RE: SPAWN that checks townstone? - x77x - 01-24-2015 11:19 AM
couldnt you make a custom spawn gem for each town? save one step
so far
Code:
[TYPEDEF t_spawn_luoyang]
ON=@Timer
IF (<UID.040004100.LINK>==01ffd)//caocao
more={c_wei_infantry_light_f 1 c_wei_infantry_light_c 1}
ELSE
IF (<UID.040004100.LINK>==01fda)//sunquan
more={c_wu_infantry_light_f 1 c_wu_infantry_light_c 1}
ELSE
IF (<UID.040004100.LINK>==01fd1)//liubei
more={c_shu_infantry_light_f 1 c_shu_infantry_light_c 1}
ELSE
IF (<UID.040004100.LINK>==01fd5)//yuanshao
more={c_ys_infantry_light_f 1 c_ys_infantry_light_c 1}
ELSE
IF (<UID.040004100.LINK>==01fc5)//lubu
more={c_lb_infantry_light_f 1 c_lb_infantry_light_c 1}
ELSE
IF (<UID.040004100.LINK>==01ff7)//zhangjiao
more={c_yt_infantry_light_f 1 c_yt_infantry_light_c 1}
ELSE
IF (<UID.040004100.LINK>==01fdc)//menghuo
more={c_mh_infantry_light_f 1 c_mh_infantry_light_c 1}
ENDIF
[TYPEDEF t_spawn_changan]
ON=@Timer
IF (<UID.040004101.LINK>==01ffd)//caocao
more={c_wei_infantry_light_f 1 c_wei_infantry_light_c 1}
ELSE
IF (<UID.040004101.LINK>==01fda)//sunquan
more={c_wu_infantry_light_f 1 c_wu_infantry_light_c 1}
ELSE
IF (<UID.040004101.LINK>==01fd1)//liubei
more={c_shu_infantry_light_f 1 c_shu_infantry_light_c 1}
ELSE
IF (<UID.040004101.LINK>==01fd5)//yuanshao
more={c_ys_infantry_light_f 1 c_ys_infantry_light_c 1}
ELSE
IF (<UID.040004101.LINK>==01fc5)//lubu
more={c_lb_infantry_light_f 1 c_lb_infantry_light_c 1}
ELSE
IF (<UID.040004101.LINK>==01ff7)//zhangjiao
more={c_yt_infantry_light_f 1 c_yt_infantry_light_c 1}
ELSE
IF (<UID.040004101.LINK>==01fdc)//menghuo
more={c_mh_infantry_light_f 1 c_mh_infantry_light_c 1}
ENDIF
spawn any soldier, with any min max & distance
then target with
.xevents +t_spawn_luoyang
RE: SPAWN that checks townstone? - XuN - 01-25-2015 01:19 AM
I don't know others ... but I do not understand what you are trying to do.
BTW look at my last post and correct your if-else-if issue.
RE: SPAWN that checks townstone? - x77x - 01-25-2015 04:11 AM
its working...
i just figured making a spawngem for each town would be easier than targeting each one
Code:
[ITEMDEF i_spawn_luoyang]
ID=01ea7
//Worldgem bit plain and small (see fancy bit at 1f13)
DEFNAME=i_worldgem_bit
VALUE=1
TYPE=t_spawn_char
EVENTS=t_spawn_luoyang
CATEGORY=3KUO
SUBSECTION=City Spawns
DESCRIPTION=LuoYang Worldgem Bit
ON=@CREATE
EVENTS +t_spawn_luoyang
[ITEMDEF i_spawn_changan]
ID=01ea7
//Worldgem bit plain and small (see fancy bit at 1f13)
DEFNAME=i_worldgem_bit
VALUE=1
TYPE=t_spawn_char
EVENTS=t_spawn_changan
CATEGORY=3KUO
SUBSECTION=City Spawns
DESCRIPTION=ChangAn Worldgem Bit
ON=@CREATE
EVENTS +t_spawn_changan
good idea?
RE: SPAWN that checks townstone? - x77x - 01-26-2015 05:08 AM
nevermind
ERROR:(3kuo_cityspawns.scp,21)Undefined keyword 'EVENTS'
RE: SPAWN that checks townstone? - Extreme - 01-26-2015 05:53 AM
TEVENTS
RE: SPAWN that checks townstone? - x77x - 01-26-2015 07:01 AM
no luck...
ill go back to the other way
RE: SPAWN that checks townstone? - XuN - 01-27-2015 01:11 AM
Events are placed in the @Create, TEVENTS in the ITEMDEF/CHARDEF definition:
Code:
[ITEMDEF i_spawn_luoyang]
ID=01ea7
//Worldgem bit plain and small (see fancy bit at 1f13)
DEFNAME=i_worldgem_bit
VALUE=1
TYPE=t_spawn_char
EVENTS=t_spawn_luoyang
CATEGORY=3KUO
SUBSECTION=City Spawns
DESCRIPTION=LuoYang Worldgem Bit
TEVENTS=yourevent
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