Difference between revisions of "Spawners"

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(Monster codes and classes: I tried to fill the gaps and changed numbering to hex.)
m (Monster codes and classes: sad attempt doing a proper layout :()
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If type is 1, type the class number of the creature to spawn. A class is a type of monster, otherwise known as a family. Examples are undead, orc families, large humanoid, animals, etc. The monster classes are:
 
If type is 1, type the class number of the creature to spawn. A class is a type of monster, otherwise known as a family. Examples are undead, orc families, large humanoid, animals, etc. The monster classes are:
  
0x1 trolls, ogres, ettins, headless, cyclops
+
*0x1   trolls, ogres, ettins, headless, cyclops
0x2 slimes, rats, gremlins
+
*0x2   slimes, rats, gremlins
0x3 orcs and goblins
+
*0x3   orcs and goblins
0x4 lesser undead
+
*0x4   lesser undead
0x5 undead
+
*0x5 - undead
0x6 minotaurs
+
*0x6 - minotaurs
0x7 dragons
+
*0x7 - dragons
0x8 hellspawn
+
*0x8 - hellspawn
0x9 others (don't use)
+
*0x9 - others (don't use)
0xa animals (
+
*0xa - animals
0xb golems
+
*0xb - golems
0xc criminals
+
*0xc - criminals
0xd water crits
+
*0xd - water crits
0xe ice crits
+
*0xe - ice crits
0xf corpser, mothra, silver serpent
+
*0xf - corpser, mothra, silver serpent
0x11 shadow crits
+
:
0x12 zorns
+
*0x11 - shadow crits
0x13 greater undead
+
*0x12 - zorns
0x14 blood crits
+
*0x13 - greater undead
0x51 fire crits
+
*0x14 - blood crits
0x53 imp variations
+
:
0x60 apoc crits
+
*0x51 - fire crits
 +
:
 +
*0x53 - imp variations
 +
:
 +
*0x60 - apoc crits
  
 
==Chest spawners==
 
==Chest spawners==

Revision as of 02:49, 27 February 2018

Spawners create monsters ingame. When making a map, avoid adding monsters and instead add spanwers. If a monster gets killed, the spawner will make another one after a period of time.

To add a spawner, press s, then select the creature from the pallette, then click on the map somewhere. If you want to spawn monsters in the middle of a room within a certain radius, put the spawner in the middle of that same room.

Click again on the spawner to set it's properties. Default properties are ok, though you may want to review the total quantity spawned and the radius. The radius can be quickly set by hovering the mouse over the spawner, then pressing ` (the tilde key) to make it a spot spawner, or 0-9 keys to set its radius. The spawn quantity can also be quickly set via the + - keys.

Spawner Properties

To change a spawner's properties, left click the spawner when in edit features mode (press 'f')

  • type : 0=spawn a specific creature, 1=spawn a class of creature (see below)
  • code/class : 0 for a specific monster, 1 for a class: see below
  • rate : 1=spawn every 1 min, 2 spawn every 2 mins, etc
  • max : max number to spawn. eg 5
  • area : -1=spawn on this square only (use max=1), 0=spawn anywhere on map (put sanc features where you dont want monsters to spawn, eg on islands), 1,2,3...=spawn in a radius around the spawner. Eg area=2 spawns in a square 5x5 with the spawner in the middle.
  • script : call a lua function with this name when a monster is spawned

Monster codes and classes

If the spawner type is 0, type hex code of creature to spawn. You can find out the hex codes of spawners by simply editing monsters and clicking on the monster pallette.

If type is 1, type the class number of the creature to spawn. A class is a type of monster, otherwise known as a family. Examples are undead, orc families, large humanoid, animals, etc. The monster classes are:

  • 0x1 trolls, ogres, ettins, headless, cyclops
  • 0x2 slimes, rats, gremlins
  • 0x3 orcs and goblins
  • 0x4 lesser undead
  • 0x5 - undead
  • 0x6 - minotaurs
  • 0x7 - dragons
  • 0x8 - hellspawn
  • 0x9 - others (don't use)
  • 0xa - animals
  • 0xb - golems
  • 0xc - criminals
  • 0xd - water crits
  • 0xe - ice crits
  • 0xf - corpser, mothra, silver serpent
  • 0x11 - shadow crits
  • 0x12 - zorns
  • 0x13 - greater undead
  • 0x14 - blood crits
  • 0x51 - fire crits
  • 0x53 - imp variations
  • 0x60 - apoc crits

Chest spawners

Select the chest from the spawner palette & place as usual. Note the following parameter changes:

  • Put the type to 2 (already set if spawner placed from palette)
  • Put the code a hexadecimal value from 0 to f, where this number is the quality of the treasure, f being good, 0 being bad.
Hexadecimal 0 1 2 3 4 5 6 7 8 9 a b c d e f
Decimal 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15
  • the area can only be 0 or -1. radius spawning does not work. 0 for spawn anywhere, -1 for spawn on the spot. DO NOT USE a radius of 1+ for chest spawners!
  • max is the max number of chests to spawn within the area. Set to 1 if the area is set to -1.

Copying spawners

When editing spanwers:

  • Use ctrl-Left-click on a spawner to copy its values to memory.
  • Use shift-Left-click to place a memory copy of that spanwer.

Changing a feature type without changing its values

In feature edit mode, select a feature from the pallette, then shift-right click on an existing feature on the map to convert it to the selected feature.

Eg, say you wanted to change a LXY to a TEL, but wanted to keep the feature's dest-x and dest-y, select TEL from the pallette, then shift-right-click on the LXY on the map to convert it to a TEL.