn_FTn_SNnMn_SAnMn_SRnMnP_SDnMn_CLnMn -// _RGnMnCn_RWRn_DYnTn_HRnTn_DOD_NOD_PCnR_SF_SUnIn_FXnDn -// _PRnTn_PLnTn_EEnRn_EXnRn_SG_CDnTnRnD_LTnAnBnCn_DSnSn_DIn_CMDn -// _SSnDn_CCn_CPnRn_TRnDn_AEnDn_OEnDn_RSn_FCn -// _ALnSn_HBn_SLnRnI_RHDn_DTn_HLnE_IT_ST_PT_SM_CF -// _SXn_NL_SB_ELn -// -// -// Format: -// Flag|OptionalFlag -// -// -// SPn|On -// : Designates Spawn Waypoint -// : SP is Required on all Spawn Waypoints -// : Performs Spawn processing every SP1 to SP99 heartbeats -// : Default is SP1 Heartbeat : ~6 Seconds -// : SP00 Defaults to SP01 -// : Optional Flag: On -// : Offset processing spawn from first process by n heartbeats. -// : Used to stagger spawn processing within an area -// -// ISn|Dn -// : Initial State -// : Type 0 : Inactive -// : Type 1 : Default : Active -// : Optional Flag: D000 -// : Delay Initial Spawn D000 Minutes -// -// IDn -// : SpawnID -// : Sets LocalInt "SpawnID" to SpawnID -// : On Spawn Waypoint Object -// -// FTn -// : Flag Table -// : Use Flags from Table FT00 -// : Flags are Defined in 'spawn_cfg_flag' -// -// -// SNn|Mn -// : Spawn Number -// : Maintains a Spawn of SN00 to SN99 Children -// : Despawns Extra Children -// : Optional Flag: M00 -// : Minimum Children -// : Will Randomly Spawn between M00 and SN00 Children -// -// SA|n|Mn -// : Spawn All at Once -// : Default is Spawn One Child per Cycle -// : Optional Flag: 00 -// : Spawn 00 Children per Cycle -// : Optional Flag: M00 -// : Spawn Minimum M00 per Cycle -// -// SRn|Mn|P -// : Spawn Radius -// : Randomly Spawns Children in a -// : Location SR00 to SR99 Meters from Waypoint -// : Optional Flag: M00 -// : Minimum Radius, M00 to SR99 Meters -// : Optional Flag: P -// : Spawn Center is Near a Random PC in Area -// -// SDn|Mn|P -// : Spawn Delay -// : Delay SD00 to SD99 Minutes between Spawns -// : Optional Flag: M00 -// : Minimum Delay, M00 to SD99 Minutes -// : Optional Flag: P -// : This flag sets up a spawn period, whereas the default spawn delay -// : specifies a spacing between spawns. -// : This is particularly useful with PL3 (keep the times the same on -// : each) it will cause the placeable to refresh if alive or respawn -// : if not on a regular schedule. Note that if the P subflag is used, -// : the M subflag is ignored. -// -// -// CLn|Mn -// : Child Lifespan -// : Child will Despawn after CL00 Minutes -// : Optional Flag: M00 -// : Child will Despawn after M00 to CL00 Minutes -// -// DYn|Tn -// : Spawn Day -// : Spawn Only on Day DY00 to DY28 -// : Children are Despawned during Invalid Days -// : Optional Flag: T00 -// : Spawn from Day DY00 to Day T00 -// -// HRn|Tn -// : Spawn Hour -// : Spawn Only during Hour HR00 to HR24 -// : Children are Despawned during Invalid Hours -// : Optional Flag: T00 -// : Spawn from Hour HR00 to Hour T00 -// -// DO|D -// : Day Only -// : Only Spawns at Day -// : Optional Flag: D -// : Despawn Children at Nightfall -// -// NO|D -// : Night Only -// : Only Spawns at Night -// : Optional Flag: D -// : Despawn Children at Daybreak -// -// RW|Rn -// : Random Walk -// : Children Wander Randomly -// : Optional Flag: R00 -// : WARNING: This is Resource Intensive!! -// : Wander Range, R00 to R99 Meters -// -// PC|n|R -// : PC Check -// : Only Spawn Children if PCs are in Area -// : Children are Despawned if no PCs in Area -// : Optional Flag: PC00 -// : Depawn if no PCs in Area for PC00 Minutes -// : Optional Flag: R -// : Reset Spawn Point if no PCs are Present -// -// RGn|Mn|Cn -// : Random Gold -// : Generates Random Amount of Gold on Children -// : From RG000 to RG999 Gold -// : Optional Flag: M00 -// : Minimum Gold Amount -// : Optional Flag: C00 -// : Gold Chance C00% to C99% -// : Default 100% chance -// -// SF -// : Spawn Facing -// : Set Facing of Children to Match Waypoint -// : Default Random Facing -// -// SUn|In -// : Spawn Unseen -// : Only Spawn if PCs are not within SU00 to SU99 Meters -// : Optional flag: I00 -// : Use the location of each individual child to determine if that -// : child can spawn, instead of using to location of the spawn itself. -// : If using SR or SL|R, I00 to I99 additional random locations will be -// : attempted -// -// FXn|Dn -// : Spawn Effect -// : Spawn in with Effect FX001 to FX999 -// : Effects are Defined in 'spawn_cfg_fxsp' -// : Optional Flag: D000 -// : Despawn with Effect D001 to D999 -// -// PRn|Tn|C -// : Patrol Route -// : Assign Waypoints Route PR00 to PR99 -// : Optional Flag: T0 -// : Route Type -// : 0 - Sequential -// : 1 - Circular -// : 2 - Random -// : 3 - Walk Once/Despawn -// : Optional Flag C -// : Start at closest waypoint. Does not apply to T2 (random) -// : -// : Route Name: Variable -// : Route Tag: PR00_SN00_PS000_RN_FC_DO_NO_SC000 -// : -// : PR - Route Number 00 to 99 -// : SN - Stop Number 00 to 99 -// : PS - Pause 000 to maxint seconds at Stop -// : RP - Random additional amount (0 - maxint) added to PS -// : RN - Run to Stop -// : RR - Percentage chance a Stop will be visited (skipped otherwise) -// : SF - Face the Waypoint Direction -// : DO - Only Stop here during the Day -// : NO - Only Stop here during the Night -// : SC - Run script 000 to 999 -// : Scripts are Defined in 'spawn_sc_patrol' -// -// EEn|Rn -// : Entrance/Exit -// : Enter and Exit at Waypoint EE00 -// : Optional Flag: R -// : Choose Random Entrance Exit -// : from R00 to EE00 -// : -// : Entrance/Exit Name: Variable -// : Entrance/Exit Tag: EE00 -// -// EXn|Rn -// : Exit -// : Exit at Waypoint EX00 -// : Optional Flag: R -// : Choose Random Exit -// : from R00 to EX00 -// : -// : Exit Name: Variable -// : Exit Tag: EX00 -// -// PLn|Tn|Pn -// : Placeable Object -// : Spawns a Placeable Object with Behavior -// : Behavior 0: Default Behavior -// : Behavior 1: Despawn if Empty -// : Behavior 2: Refill if Empty (after spawn delay minutes!) -// : Behavior 3: Refresh (despawn/respawn) every P000 minutes; default -// : (if no Pn specified) is 60 minutes -// : Optional Flag: T00 -// : Trap Disabled Chance -// : 00% to 99% chance of Trap Disabled -// : Trap must already be part of Placeable's Template -// : Default 100% Chance Trap is Disabled -// : Optional Flag: P00 -// : Refresh period (in minutes) -// -// SG -// : Spawn Group -// : Spawn Children from Group -// : Waypoint Tag is Defined Group -// : Groups are Defined in 'spawn_cfg_group' -// -// CDn|Tn|Rn|D -// : Corpse Decay -// : Decay Corpse after CD000 to CD999 Seconds -// : Default No Corpse, Standard Loot Bag -// : Optional Flag: T -// : Corpse Inventory Type -// : Type 0: Inventory Items -// : Type 1: Inventory & Equipped Items -// : Type 2: Inventory Items, if PC Killed -// : Type 3: Inventory & Equipped Items, if PC Killed -// : Optional Flag: R -// : Remains Type -// : Type 0: Loot bag -// : Type 1: Body -// : Type 2: Bones -// : Type 3: Potion -// : Type 4: Pouch -// : Type 5: Scroll -// : Type 6: Treasure -// : Type 7: None (destroy loot on decay) -// : Optional Flag: D -// : Drop wielded weapons -// -// LTn|An|Bn|Cn -// : Loot Table -// : Spawn Loot on Children from Table LT000 to LT999 -// : Loot Tables are Defined in 'spawn_cfg_loot' -// : LT500 to LT999 currently reserved for merchant-based -// : loot tables -// : Optional Flag: A000 -// : When using merchant-based loot tables, the percentage chance that -// : only 1 item will spawn. Default is 50%. Values over 100% are truncated -// : to 100% -// : Optional Flag: B000 -// : When using merchant-based loot tables, the percentage chance that -// : 2 items will spawn. Default is 15%. Values over 100% are truncated -// : to 100% -// : Optional Flag: C000 -// : When using merchant-based loot tables, the percentage chance that -// : 3 items will spawn. Default is 05%. Values over 100% are truncated -// : to 100% -// -// DSn|Sn -// : Deactivate Spawn -// : Deactivate Spawn based on Condition -// : Type 0: Deactivate if all Children are Dead -// : Type 1: Deactivate if Spawn Number has been Spawned -// : Type 2: Deactive Spawn until all Children are Dead -// : Type 3: Deactivate Spawn after DI00 Children -// : Type 4: Deactivate Spawn after DI00 Minutes -// : Type 5: Deactivate Spawn after DI00 Cycles -// : Type 6: Deactivate when Spawn Count == Spawn Number -// : Optional Flag: S000 -// : Run Script 000 to 999 when Spawn Deactivated -// : Scripts are Defined in 'spawn_sc_deactiv' -// : -// : Can Reactivate by Manually Calling: -// : SetLocalInt(oSpawn, "SpawnDeactivated", FALSE); -// -// DIn -// : Deactivation Information -// -// CM|Dn -// : Spawn Camp -// : Spawns Camp of Creatures and Placeables -// : Waypoint Tag is Defined Camp -// : Despawns Camp when all Children Dead -// : Camps are Defined in 'spawn_cfg_camp' -// : Optional Flag: D000 -// : Placeables Decay 000 Seconds after Camp Despawn -// : -// : Camp Children Flags: -// : -// : RW : Random Walk -// : SF : Spawn Facing Camp -// : SG : Spawn Group -// : LT00 : Loot Table -// : CD000|T0 : Corpse Decay -// : PL0|T00 : Placeable Type -// : Placeable Trap Disabled -// -// SSn|Dn -// : Spawn Script -// : Run Script 001 to 999 on Spawn -// : Scripts are Defined in 'spawn_sc_spawn' -// : Optional Flag: D000 -// : Run Script 001 to 999 on Despawn -// -// DTn -// : Death Script -// : Run Script 001 to 999 on Death -// : Scripts are Defined in 'spawn_sc_death' -// -// CPn|Rn -// : Spawn Check PCs -// : Check Custom Code to see if Spawn Proceeds -// : Custom Code is Defined in 'spawn_chk_pcs' -// : Optional Flag: R00 -// : Check all PCs in Radius R00 -// : Default Check all PCs in Area -// -// CCn -// : Spawn Check Custom -// : Check Custom Code to see if Spawn Proceeds -// : Custom Code is Defined in 'spawn_chk_custom' -// -// TRn|Dn -// : Spawn Trigger -// : Only Spawns if PC is within 00 Meters -// : Optional Flag: D00 -// : Despawns if PC is not within D00 Meters -// -// AEn|Dn -// : Spawn Area Effect -// : Area Effects are Defined in 'spawn_cfg_fxae' -// : Waypoint Tag can be "AE" to Spawn only Area Effect -// : Optional Flag: D000 -// : Area Effect Duration of 000 to 999 Seconds -// : Duration of 000 means Permanent Area Effect -// : Default Duration is 005 Seconds -// -// OEn|Dn -// : Object Effect -// : Object Effects are Defined in 'spawn_cfg_fxobj' -// : Optional Flag: D000 -// : Object Effect Duration of 000 to 999 Seconds -// : Duration of 000 means Permanent Object Effect -// : Default Duration is Permanent -// -// RSn -// : Random Spawn -// : Percentage Chance Spawn will Occur -// : Default 100% Chance -// -// FCn -// : Spawn Faction -// : Change Faction of Children: -// : Faction 0: COMMONER -// : Faction 1: DEFENDER -// : Faction 2: MERCHANT -// : Faction 3: HOSTILE -// : Faction 4: CUSTOM -// : Change Faction to Same as Nearest -// : Object with Tag 'SpawnFaction' -// -// ALn|Sn -// : Spawn Alignment -// : Shift Alignment of Children -// : Alignment 0: Neutral -// : Alignment 1: Law -// : Alignment 2: Chaos -// : Alignment 3: Good -// : Alignment 4: Evil -// : Alignment 5: All -// : Optional Flag: S00 -// : Shift Alignment by S00 -// : Default Shift by 10 -// -// HBn -// : Heartbeat Script -// : Children will Run Script HB000 each Cycle -// : Scripts are Defined in 'spawn_sc_hbeat' -// -// SLn|Rn|I -// : Spawn Location -// : Spawn Children at Waypoint SL00 -// : Optional Flag: R -// : Choose Random Location -// : from R00 to SL00 -// : Optional Flag: I -// : When spawning multiple children, each child takes the next -// : waypoint, In order - (first child spawns at SL00, next at SL01, etc.) -// : -// : Location Name: Variable -// : Location Tag: SL00 -// -// RH|Dn -// : Return Home -// : Child will always Return to Home -// : Optional Flag: D00 -// : Child will Return to Home -// : Only if further than D00 Meters -// -// HL|n|E -// : Heal Children if Not in Combat -// : Optional Value: 00 -// : Heal 00% per Cycle -// -// IT -// : Spawn Item -// : Spawnpoint Tag is Item Template -// -// ST -// : Spawn Sit -// : Children will Sit in Nearest Unoccupied Sittable -// : Sittable's Tag must be 'Seat' -// -// PT -// : Spawn Plot -// : Sets Children as Plot -// -// SM -// : Spawn Merchant -// : Spawnpoint Tag is Merchant Template -// -// CF -// : Custom Flag -// : Everything in Spawn Name after CF -// : Is Stored in LocalString "CustomFlag" -// : On Each Spawned Child \ No newline at end of file +Available Flags: + SPnOn_ISnDn_IDn_FTn_SNnMn_SAnMn_SRnMnP_SDnMn_CLnMn + _RGnMnCn_RWRn_DYnTn_HRnTn_DOD_NOD_PCnR_SF_SUnIn_FXnDn + _PRnTn_PLnTn_EEnRn_EXnRn_SG_CDnTnRnD_LTnAnBnCn_DSnSn_DIn_CMDn + _SSnDn_CCn_CPnRn_TRnDn_AEnDn_OEnDn_RSn_FCn + _ALnSn_HBn_SLnRnI_RHDn_DTn_HLnE_IT_ST_PT_SM_CF + _SXn_NL_SB_ELn + + +Format: + Flag|OptionalFlag + + +SPn|On +: Designates Spawn Waypoint +: SP is Required on all Spawn Waypoints +: Performs Spawn processing every SP1 to SP99 heartbeats +: Default is SP1 Heartbeat : ~6 Seconds +: SP00 Defaults to SP01 +: Optional Flag: On +: Offset processing spawn from first process by n heartbeats. +: Used to stagger spawn processing within an area + +ISn|Dn +: Initial State +: Type 0 : Inactive +: Type 1 : Default : Active +: Optional Flag: D000 +: Delay Initial Spawn D000 Minutes + +IDn +: SpawnID +: Sets LocalInt "SpawnID" to SpawnID +: On Spawn Waypoint Object + +FTn +: Flag Table +: Use Flags from Table FT00 +: Flags are Defined in 'spawn_cfg_flag' + + +SNn|Mn +: Spawn Number +: Maintains a Spawn of SN00 to SN99 Children +: Despawns Extra Children +: Optional Flag: M00 +: Minimum Children +: Will Randomly Spawn between M00 and SN00 Children + +SA|n|Mn +: Spawn All at Once +: Default is Spawn One Child per Cycle +: Optional Flag: 00 +: Spawn 00 Children per Cycle +: Optional Flag: M00 +: Spawn Minimum M00 per Cycle + +SRn|Mn|P +: Spawn Radius +: Randomly Spawns Children in a +: Location SR00 to SR99 Meters from Waypoint +: Optional Flag: M00 +: Minimum Radius, M00 to SR99 Meters +: Optional Flag: P +: Spawn Center is Near a Random PC in Area + +SDn|Mn|P +: Spawn Delay +: Delay SD00 to SD99 Minutes between Spawns +: Optional Flag: M00 +: Minimum Delay, M00 to SD99 Minutes +: Optional Flag: P +: This flag sets up a spawn period, whereas the default spawn delay +: specifies a spacing between spawns. +: This is particularly useful with PL3 (keep the times the same on +: each) it will cause the placeable to refresh if alive or respawn +: if not on a regular schedule. Note that if the P subflag is used, +: the M subflag is ignored. + + +CLn|Mn +: Child Lifespan +: Child will Despawn after CL00 Minutes +: Optional Flag: M00 +: Child will Despawn after M00 to CL00 Minutes + +DYn|Tn +: Spawn Day +: Spawn Only on Day DY00 to DY28 +: Children are Despawned during Invalid Days +: Optional Flag: T00 +: Spawn from Day DY00 to Day T00 + +HRn|Tn +: Spawn Hour +: Spawn Only during Hour HR00 to HR24 +: Children are Despawned during Invalid Hours +: Optional Flag: T00 +: Spawn from Hour HR00 to Hour T00 + +DO|D +: Day Only +: Only Spawns at Day +: Optional Flag: D +: Despawn Children at Nightfall + +NO|D +: Night Only +: Only Spawns at Night +: Optional Flag: D +: Despawn Children at Daybreak + +RW|Rn +: Random Walk +: Children Wander Randomly +: Optional Flag: R00 +: WARNING: This is Resource Intensive!! +: Wander Range, R00 to R99 Meters + +PC|n|R +: PC Check +: Only Spawn Children if PCs are in Area +: Children are Despawned if no PCs in Area +: Optional Flag: PC00 +: Depawn if no PCs in Area for PC00 Minutes +: Optional Flag: R +: Reset Spawn Point if no PCs are Present + +RGn|Mn|Cn +: Random Gold +: Generates Random Amount of Gold on Children +: From RG000 to RG999 Gold +: Optional Flag: M00 +: Minimum Gold Amount +: Optional Flag: C00 +: Gold Chance C00% to C99% +: Default 100% chance + +SF +: Spawn Facing +: Set Facing of Children to Match Waypoint +: Default Random Facing + +SUn|In +: Spawn Unseen +: Only Spawn if PCs are not within SU00 to SU99 Meters +: Optional flag: I00 +: Use the location of each individual child to determine if that +: child can spawn, instead of using to location of the spawn itself. +: If using SR or SL|R, I00 to I99 additional random locations will be +: attempted + +FXn|Dn +: Spawn Effect +: Spawn in with Effect FX001 to FX999 +: Effects are Defined in 'spawn_cfg_fxsp' +: Optional Flag: D000 +: Despawn with Effect D001 to D999 + +PRn|Tn|C +: Patrol Route +: Assign Waypoints Route PR00 to PR99 +: Optional Flag: T0 +: Route Type +: 0 - Sequential +: 1 - Circular +: 2 - Random +: 3 - Walk Once/Despawn +: Optional Flag C +: Start at closest waypoint. Does not apply to T2 (random) +: +: Route Name: Variable +: Route Tag: PR00_SN00_PS000_RN_FC_DO_NO_SC000 +: +: PR - Route Number 00 to 99 +: SN - Stop Number 00 to 99 +: PS - Pause 000 to maxint seconds at Stop +: RP - Random additional amount (0 - maxint) added to PS +: RN - Run to Stop +: RR - Percentage chance a Stop will be visited (skipped otherwise) +: SF - Face the Waypoint Direction +: DO - Only Stop here during the Day +: NO - Only Stop here during the Night +: SC - Run script 000 to 999 +: Scripts are Defined in 'spawn_sc_patrol' + +EEn|Rn +: Entrance/Exit +: Enter and Exit at Waypoint EE00 +: Optional Flag: R +: Choose Random Entrance Exit +: from R00 to EE00 +: +: Entrance/Exit Name: Variable +: Entrance/Exit Tag: EE00 + +EXn|Rn +: Exit +: Exit at Waypoint EX00 +: Optional Flag: R +: Choose Random Exit +: from R00 to EX00 +: +: Exit Name: Variable +: Exit Tag: EX00 + +PLn|Tn|Pn +: Placeable Object +: Spawns a Placeable Object with Behavior +: Behavior 0: Default Behavior +: Behavior 1: Despawn if Empty +: Behavior 2: Refill if Empty (after spawn delay minutes!) +: Behavior 3: Refresh (despawn/respawn) every P000 minutes; default +: (if no Pn specified) is 60 minutes +: Optional Flag: T00 +: Trap Disabled Chance +: 00% to 99% chance of Trap Disabled +: Trap must already be part of Placeable's Template +: Default 100% Chance Trap is Disabled +: Optional Flag: P00 +: Refresh period (in minutes) + +SG +: Spawn Group +: Spawn Children from Group +: Waypoint Tag is Defined Group +: Groups are Defined in 'spawn_cfg_group' + +CDn|Tn|Rn|D +: Corpse Decay +: Decay Corpse after CD000 to CD999 Seconds +: Default No Corpse, Standard Loot Bag +: Optional Flag: T +: Corpse Inventory Type +: Type 0: Inventory Items +: Type 1: Inventory & Equipped Items +: Type 2: Inventory Items, if PC Killed +: Type 3: Inventory & Equipped Items, if PC Killed +: Optional Flag: R +: Remains Type +: Type 0: Loot bag +: Type 1: Body +: Type 2: Bones +: Type 3: Potion +: Type 4: Pouch +: Type 5: Scroll +: Type 6: Treasure +: Type 7: None (destroy loot on decay) +: Optional Flag: D +: Drop wielded weapons + +LTn|An|Bn|Cn +: Loot Table +: Spawn Loot on Children from Table LT000 to LT999 +: Loot Tables are Defined in 'spawn_cfg_loot' +: LT500 to LT999 currently reserved for merchant-based +: loot tables +: Optional Flag: A000 +: When using merchant-based loot tables, the percentage chance that +: only 1 item will spawn. Default is 50%. Values over 100% are truncated +: to 100% +: Optional Flag: B000 +: When using merchant-based loot tables, the percentage chance that +: 2 items will spawn. Default is 15%. Values over 100% are truncated +: to 100% +: Optional Flag: C000 +: When using merchant-based loot tables, the percentage chance that +: 3 items will spawn. Default is 05%. Values over 100% are truncated +: to 100% + +DSn|Sn +: Deactivate Spawn +: Deactivate Spawn based on Condition +: Type 0: Deactivate if all Children are Dead +: Type 1: Deactivate if Spawn Number has been Spawned +: Type 2: Deactive Spawn until all Children are Dead +: Type 3: Deactivate Spawn after DI00 Children +: Type 4: Deactivate Spawn after DI00 Minutes +: Type 5: Deactivate Spawn after DI00 Cycles +: Type 6: Deactivate when Spawn Count == Spawn Number +: Optional Flag: S000 +: Run Script 000 to 999 when Spawn Deactivated +: Scripts are Defined in 'spawn_sc_deactiv' +: +: Can Reactivate by Manually Calling: +: SetLocalInt(oSpawn, "SpawnDeactivated", FALSE); + +DIn +: Deactivation Information + +CM|Dn +: Spawn Camp +: Spawns Camp of Creatures and Placeables +: Waypoint Tag is Defined Camp +: Despawns Camp when all Children Dead +: Camps are Defined in 'spawn_cfg_camp' +: Optional Flag: D000 +: Placeables Decay 000 Seconds after Camp Despawn +: +: Camp Children Flags: +: +: RW : Random Walk +: SF : Spawn Facing Camp +: SG : Spawn Group +: LT00 : Loot Table +: CD000|T0 : Corpse Decay +: PL0|T00 : Placeable Type +: Placeable Trap Disabled + +SSn|Dn +: Spawn Script +: Run Script 001 to 999 on Spawn +: Scripts are Defined in 'spawn_sc_spawn' +: Optional Flag: D000 +: Run Script 001 to 999 on Despawn + +DTn +: Death Script +: Run Script 001 to 999 on Death +: Scripts are Defined in 'spawn_sc_death' + +CPn|Rn +: Spawn Check PCs +: Check Custom Code to see if Spawn Proceeds +: Custom Code is Defined in 'spawn_chk_pcs' +: Optional Flag: R00 +: Check all PCs in Radius R00 +: Default Check all PCs in Area + +CCn +: Spawn Check Custom +: Check Custom Code to see if Spawn Proceeds +: Custom Code is Defined in 'spawn_chk_custom' + +TRn|Dn +: Spawn Trigger +: Only Spawns if PC is within 00 Meters +: Optional Flag: D00 +: Despawns if PC is not within D00 Meters + +AEn|Dn +: Spawn Area Effect +: Area Effects are Defined in 'spawn_cfg_fxae' +: Waypoint Tag can be "AE" to Spawn only Area Effect +: Optional Flag: D000 +: Area Effect Duration of 000 to 999 Seconds +: Duration of 000 means Permanent Area Effect +: Default Duration is 005 Seconds + +OEn|Dn +: Object Effect +: Object Effects are Defined in 'spawn_cfg_fxobj' +: Optional Flag: D000 +: Object Effect Duration of 000 to 999 Seconds +: Duration of 000 means Permanent Object Effect +: Default Duration is Permanent + +RSn +: Random Spawn +: Percentage Chance Spawn will Occur +: Default 100% Chance + +FCn +: Spawn Faction +: Change Faction of Children: +: Faction 0: COMMONER +: Faction 1: DEFENDER +: Faction 2: MERCHANT +: Faction 3: HOSTILE +: Faction 4: CUSTOM +: Change Faction to Same as Nearest +: Object with Tag 'SpawnFaction' + +ALn|Sn +: Spawn Alignment +: Shift Alignment of Children +: Alignment 0: Neutral +: Alignment 1: Law +: Alignment 2: Chaos +: Alignment 3: Good +: Alignment 4: Evil +: Alignment 5: All +: Optional Flag: S00 +: Shift Alignment by S00 +: Default Shift by 10 + +HBn +: Heartbeat Script +: Children will Run Script HB000 each Cycle +: Scripts are Defined in 'spawn_sc_hbeat' + +SLn|Rn|I +: Spawn Location +: Spawn Children at Waypoint SL00 +: Optional Flag: R +: Choose Random Location +: from R00 to SL00 +: Optional Flag: I +: When spawning multiple children, each child takes the next +: waypoint, In order - (first child spawns at SL00, next at SL01, etc.) +: +: Location Name: Variable +: Location Tag: SL00 + +RH|Dn +: Return Home +: Child will always Return to Home +: Optional Flag: D00 +: Child will Return to Home +: Only if further than D00 Meters + +HL|n|E +: Heal Children if Not in Combat +: Optional Value: 00 +: Heal 00% per Cycle + +IT +: Spawn Item +: Spawnpoint Tag is Item Template + +ST +: Spawn Sit +: Children will Sit in Nearest Unoccupied Sittable +: Sittable's Tag must be 'Seat' + +PT +: Spawn Plot +: Sets Children as Plot + +SM +: Spawn Merchant +: Spawnpoint Tag is Merchant Template + +CF +: Custom Flag +: Everything in Spawn Name after CF +: Is Stored in LocalString "CustomFlag" +: On Each Spawned Child \ No newline at end of file