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TOOL: UO Spawn Manager - 1.0
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vecchiounno
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Post: #21
RE: TOOL: UO Spawn Manager - 1.0
This was a deliberate choice to increase the interest and curiosity around the project.
This is just a beta version, although very advanced and stable.

Today I will make a list of its features (on topic post), but leave you the pleasure of discovering them ...
(Of course I am always ready to answer your questions)
(This post was last modified: 01-21-2017 09:17 PM by vecchiounno.)
01-21-2017 09:16 PM
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Anarch Cassius
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Post: #22
RE: TOOL: UO Spawn Manager - 1.0
Got it working. It looks like a great start. Just two comments.

Can we expect support for other maps soon? Your program confirmed that I have most of Britannia spawned properly but I want to do the rest now.

Can we get different colors for item and mob spawns? It'd be nice to see the monster to loot/trap ratio of an area at a glance.

Current Projects: Necromancy SCP overhaul. Custom Faction AI/System. Imbuing.
01-25-2017 07:00 AM
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vecchiounno
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Post: #23
RE: TOOL: UO Spawn Manager - 1.0
(01-25-2017 07:00 AM)Anarch Cassius Wrote:  Got it working. It looks like a great start. Just two comments.

Can we expect support for other maps soon? Your program confirmed that I have most of Britannia spawned properly but I want to do the rest now.

Can we get different colors for item and mob spawns? It'd be nice to see the monster to loot/trap ratio of an area at a glance.

Yes, its possible...

p.s.
the second request is already satisfied with Char and ALL Char check button
(This post was last modified: 01-26-2017 03:38 AM by vecchiounno.)
01-26-2017 03:35 AM
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Anarch Cassius
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Post: #24
RE: TOOL: UO Spawn Manager - 1.0
(01-26-2017 03:35 AM)vecchiounno Wrote:  p.s.
the second request is already satisfied with Char and ALL Char check button

Those show the actual mobs. What I'd like is similar color coding for the spawners..

A spawn for mobs like c_orc be one color and a spawn for items like i_reag_garlic be a different color. Not the resulting objects but the spawners themselves when you select Spawn

For that matter, what is the color code for mobs? It seems like Brain but then Undead are grey or black despite having deprecated brain_undead and a Tokkuno NPC is a darker purple.

Current Projects: Necromancy SCP overhaul. Custom Faction AI/System. Imbuing.
01-26-2017 04:42 AM
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vecchiounno
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Post: #25
RE: TOOL: UO Spawn Manager - 1.0
(01-26-2017 04:42 AM)Anarch Cassius Wrote:  Those show the actual mobs. What I'd like is similar color coding for the spawners..

A spawn for mobs like c_orc be one color and a spawn for items like i_reag_garlic be a different color. Not the resulting objects but the spawners themselves when you select Spawn

you could send me a sample sphereworld.scp on which I can do testing?
perhaps, you are indicating to me what would you get?

(01-26-2017 04:42 AM)Anarch Cassius Wrote:  For that matter, what is the color code for mobs? It seems like Brain but then Undead are grey or black despite having deprecated brain_undead and a Tokkuno NPC is a darker purple.


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01-26-2017 06:52 PM
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Anarch Cassius
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Post: #26
RE: TOOL: UO Spawn Manager - 1.0
My world is small enough for upload here. I'll see about getting it on Gdocs or something.

Simply put I'd like it so that a Spawner that makes monsters is one color, say red, and a Spawner that makes items is blue. Right now any kind of Spawner is red.

That info for mobs is useful, thank you. I will point out that many of those brains are deprecated in newer Sphere versions. Somehow undead were still showing Silver, or sometimes Black, despite not using those brains on my server.

Current Projects: Necromancy SCP overhaul. Custom Faction AI/System. Imbuing.
01-31-2017 11:52 AM
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vecchiounno
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Post: #27
RE: TOOL: UO Spawn Manager - 1.0
So, when I find [WORLDITEM i_worldgem_bit] with TYPE=t_spawn_char, I assign a color and when I find [WORLDITEM i_worldgem_bit] with TYPE=t_spawn_item I put another?
did I get it right?

And instead, for the various maps, what height for each (the third value of P=1777,1486,-110,3)?
02-02-2017 01:54 AM
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Anarch Cassius
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Post: #28
RE: TOOL: UO Spawn Manager - 1.0
(02-02-2017 01:54 AM)vecchiounno Wrote:  So, when I find [WORLDITEM i_worldgem_bit] with TYPE=t_spawn_char, I assign a color and when I find [WORLDITEM i_worldgem_bit] with TYPE=t_spawn_item I put another?
did I get it right?

Yes. That is exactly right.

Quote:And instead, for the various maps, what height for each (the third value of P=1777,1486,-110,3)?

Not quite sure what you mean.

Pretty much every map is mostly at 0 for z but it varies across the map just like for map0 and map1.

Current Projects: Necromancy SCP overhaul. Custom Faction AI/System. Imbuing.
02-02-2017 05:53 AM
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darksun84
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Post: #29
RE: TOOL: UO Spawn Manager - 1.0
The Z value can range from -127 to 127
02-02-2017 09:29 AM
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Zilog
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Post: #30
RE: TOOL: UO Spawn Manager - 1.0
Cool Script Thx
10-26-2017 09:31 PM
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