Tukaram

Member
I am making a quest and want to spawn some helpers for a fight. I see how to add hireables but apparently you can only hire one at a time. Is there a way of spawning some blue characters that will fight against some critters with me? Probably not guards.

Maybe using summons or familiars? Is there already an existing NPC I can use? ...or easily modify?

Part of the quest is gathering an army... and I cannot gather ha ha


~EDIT~
And another question... I made a ring that when you double click you are teleported to a dungeon, and the rings deletes itself. Can I put in a location check to make the ring only usable at a certain place?

Currently I have this, but no love. (says range takes 3 arguments)
if (IsChildOf(from.Backpack) && from.InRange (new Point3D(498, 2012, 2), Map.Trammel, 2))
 
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I am making a quest and want to spawn some helpers for a fight. I see how to add hireables but apparently you can only hire one at a time. Is there a way of spawning some blue characters that will fight against some critters with me? Probably not guards.

Maybe using summons or familiars? Is there already an existing NPC I can use? ...or easily modify?

Part of the quest is gathering an army... and I cannot gather ha ha
Take a look at OppositionGroup.cs, spawn mobs that are in opposition groups (i.e. if you spawn a pixie and an imp, they will fight one another). Use those are templates to create new monsters for this quest or just use what's already set up.


~EDIT~
And another question... I made a ring that when you double click you are teleported to a dungeon, and the rings deletes itself. Can I put in a location check to make the ring only usable at a certain place?

Currently I have this, but no love. (says range takes 3 arguments)
if (IsChildOf(from.Backpack) && from.InRange (new Point3D(498, 2012, 2), Map.Trammel, 2))
Looking at Recall.cs (the spell), it does several checks for when players try to cast recall, based on SpellHelper.cs (look for TravelCheckType and look through the methods). One of the constraints is Regions. What you could do, rather than trying to limit the items usage for that spot, I think it'd be easier to add it to the list of places it can't be used.
 
Cool. I use a trigger to spawn MLDryads, and they help fight a big demon. :)

Still trying to figure out the ring/teleport. I will look into the regions. Thanks.

Is there a way to make a regular teleporter item dependent ...or I could have the ring spawn, using a 'on carry' command, and unmovable, in the location I want to recall from...

~Edit~ Dryads might be a problem...they seem to "calm" everyone...and I cannot fight. I will try some other critters.... The Dryads calm, so I cannot fight. The Treefellows, Cu Sidhes, Satyrs, and Ethereal Warriors turn on me during the fight ha ha. We're getting there...
 
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Cool. I use a trigger to spawn MLDryads, and they help fight a big demon. :)

Still trying to figure out the ring/teleport. I will look into the regions. Thanks.

Is there a way to make a regular teleporter item dependent ...or I could have the ring spawn, using a 'on carry' command, and unmovable, in the location I want to recall from...
Well yes and no. You could create a teleport item similar to a crafting tool, like a hammer. In order to use a hammer, you need to be near an anvil/forge. You could create an item (and I'll tell you this now it's going to be a pain if you try to use something you build and turn into an addon) and only place that item in a certain location. Then the ring that does the teleport can do a "check" to see if the player is within X tiles of the item. I believe in order to inherit the proper checks though, the ring would have to be a crafting tool (just remove don't show the uses remaining).

~Edit~ Dryads might be a problem...they seem to "calm" everyone...and I cannot fight. I will try some other critters.... The Dryads calm, so I cannot fight. The Treefellows, Cu Sidhes, Satyrs, and Ethereal Warriors turn on me during the fight ha ha. We're getting there...
Yeah, that's going to be the "catch", because those mobs are all positive karma, so if your karma drops and becomes negative, they will attack you instead. You could try spawning them and giving them a specific target when they spawn (assuming you're using Xmlspawners).
 
What I have done for the dungeon entrance is set up the stairs where I wanted them. When you find the stairs an XMLSpawner 'trigger on carried' (a quest item) will spawn the ring. It is not movable. After it teleports you to the dungeon it deletes. That seems to work well enough.

I was really wanting to spawn a group of demons, and then after they die spawn a big final boss. For that I was hoping to have some helpers spawn. I wish there was a way of spawning blue NPCs that would fight on my side. So far only the dryads work - but all I can do is watch them fight, as I am "calmed". Part of the quest idea is to make contact with a general and have him send his army... that is not working so well yet.

I am looking through script libraries to see if anyone made a spawning blue NPC... :)
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Yeah, that's going to be the "catch", because those mobs are all positive karma, so if your karma drops and becomes negative, they will attack you instead. You could try spawning them and giving them a specific target when they spawn (assuming you're using Xmlspawners).

I am trying that but must be getting something wrong... I found the line in an XML document that Arte made.
Satyr/Combatant/MOB,daemon/warmode/true
(Arte's example used archer guards and a named critter: ArcherGuard/Combatant/MOB,Bobo,balron/warmode/true)

I tried it with the archer guards initially. They spawn blue and just stand there. Maybe because we are not in a guard zone?

The satyrs spawn and just stand there. If I attack the demon the area effect pisses of the satyr and they turn on me. Demon & satyr are spawning with white names. The MLDryad spawns blue, and attacks the daemon,but as I said they calm me and I cannot fight...and my clothes fall off...
 
I am trying that but must be getting something wrong... I found the line in an XML document that Arte made.
Satyr/Combatant/MOB,daemon/warmode/true
(Arte's example used archer guards and a named critter: ArcherGuard/Combatant/MOB,Bobo,balron/warmode/true)

I tried it with the archer guards initially. They spawn blue and just stand there. Maybe because we are not in a guard zone?

The satyrs spawn and just stand there. If I attack the demon the area effect pisses of the satyr and they turn on me. Demon & satyr are spawning with white names. The MLDryad spawns blue, and attacks the daemon,but as I said they calm me and I cannot fight...and my clothes fall off...
Yeah, I remember reading that post of Arte's awhile back and I found that it did not work as well. It's a tad tricky to explain, but I'll do my best.
In this particular instance, it helps to use a SERIAL instead of a type/name setup. In order for this to work, you would need at least two Xmlspawners and I'm going to give them names to make this explanation easier (BossSpawner and HelperSpawner). You would setup the BossSpawner however you have it currently (assuming it's working the way you want), but you want to have the regular mobs in subgroup 1 and the boss in subgroup 2. This is where things can get a little tricky. You're going to get the serial of the boss that spawns and "give" it to the helpers when they spawn and say that is their target. To do this on your HelperSpawner, your spawn entry for your helpers would look like this:
Code:
Centaur/Combatant/{GETONSPAWNER,BossSpawner,2/Serial}/
I used a Centaur because they don't do any AoE's like calm, but still spawn "blue". Now if you turn on the BossSpawner and spawn the Boss and then turn on the HelperSpawner, you should see the Centaurs attack the Boss.

You will still run into the issue of blues fighting players with negative karma though. Someone released Blue "Players" at one point, but I don't know if those would work in this case or not as they are "players" and they do player things instead of NPC/Monster things.
 
I will keep a copy of that comment for future reference (this whole thread rather - you gave me some great ideas). There is so much to learn about XMLSpawners. :)

But... I found an old script (took 2 hours of going through my files. I knew I had it somewhere ha ha) it spawns blue NPCs. It was made as a champ spawn helper for low population shards. I took one of their blues and edited the crap out of it. Now I have my 'monkey warrior' army spawning. They are blue, they attack the critters, they heal themselves, they talk a lot crap, they will res you if needed, and they do not attack me if my AoEs are used. They also do not look like monkeys... but we take what we can get. (humans in hide armor and tribal masks, close enough) :)

I put them on their own spawner. You have to be carrying a quest item for them to spawn. They have a 10 minute duration. If the critters are not all dead yet, they will respawn as you still have the quest item to trigger it. Generally I would think in 10 minutes you would have the critters all killed and be gone. The spawn is just a sequential spawn 3 daemons, 5 daemons, 2 balrons, 1 boss (my own script for the boss). Actually the 5 of them can handle the spawn - but you need to fight to get looting rights on the boss. I have run through it a dozen times. Letting the blues spawn and despawn each time. So far so good...

After I play around with it some more to make sure it all works and is stable I will release the quest, in case anyone wants it.

The original 'blue NPC spawn' files are actually a pretty cool package:runuo.com/community/threads/need-new-players-add-them-with-my-custom-blues-2-1-svn.488880/

Thanks for all your help!

~Edit~
Of course, now it is giving me trouble. The sequential spawn usually works but twice now it has run through 2 times instead of once, and twice it stopped in the middle and did not advance... still playing with it....
2.JPG 1.JPG
 
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I'd suggest using two spawners then, one for helpers and one for the boss. Then you'd have more direct control over the boss' helpers.
 

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