The gump is automatically generated based on the entries in the configs.
Thats what the one looks like on my server.
public void OnStart()
{
if (!IsRunning)
{
InvasionTowns invading = InvasionTown;
switch (invading)
{
case InvasionTowns.Daft:
{
Top = new Point3D(4014, 626, 30);
Bottom = new Point3D(4113, 561, 0);
MinSpawnZ = 0;
MaxSpawnZ = 5;
SpawnMap = Map.Felucca;
TownInvaded = "Daft Guild";
break;
}
case InvasionTowns.CWBY:
{
Top = new Point3D(152, 303, -5);
Bottom = new Point3D(233, 295, 35);
MinSpawnZ = 20;
MaxSpawnZ = 30;
SpawnMap = Map.Tokuno;
TownInvaded = "CWBY Guild";
break;
}
case InvasionTowns.Ethereal:
{
Top = new Point3D(2416, 214, 0);
Bottom = new Point3D(2519, 166, 30);
MinSpawnZ = 0;
MaxSpawnZ = 5;
SpawnMap = Map.Felucca;
TownInvaded = "Ethereals House";
break;
}
}
foreach (Region r in Region.Regions)
{
if (r is GuardedRegion && r.Name == TownInvaded)
{
WasDisabledRegion = ((GuardedRegion) r).Disabled;
((GuardedRegion)r).Disabled = true;
}
}
Spawn();
}
}
public static MonsterTownSpawnEntry[] OreElementals = new MonsterTownSpawnEntry[]
{
//Monster //Amount (24)
new MonsterTownSpawnEntry( typeof( ShameIron ), 5 ),
new MonsterTownSpawnEntry( typeof( ShameDullCopperl ), 5 ),
new MonsterTownSpawnEntry( typeof( ShameShadowIron ), 5 ),
new MonsterTownSpawnEntry( typeof( ShameCopper ), 2 ),
new MonsterTownSpawnEntry( typeof( ShameBronze ), 2 ),
new MonsterTownSpawnEntry( typeof( ShameGold ), 2 ),
new MonsterTownSpawnEntry( typeof( ShameAgapite ), 1 ),
new MonsterTownSpawnEntry( typeof( ShameVerite ), 1 ),
new MonsterTownSpawnEntry( typeof( ShameValorite ), 1 )
};
and yes, CWBY in Tokuno does work.