Spawner 1, when sub 0 ends, goes to sub one and rests spawner 2, then sub 3 it shuts itself off with doreset/true
[article]
<Spawns>
<Points>
<Name>Room #1</Name>
<UniqueId>e299409f-9193-4df9-aca7-67740a5e30ab</UniqueId>
<Map>Trammel</Map>
<X>716</X>
<Y>3689</Y>
<Width>4</Width>
<Height>3</Height>
<CentreX>729</CentreX>
<CentreY>3703</CentreY>
<CentreZ>0</CentreZ>
<Range>0</Range>
<MaxCount>4</MaxCount>
<MinDelay>15</MinDelay>
<MaxDelay>20</MaxDelay>
<DelayInSec>True</DelayInSec>
<Duration>0</Duration>
<DespawnTime>0</DespawnTime>
<ProximityRange>-1</ProximityRange>
<ProximityTriggerSound>500</ProximityTriggerSound>
<TriggerProbability>1</TriggerProbability>
<InContainer>False</InContainer>
<MinRefractory>0</MinRefractory>
<MaxRefractory>0</MaxRefractory>
<TODStart>0</TODStart>
<TODEnd>0</TODEnd>
<TODMode>0</TODMode>
<KillReset>1</KillReset>
<ExternalTriggering>False</ExternalTriggering>
<SequentialSpawning>0</SequentialSpawning>
<AllowGhostTriggering>False</AllowGhostTriggering>
<AllowNPCTriggering>False</AllowNPCTriggering>
<SpawnOnTrigger>False</SpawnOnTrigger>
<SmartSpawning>False</SmartSpawning>
<TickReset>False</TickReset>
<Team>0</Team>
<Amount>1</Amount>
<IsGroup>True</IsGroup>
<IsRunning>True</IsRunning>
<IsHomeRangeRelative>True</IsHomeRangeRelative>
<Objects2>Cultist:MX=4:SB=0:RT=0:TO=0:KL=0:RK=0:CA=1
N=-1
X=-1:SP=1
R=-1:OBJ=SET,0x40000606/DORESET/TRUE:MX=1:SB=1:RT=0:TO=0:KL=0:RK=0:CA=1
N=-1
X=-1:SP=1
R=-1:OBJ=SETONTHIS/DORESET/TRUE:MX=1:SB=2:RT=0:TO=0:KL=0:RK=0:CA=1
N=-1
X=-1:SP=1
R=-1</Objects2>
</Points>
</Spawns>
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spawner 2
[article]
<Spawns>
<Points>
<Name>Room #6 Blocker</Name>
<UniqueId>09fb0495-7ce1-482f-b07d-16e95b58ab1b</UniqueId>
<Map>Trammel</Map>
<X>729</X>
<Y>3705</Y>
<Width>0</Width>
<Height>3</Height>
<CentreX>729</CentreX>
<CentreY>3706</CentreY>
<CentreZ>0</CentreZ>
<Range>5</Range>
<MaxCount>6</MaxCount>
<MinDelay>15</MinDelay>
<MaxDelay>20</MaxDelay>
<DelayInSec>True</DelayInSec>
<Duration>0</Duration>
<DespawnTime>0</DespawnTime>
<ProximityRange>-1</ProximityRange>
<ProximityTriggerSound>500</ProximityTriggerSound>
<TriggerProbability>1</TriggerProbability>
<InContainer>False</InContainer>
<MinRefractory>0</MinRefractory>
<MaxRefractory>0</MaxRefractory>
<TODStart>0</TODStart>
<TODEnd>0</TODEnd>
<TODMode>0</TODMode>
<KillReset>1</KillReset>
<ExternalTriggering>False</ExternalTriggering>
<SequentialSpawning>0</SequentialSpawning>
<AllowGhostTriggering>False</AllowGhostTriggering>
<AllowNPCTriggering>False</AllowNPCTriggering>
<SpawnOnTrigger>False</SpawnOnTrigger>
<SmartSpawning>False</SmartSpawning>
<TickReset>False</TickReset>
<Team>0</Team>
<Amount>1</Amount>
<IsGroup>True</IsGroup>
<IsRunning>True</IsRunning>
<IsHomeRangeRelative>True</IsHomeRangeRelative>
<Objects2>Blocker/location/(716,3702,0):MX=1:SB=0:RT=0:TO=0:KL=0:RK=0:CA=1
N=-1
X=-1:SP=1
R=-1:OBJ=blocker/location/(717,3702,0):MX=1:SB=0:RT=0:TO=0:KL=0:RK=0:CA=1
N=-1
X=-1:SP=1
R=-1:OBJ=blocker/location/(718,3702,0):MX=1:SB=0:RT=0:TO=0:KL=0:RK=0:CA=1
N=-1
X=-1:SP=1
R=-1:OBJ=static,0x3946/location/(716,3702,0):MX=1:SB=0:RT=0:TO=0:KL=0:RK=0:CA=1
N=-1
X=-1:SP=1
R=-1:OBJ=static,0x3946/location/(717,3702,0):MX=1:SB=0:RT=0:TO=0:KL=0:RK=0:CA=1
N=-1
X=-1:SP=1
R=-1:OBJ=static,0x3946/location/(718,3702,0):MX=1:SB=0:RT=0:TO=0:KL=0:RK=0:CA=1
N=-1
X=-1:SP=1
R=-1</Objects2>
</Points>
</Spawns>
[/article]