| Skul  Master
 
   
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 Likes Given: 0
 Likes Received: 19 in 15 posts
 Joined: Jun 2012
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			| RE: Spawn activated when a player approach or say xxx 
 
				1. Use a [speech xx] block on players, here's an example: 
Code:
 [speech spk_activate]on=*
 if (strmatch(*i'll kick your ass*,<args>))
 if (<isneartype t_ankh>)
 //add newnpc
 endif
 endif
 
Add the speech block to a player with dspeech +spk_activate
 
2. Yes, you can use @step in a [regiontype xx] event.  Here's an example: 
Code:
 [regiontype r_dungeon_activate]on=@step
 foritems 8
 if (<type>==t_spawn_char)
 if !(<more2>) //is deactivated?
 more2=1
 timer=0 //activate
 endif
 endif
 endfor
"I ask a question to the answer I already know."
 
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	| 11-25-2012 07:53 AM |  | 
	
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		| RanXerox  Master
 
   
   Posts: 550
 Likes Given: 1
 Likes Received: 12 in 9 posts
 Joined: Dec 2010
 Reputation: 19
 
 
 
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			| RE: Spawn activated when a player approach or say xxx 
 
				Here is another idea... a "multi" item with a defined area, where the component of the multi is a creature spawner, and the area of effect is defined by the size of the region (my example item is MULTIREGION=-2,-2,2,2 which is a 5x5 area): 
Code:
 [SPEECH speech_spawntrigger]ON=*fight me*
 FORITEMS 2
 IF (<TYPE>==t_spawn_char)
 SRC.SYSMESSAGE @032 Respawning <NAME>
 IF <MORE2>==1
 MORE2=0
 ENDIF
 TIMER=1
 ENDIF
 ENDFOR
 
 [ITEMDEF i_multi_spawntrigger]
 NAME=Spawn Area
 TYPE=t_multi
 TSPEECH=speech_spawntrigger
 MULTIREGION=-2,-2,2,2
 COMPONENT=i_worldgem_lg,0,0,0
 ON=@Create
 ATTR=attr_move_never|attr_invis
 COLOR=021
 
Keep in mind that since it is a multi (albeit an invisible one), it does have a name and region flags etc... so if you are in the range of the speech you are also in the region of the multi so the result of .where will include the multi's name.
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	| 11-25-2012 08:12 AM |  | 
	
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