Difference between revisions of "Spawner Documentation"

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The spawners have the ability to code there own templates based on the data you enter. So once you set up a spawner with data, or lots of data you want to reuse for other spawners. It is simple just create your spawner, edit the data and click a button and the template is created...
 
The spawners have the ability to code there own templates based on the data you enter. So once you set up a spawner with data, or lots of data you want to reuse for other spawners. It is simple just create your spawner, edit the data and click a button and the template is created...
 
== Installation ==
 
# this mod was created so you didn't need any core edits other then the base_mobile.lua. This contains a wrapper function for when a monster dies, it communicates with the spawner system. if you haven't modified your base_mobile.lua, then dont worry about it. If you have, then you probably know what your doing, and can make the simple edit to add my code to your files.
 
#  Place the contents of the /scripts folder into your Mods /scripts folder
 
#  Place the contents of the /templates folder into your Mods /template folder
 
#  your done!
 
 
 
If you do not have a installed mod, then you need to create a folder in your mods directory, if
 
you are new to this do the following
 
 
 
create a new folder in your mods directory named MyMod. inside your MyMod directory you need to
 
paste the contents of the /scripts and /templates folder. you can copy the guide.pdf and the
 
install.txt, it wont hurt anything.
 
 
now that you have the mod installed, you need to edit your clusterconfig.xml. Now scroll down
 
and find <Mod Name="" /> edit it to look like this..
 
 
<Mod Name="MyMod"/>
 
 
  
 
== Scripting Reference ==
 
== Scripting Reference ==

Revision as of 11:56, 17 June 2018

back to Project Phoenix#Spawners

Introduction

Gizmos Simple Spawner is a object you can place in your world in which will spawn given objects at a rate of your choosing. Simply it puts things in the world for you like monsters or harvest item, even a sword or some lemongrass. It does what it states.. it simply spawns stuff. There is another side to the Gizmos Simple Spawner system though.

Advanced Spawning is something of its own kinda beast. Not only can you spawn objects, but you can also modify those objects in many ways, such as its scale, or hue.. you can even use advanced things such as setting an object variable on the object. You can communicate with objects outside the spawner by using keywords and a simple scripting language that runs behind the scenes. You can force spawners to wait on other objects to get a varible or reach a certain sequence. Want to run a simple old school champion spawn from the days of old? You can do that too. But thats is not all.

The spawners have the ability to code there own templates based on the data you enter. So once you set up a spawner with data, or lots of data you want to reuse for other spawners. It is simple just create your spawner, edit the data and click a button and the template is created...

Scripting Reference

Object Targeting Commands

Commands Argument Description
The following commands can be found in gizmos_simple_spawner.lua file.
You can find them in the CheckingCommands(data) function
SendMessage() <Message> This sends a message to the OBJECT you wish to send a message too.
SetHue() <hue> This will apply the OBJECT:SetHue(<hue>) function to the OBJECT
Talk() <Message> Gives the NPC a overhead message
SetScale() <int> This sets the targets scale.x,scale.y,scale.z to <int>
SetObjVar() <objvar>:<value> this will set the <objvar> of the target to <value>
DelObjVar() <objvar> this deletes an <objvar> from the target.+
RotateBy() <x,y,z> rotates the x,y,z by the values in degrees.
SetLocation() <x,y,z> moves the target to the x,y,z values for the location.
PlayEffect() <effectname> plays the <effectname> on the target
StopEffect() <effectname> stops the <effectname> on the target
PlaySound() <soundname> plays the <soundname> at the targets location

Spawned Object Commands

Commands Syntax Description
The following commands can be found in gizmos_simple_spawner.lua file.
You can find them in the HandleChanges(mob,spawn_template) function
hue @hue:<value> this will set the hue of the spawned object.
scale @scale:<value> this will set the scale of the spawned object.
str @str:<value> this will set the of the spawned object.
agi @agi:<value> this will set the of the spawned object.
int @int:<value> this will set the of the spawned object.
con @con:<value> this will set the of the spawned object.
wis @wis:<value> this will set the of the spawned object.
will @will:<value> this will set the of the spawned object.
name @name:<value> this will set the of the spawned object.
title @title:<value> this will set the of the spawned object.
team @team:<value> this will set the of the spawned object..
location @location:<x>,<y>,<z> this will spawn the object at x,y,z location.
rotate @rotate:<x>,<y>,<z> this will rotate some objects by x,y,z rotation.
setobjvar @setobjvar:<objvarname>,<objvarvalue> this will add an objvar to the spawning object
effect @effect:<value> this will set the of the spawned object.
sound @sound:<value> this will set the of the spawned object.
body @body:<value> this will set the of the spawned object..
invuln @invuln:<true>/<false> this will set the mob spawned to be invulnerable.
facing @facing:<value> this will set the of the spawned object.
health @health:<value> this will set the of the spawned object..
stamina @stamina:<value> this will set the of the spawned object.
mana @mana:<value> this will set the of the spawned object.

OBJECTLIST Commands

OBJECTLIST gives you the ability to make a list of objects. Then with the RANDOM,ALL you will be able to send a message to a RANDOM object on the list, or ALL of the objects on the list.

Example Syntax What it means
The following commands can be found in gizmos_simple_spawner.lua file.
You can find them in the HandleChanges(mob,spawn_template) function
OBJECTLIST@RANDOM@objectid1,objectid2,objectid3@SendMessage()@<message> this will randomly pick from objectid1,objectid2,objectid3 and will send the message <message> to the randomly picked object
OBJECTLIST@ALL@objectid1,objectid2,objectid3@SendMessage()@<message> this will send all of objectid1,objectid2,objectid3 the message <message>

FUNCTIONS

Function Name Syntax Description
The following commands can be found in gizmos_simple_spawner.lua file.
You can find them in the HandleChanges(mob,spawn_template) function
SendMessage() @SendMessage()@<message> this will send the <message> to the object
SetHue @SetHue()@<value> this will set the objects hue to <value>

WAITFOR Commands

Commands Syntax Description
The following commands can be found in gizmos_simple_spawner.lua file.
You can find them in the HandleChanges(mob,spawn_template) function
GetObjVar() WAITFOR@OBJECT@<objectid>@GetObjVar()@<objvarname>@<condition>@<value> the spawner will wait at this sequence, until an objvar meets a condition.
HasObjVar() WAITFOR@OBJECT@<objectid>@HasObjVar()@<objvarname> the spawner will wait at this sequence, until the object has the objvar.
HasModule() WAITFOR@OBJECT@<objectid>@HasModule()@<modulename> the spawner will wait at this sequence, until the object has the module <modulename>.

MISC Commands

Commands Syntax Description
The following commands can be found in gizmos_simple_spawner.lua file.
You can find them in the HandleChanges(mob,spawn_template) function
GOTO GOTO@<sequence> this will start the sequence off at the sequence provided by <sequence>