The following warnings occurred:
Warning [2] Use of undefined constant SAPI_NAME - assumed 'SAPI_NAME' (this will throw an Error in a future version of PHP) - Line: 3388 - File: inc/functions.php PHP 7.4.33-nmm7 (Linux)
File Line Function
/inc/functions.php 3388 errorHandler->error
/showthread.php 116 build_archive_link
Warning [2] Use of undefined constant IN_ARCHIVE - assumed 'IN_ARCHIVE' (this will throw an Error in a future version of PHP) - Line: 3331 - File: inc/functions.php PHP 7.4.33-nmm7 (Linux)
File Line Function
/inc/functions.php 3331 errorHandler->error
/inc/functions.php 3324 build_forum_breadcrumb
/showthread.php 195 build_forum_breadcrumb
Warning [2] Use of undefined constant IN_ARCHIVE - assumed 'IN_ARCHIVE' (this will throw an Error in a future version of PHP) - Line: 3331 - File: inc/functions.php PHP 7.4.33-nmm7 (Linux)
File Line Function
/inc/functions.php 3331 errorHandler->error
/showthread.php 195 build_forum_breadcrumb






Post Reply 
 
Thread Rating:
  • 0 Votes - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
How to change the Player SkillClass
Author Message
AmpereJoule
Journeyman
*

Posts: 59
Likes Given: 7
Likes Received: 0 in 0 posts
Joined: Dec 2012
Reputation: 0



Post: #41
RE: How to change the Player SkillClass
PS: before you tell me that you had a script to Spawn everything very fast, I was thiking in make a program in C to make my spawns.
01-02-2013 10:48 AM
Find all posts by this user Like Post Quote this message in a reply
AmpereJoule
Journeyman
*

Posts: 59
Likes Given: 7
Likes Received: 0 in 0 posts
Joined: Dec 2012
Reputation: 0



Post: #42
RE: How to change the Player SkillClass
Hey, I returned earlier then I thought!

Can We talk about the spawn script again?
01-03-2013 11:34 AM
Find all posts by this user Like Post Quote this message in a reply
Mordaunt
Super Moderator
****

Posts: 1,237
Likes Given: 26
Likes Received: 55 in 43 posts
Joined: Mar 2012
Reputation: 35



Post: #43
RE: How to change the Player SkillClass
certainly...

Try setting your defs like this, it wont spawn all terrains but at least I will see whats going on:

Code:
[DEFNAME spawner_setting]
gembit_gap 60 //gap between gembits (suggested: water ~200, forest & grass ~75, town & jungle ~50, sand, snow & swamp ~40, dirt ~30, GY 20)

Red_spawn 25 //% chance that a spawn placed with be a monster spawn for said terrain 0 to disable

//If the map you are spawning has dungeons to the left hand of the map set this figure about 100 time after the point the map starts
//0=start spawning at def.gembit_gap +5 tiles from map edge
dungeon_offset 0

//If the map you are spawning has dungeons to the right hand of the map set this figure about 100 tiles from the edge of the map
//(4906 default map) spawning will stop at def.gembit_gap +5 tile from edge of map if dungeon_cutoff is larger than map size.
dungeon_cutoff 4906

//GEMBITS WILL ONLY BE PLACED IF <type>_spawn = 1 for each terrain type listed below.
//Water spawns:
t_water_spawn 0 //Toggle to enable/disable spawning on water
t_water_amount 2 //number to spawn in this area
t_water_spawn_group 0800e //Spawn group to use to populate this type
t_water_min_time 60
t_water_max_time 120

//Land spawn types:
//These spawns cover the various terrain types on land
t_grass_spawn 1 //Toggle to enable/disable spawning on grass
t_grass_amount 10
t_grass_spawn_group 08010
t_grass_spawn_group_red 08007
t_grass_min_time 5
t_grass_max_time 20

t_forest_spawn 1 //Toggle to enable/disable spawning in forest
t_forest_amount 10
t_forest_spawn_group 08010
t_forest_spawn_group_red 08016
t_forest_min_time 5
t_forest_max_time 20

t_dirt_spawn 0 //Toggle to enable/disable spawning on dirt (farm type)
t_dirt_amount 3
t_dirt_spawn_group 08011
t_dirt_min_time 5
t_dirt_max_time 20

t_jungle_spawn 1 //Toggle to enable/disable spawning in jungle
t_jungle_amount 5
t_jungle_spawn_group 08012
t_jungle_spawn_group_red 08018
t_jungle_min_time 5
t_jungle_max_time 20

t_swamp_spawn0 //Toggle to enable/disable spawning in swamp
t_swamp_amount 10
t_swamp_spawn_group 08013
t_swamp_spawn_group_red 08017
t_swamp_min_time 5
t_swamp_max_time 20

t_town_spawn 0 //Toggle to enable/disable town critters affects guarded towns only!
t_town_amount 1 //number to spawn in this area
t_town_spawn_group 08049 //Spawn group to use to populate this type
t_town_min_time 5 //minumum spawn time
t_town_max_time 20 //maximum spawn time

t_snow_spawn 1 //Toggle to enable/disable spawning on snow
t_snow_amount 5 //number to spawn in this area
t_snow_spawn_group 010011 //Spawn group to use to populate this type
t_snow_min_time 5
t_snow_max_time 20

t_sand_spawn 1 //Toggle to enable/disable spawning on sand
t_sand_amount 5
t_sand_spawn_group 010012
t_sand_min_time 5
t_sand_max_time 20

//NEW! GY SPAWNING
t_graveyard_spawn 0 //0=off, 1=weak, 2=strong, 3=all, 4=random
t_graveyard_amount 3
t_graveyard_spawn_group_1 08001 //weak
t_graveyard_spawn_group_2 08002 //strong
t_graveyard_spawn_group_3 08003 //all
t_graveyard_min_time 5
t_graveyard_max_time 20
t_graveyard_roam 18 //roam distance for graveyard creatures to keep them within the vicinity

//Language compatibility.  If language is other than english, adjust for translation here
Graveyard_name Graveyard //name for graveyards
Cemetary_name Cemetary //name for cemetaries

//END OF DEF SETTINGS

[Image: 2nis46r.jpg]
01-03-2013 01:25 PM
Visit this user's website Find all posts by this user Like Post Quote this message in a reply
AmpereJoule
Journeyman
*

Posts: 59
Likes Given: 7
Likes Received: 0 in 0 posts
Joined: Dec 2012
Reputation: 0



Post: #44
RE: How to change the Player SkillClass
here it is my defs:

Code:
[DEFNAME spawner_setting]
gembit_gap 60 //gap between gembits (suggested: water ~200, forest & grass ~75, town & jungle ~50, sand, snow & swamp ~40, dirt ~30, GY 20)

Red_spawn 25 //% chance that a spawn placed with be a monster spawn for said terrain 0 to disable

//If the map you are spawning has dungeons to the left hand of the map set this figure about 100 time after the point the map starts
//0=start spawning at def.gembit_gap +5 tiles from map edge
dungeon_offset 0

//If the map you are spawning has dungeons to the right hand of the map set this figure about 100 tiles from the edge of the map
//(4906 default map) spawning will stop at def.gembit_gap +5 tile from edge of map if dungeon_cutoff is larger than map size.
dungeon_cutoff 4906

//GEMBITS WILL ONLY BE PLACED IF <type>_spawn = 1 for each terrain type listed below.
//Water spawns:
t_water_spawn 0 //Toggle to enable/disable spawning on water
t_water_amount 2 //number to spawn in this area
t_water_spawn_group 0800e //Spawn group to use to populate this type
t_water_min_time 60
t_water_max_time 120

//Land spawn types:
//These spawns cover the various terrain types on land
t_grass_spawn 1 //Toggle to enable/disable spawning on grass
t_grass_amount 10
t_grass_spawn_group 08010
t_grass_spawn_group_red 08007
t_grass_min_time 5
t_grass_max_time 20

t_forest_spawn 1 //Toggle to enable/disable spawning in forest
t_forest_amount 10
t_forest_spawn_group 08010
t_forest_spawn_group_red 08016
t_forest_min_time 5
t_forest_max_time 20

t_dirt_spawn 0 //Toggle to enable/disable spawning on dirt (farm type)
t_dirt_amount 3
t_dirt_spawn_group 08011
t_dirt_min_time 5
t_dirt_max_time 20

t_jungle_spawn 1 //Toggle to enable/disable spawning in jungle
t_jungle_amount 5
t_jungle_spawn_group 08012
t_jungle_spawn_group_red 08018
t_jungle_min_time 5
t_jungle_max_time 20

t_swamp_spawn0 //Toggle to enable/disable spawning in swamp
t_swamp_amount 10
t_swamp_spawn_group 08013
t_swamp_spawn_group_red 08017
t_swamp_min_time 5
t_swamp_max_time 20

t_town_spawn 0 //Toggle to enable/disable town critters affects guarded towns only!
t_town_amount 1 //number to spawn in this area
t_town_spawn_group 08049 //Spawn group to use to populate this type
t_town_min_time 5 //minumum spawn time
t_town_max_time 20 //maximum spawn time

t_snow_spawn 1 //Toggle to enable/disable spawning on snow
t_snow_amount 5 //number to spawn in this area
t_snow_spawn_group 010011 //Spawn group to use to populate this type
t_snow_min_time 5
t_snow_max_time 20

t_sand_spawn 1 //Toggle to enable/disable spawning on sand
t_sand_amount 5
t_sand_spawn_group 010012
t_sand_min_time 5
t_sand_max_time 20

//NEW! GY SPAWNING
t_graveyard_spawn 0 //0=off, 1=weak, 2=strong, 3=all, 4=random
t_graveyard_amount 3
t_graveyard_spawn_group_1 08001 //weak
t_graveyard_spawn_group_2 08002 //strong
t_graveyard_spawn_group_3 08003 //all
t_graveyard_min_time 5
t_graveyard_max_time 20
t_graveyard_roam 18 //roam distance for graveyard creatures to keep them within the vicinity

//Language compatibility.  If language is other than english, adjust for translation here
Graveyard_name Graveyard //name for graveyards
Cemetary_name Cemetary //name for cemetaries

//END OF DEF SETTINGS

And I still getting errors. Here it is the picture: http://img812.imageshack.us/img812/7425/stillbad.jpg
(it never stop showing "Bad spawn" errors.)
01-04-2013 12:37 PM
Find all posts by this user Like Post Quote this message in a reply
Mordaunt
Super Moderator
****

Posts: 1,237
Likes Given: 26
Likes Received: 55 in 43 posts
Joined: Mar 2012
Reputation: 35



Post: #45
RE: How to change the Player SkillClass
Ok, I'm really not understanding what's happening here, it should not be erroring.

What sphere version are you running?
Do you have any custom map or anything?

Please also open your sphere_spawns.scp file and verify that the spawn groups listed at the top of the script actually exist. They should, all but 2 are default groups.

[Image: 2nis46r.jpg]
(This post was last modified: 01-04-2013 02:06 PM by Mordaunt.)
01-04-2013 02:00 PM
Visit this user's website Find all posts by this user Like Post Quote this message in a reply
AmpereJoule
Journeyman
*

Posts: 59
Likes Given: 7
Likes Received: 0 in 0 posts
Joined: Dec 2012
Reputation: 0



Post: #46
RE: How to change the Player SkillClass
Sphere version 0.56b.

I never even opened the maps folder.
in C:\Sphere\scripts\maps I have: sphere_map_points0, sphere_map_points0_ml, sphere_map_points1, sphere_map_points2, sphere_map_points3, sphere_map_points4, sphere_map_points5, sphere_map0, sphere_map0_ml, sphere_map1, sphere_map2, sphere_map3, sphere_map4, sphere_map5.

Sphere.ini:
Code:
//****************************************************************************
// SPHERE by : Menasoft 1997-2003
// www.sphereserver.com
// All SPHERE script files and formats are copyright Menasoft & Partners.
// This file may be freely edited for personal use, but may not be distributed
// in whole or in part, in any format without express written permission from
// Menasoft & Partners.  All donations and contributions
// become the property of Menasoft & Partners.
//****************************************************************************

///////////////////////////////////////////////////////////////
//////// General Information
///////////////////////////////////////////////////////////////

[SPHERE]
// Name of your Sphere shard
ServName=R P G
// The IP of your server, this will be 127.0.0.1 almost always
ServIP=127.0.0.1
// The port of your server, this is 2593 by default
ServPort=2593

// Admin's contact email
AdminEmail=me@my.email.com
// Web page for this server
URL=www.myshard.com
// GMT offset, from -12 to +12 [London=0, EST=5, etc]
TimeZone=0

// Official staff language
Lang=English
// Start this as a system service on Win2000, XP, NT
NTService=0

// MySql configuration.
//MYSQL=0
//MySqlHost=
//MySqlUser=
//MySqlPassword=
//MySqlDatabase=

///////////////////////////////////////////////////////////////
//////// File Locations
///////////////////////////////////////////////////////////////
// Directory where spheretables.scp is located, from there we will
// load any additional scripts
ScpFiles=scripts/

// Where your sphereworld.scp and spherechars.scp are located
WorldSave=save/

// Where your sphereaccu.scp and sphereacct.scp is located
AcctFiles=accounts/

// Where your UO installation is located. This need: map0.mul, statics0.mul,
//  staidx0.mul, multi.mul, multi.idx, hues.mul, tiledata.mul.
// Optional files: verdata.mul, mapX.mul/staticsX.mul/staidxX.mul for higher
//  maps support (Malas, etc).
//
// Note that if not set, sphere will scan windows registry to auto-detect it
//MulFiles=mul/

// Where your log files will be saved by sphere
Log=logs/

// To activate ML-sized map #0 uncomment the next line (don't forget to uncomment
// sphere_map0_ml.scp and sphere_map_points0_ml.scp in spheretables.scp if you want
// to use the default areas)
Map0=7168,4096,-1,0,0

// To activate ML-sized map #1 uncomment the next line
Map1=7168,4096,-1,1,1
MAP2=2304,1600,32,2,2
MAP3=2560,2048,32,3,3
MAP4=1448,1448,8,4,4

// To enable the use of MapDif*.mul and StaDif*.mul files, set this to 1.
UseMapDiffs=0

///////////////////////////////////////////////////////////////
//////// World Save Information
///////////////////////////////////////////////////////////////
// How often for Sphere to save your world (minutes)
SavePeriod=20

// How many backup levels to keep. Each level means 7 backups done for it.
// So, 10*7 = 70 backup saves will be storied.
BackupLevels=10

// On would save in the background quietly over a longer period of time, and not interrupt the game
// Off would notify "World save has been initiated" and save faster, but pause the game momentarily
SaveBackground=0

///////////////////////////////////////////////////////////////
//////// Account Management
///////////////////////////////////////////////////////////////
//Code for servers account application process
//  0=Closed,       // Closed. Not accepting more.
//  2=Free,         // Anyone can just log in and create a full account.
//  3=GuestAuto,    // You get to be a guest and are automatically sent email with u're new password.
//  4=GuestTrial,   // You get to be a guest til u're accepted for full by an Admin.
//  6=Unspecified,  // Not specified.
// To enable auto account you must set this to 2
AccApp=0

// Store password hashed with MD5
Md5Passwords=0

// local ip is assumed to be the admin
LocalIPAdmin=1

// Default number of chars allowed per account (maximum value is 7)
MaxCharsPerAccount=1

// Min time for a char to exist before delete allowed (in seconds)
MinCharDeleteTime=0

// Max number of Guest accounts allowed
GuestsMax=0

// Max login tries for account before a temporary ban (0 is disabled)
MaxAccountLoginTries=0

///////////////////////////////////////////////////////////////
//////// Client Management
///////////////////////////////////////////////////////////////
// What client protocol version used
// Comment out the ClientVersion line to allow any client that is supported.
//ClientVersion=2.0.3

// Set this to 0 to allow login to encrypted clients
UseCrypt=1

// Set this to 1 to allow login to unencrypted clients
UseNoCrypt=0

// Maximum total open connections to server
ClientMax=256

// Maximum open connections to server per IP
ClientMaxIP=16

// Maximum total (not-in-game) connections to server
ConnectingMax=32

// Maximum total simultaneous (not-in-game) connections to server per IP
ConnectingMaxIp=8

// How long logged out clients linger in seconds
ClientLinger=15

// Walk limiting code: buffer size (in tenths of second)
WalkBuffer=75

// Walk limiting code: regen speed (%)
WalkRegen=25

// Only commands issued by this plevel and higher will be logged
CommandLog=0

// Prefix for ingame commands
CommandPrefix=.

// Function to call if client is executing a command to override the default.
//CommandTrigger=f_oncommand

// Use the built in http server
// 0 - disable http server and webpage generation
// 1 - disable http server and enable webpage generation
// 2 - enable http server and webpage generation (default)
UseHttp=0

// Use the OSI AuthID to avoid possible hijack to game server.
UseAuthID=0

// Default setting for all accounts specifying default resdisp.
//AutoResDisp=1

// Default setting for new accounts specifying default priv level
//AutoPrivFlags=010

// Max tooltip (if enabled) to send on each tick (to avoid client flooding)
//MaxTooltipForTick=7

// How often send my hits updates to visible clients (in seconds)
//HitsUpdateRate=1

///////////////////////////////////////////////////////////////
//////// Game Mechanics
///////////////////////////////////////////////////////////////

// Maximum distance to hear char whispering
DistanceWhisper=3

// Maximum distance to hear char talking
DistanceTalk=18

// Maximum distance to hear char yelling
DistanceYell=31

// Do not allow entering under roof being on horse?
MountHeight=0

// Archery does not work if too close (0 = not checked)
ArcheryMinDist=-1

// Maximum Distance for Archery
ArcheryMaxDist=31

// Speed scale factor for weapons
SpeedScaleFactor=15000

// This is the percent of max weight at which stamina is lost half the time
// (200 = no effect)
StaminaLossAtWeight=150

// Weight penalty for running +N% of max carry weight (0 = no effect)
RunningPenalty=50

// Show people joining/leaving the server. 0 disables, 2 enables staff only.
ArriveDepartMsg=1

// Are house and boat keys newbied automatically
AutoNewbieKeys=1

// Maximum number of items allowed in bank
BankMaxItems=9999

// Maximum weight in stones allowed in bank
BankMaxWeight=9999

// If 1 vendors will take gold only from backpack
PayFromPackOnly=0

// Disable weather effects?
NoWeather=0

// Default light level in dungeons
DungeonLight=30

// Day light level 0-30
LightDay=0

// Night light level 0-30
LightNight=30

// Allow manual sector light override?
//AllowLightOverride=1

// Wool Regen Time (in minutes)
WoolGrowthTime=30

// Suppress player speech with 75% of capital letters
SuppressCapitals=0

// Extra combat flags to control the fight (default:0, 0.55i compatible)
// COMBAT_NODIRCHANGE              00001 // Not rotate player when fighting (like was in 0.51a)
// COMBAT_FACECOMBAT               00002 // Allow faced combat only (recommended)
// COMBAT_PREHIT                   00004 // allow prehit for close combat. first hit is instant (delay 0.1sec)
// COMBAT_USE_RESISTANCE           00008 // use character props RES* against oldfashioned damage types
// COMBAT_SPECIALDAMAGE            00010 // use character tags TAG.*DAMAGE to apply additional damage
// COMBAT_DCLICKSELF_UNMOUNTS      00020 // unmount horse when dclicking self while in warmode
// COMBAT_ALLOWHITFROMSHIP         00040 // Allow attacking opponents from ships
// COMBAT_OSIDAMAGEMOD             00080 // modify weapon damage OSI-style (taking anatomy, tactics, lumberjacking into account)
// COMBAT_ARCHERYCANMOVE           00100 // firing bow while moving
// COMBAT_STAYINRANGE              00200 // abort attack swing when out of range instead of waiting to come back in range
//
// COMBAT_STACKARMOR               01000 // If a region is covered by more than one armor part, all AR will count
// COMBAT_TARGETTEDHIT             02000 // Allows setting of preferred hit area by TAG.HITPREFERENCE
CombatFlags=00008|00040|00080|00100|00200|01000

// Extra magic flags to control magic/magery behaviour (default:0, 0.55i compatible)
// MAGICF_NODIRCHANGE        = 0x0000001 // Not rotate player when casting/targeting
// MAGICF_PRECAST            = 0x0000002 // Precasting (cast spell before target prompt)
// MAGICF_IGNOREAR           = 0x0000004 // Magic damage ignore ar
// MAGICF_CANHARMSELF        = 0x0000008 // Magic can do damage on self
// MAGICF_STACKSTATS         = 0x0000010 // Different stat spells don't cancel each other out
// MAGICF_FREEZEONCAST       = 0x0000020 // No movement whilst casting
// MAGICF_SUMMONWALKCHECK    = 0x0000040 // Summoned creatures should be able to walk on the target location (e.g. water creatures to be summoned on water)
// MAGICF_NOFIELDSOVERWALLS  = 0x0000080 // Field spells cannot cross over blocking objects
//MagicFlags=0

// Length of time (in seconds) for a player to choose a target when casting (0 = no timeout)
SpellTimeout=0

// Zero point for sextant coordinates counting
//ZeroPoint=1323,1624,0

// How far from land i can be to take off a ship
MaxShipPlankTeleport=18

///////////////////////////////////////////////////////////////
//////// NPC/Item/Player Management
///////////////////////////////////////////////////////////////
// Distance in tiles before an NPC that's wandered too far from it's home will teleport back
LostNPCTeleport=50

// Whether PCs get a resurrection robe when they get resurrected.
NoResRobe=0

// Time for a NPC corpse to decay mins
CorpseNPCDecay=10

// Time for a player corpse to decay mins
CorpsePlayerDecay=10

// Base decay time in minutes for items
DecayTimer=10

// Put [NPC] tags over chars
CharTags=1

// Flip dropped items
FlipDroppedItems=0

// Set to 1 to allow players to take equipment from their pets' paperdoll
CanUndressPets=1

// Monsters run when scared of death
MonsterFear=0

// Monsters may fight each other
MonsterFight=0

// Percent setting of the all NPC move rate, default 100
MoveRate=100

// Do players receive sounds
GenericSounds=1

// Max number of items to sell to one person at once
VendorMaxSell=20

// Max level npc trainers can go
NPCTrainMax=300

// Percent of own ability npcs can train to
NPCTrainPercent=30

// NPC will not be addressed as "Lord" or such if this is set
// NPCNoFameTitle=0

// Max level of skill trainable on dummies, archery butte ecc..
SkillPracticeMax=500

// Max skill player's will start with on skills they haven't chosen during
// character creation
MaxBaseSkill=0

// If set to 0, the MaxBaseSkill will only apply to skills that the client
// can see in their menu (based on Feature* settings, ResDisp and Client
// Version). If this is set to 1 then players to start with all the skills
// that have been defined.
InitHiddenSkills=0

// Time in seconds for hitpoint regeneration
Regen0=20

// Time in seconds for mana regeneration
Regen1=20

// Time in seconds for stamina regeneration
Regen2=10

// Time in minutes for food regeneration
// 1*60*24 = 1 day of real life time
Regen3=1*60*24

// Speech block associated to players
SpeechSelf=spk_player

// Speech block associated to pets
SpeechPet=spk_pet

//Events related to all NPCs
//EventsPet=your_event

//Events related to all players
//EventsPlayer=your_event

//Events related to all regions
//EventsRegion=your_event

// When player skills/stats goes this times more than skillclass allowed, drop
// them to skillclass level. Setting this to 0 disables the action.
OverSkillMultiply=1

// NPC AI settings
// NPC_AI_PATH                  0001    NPC pathfinding
// NPC_AI_FOOD                  0002    NPC food search (objects + grass)
// NPC_AI_EXTRA                 0004    NPC magics, etc
// NPC_AI_ALWAYSINT             0008    Always be as smart as possible with pathfinding
// NPC_AI_INTFOOD               0010    NPC food search (more intelligent and trusworthy)
// NPC_AI_COMBAT                0040    Look for friends in combat
// NPC_AI_VEND_TIME             0080    vendors closing their shops at nighttime
// NPC_AI_LOOTING               0100    loot corpses an the way
// NPC_AI_MOVEOBSTACLES         0200    if moveable items block my way, try to move them
NPCAI=0004|0040|0100|0200

///////////////////////////////////////////////////////////////
//////// Crime/Murder/Karma/Fame/Guard Settings
///////////////////////////////////////////////////////////////
// Karma when player goes from good to neutral (from -10000 to 10000)
PlayerNeutral=-2000

// Karma when player goes from neutral to evil (from -10000 to 10000)
PlayerEvil=-5000

// How many minutes are criminals flagged for
CriminalTimer=3

// Times a player can snoop before becoming a criminal
SnoopCriminal=20

// Seconds time to decay a murder count (default 8*60*60 is 8 hours)
MurderDecayTime=8*60*60

// Amount of murders before we get title
MurderMinCount=3

// Looting or carving a blue player is a crime
LootingIsaCrime=1

// Flag players criminal for helping criminals?
HelpingCriminalsIsaCrime=1

// How long do guards linger about in minutes
GuardLinger=3

// Will guards kill instantly or follow normal combat rules
GuardsInstantKill=1

// Limits the MAXHITS/MAXMANA/MAXSTAM changes
// STAT_FLAG_NORMAL     0x00 // MAX* status allowed (default)
// STAT_FLAG_DENYMAX    0x01 // MAX* denied
// STAT_FLAG_DENYMAXP   0x02 //             .. for players
// STAT_FLAG_DENYMAXN   0x04 //             .. for npcs
StatsFlags=00

// Uses the new LoS algorithm
// ADVANCEDLOS_DISABLED   0x00 // Disabled, use the old method
// ADVANCEDLOS_PLAYER     0x01 // Enabled only for players
// ADVANCEDLOS_NPC        0x02 // Enabled only for NPCs
AdvancedLos=0

// Default color settings for characters (name, speech)
ColorNotoGood=063       // blue
ColorNotoGuildSame=044  // green (ally)
ColorNotoCriminal=03b2  // grey (criminal)
ColorNotoNeutral=03b2   // grey (can be attacked)
ColorNotoEvil=026       // red
ColorNotoGuildWar=02b   // orange (enemy guild)
ColorNotoDefault=03b2   // grey (if not any other)

// Which notoriety flags do pets inherit from their masters? (default 0)
// Set flags to indicate which notoriety statuses a pet can inherit from its owner.
//  NotoGood      = 0x01  // blue
//  NotoGuildSame = 0x02  // green (ally)
//  NotoNeutral   = 0x04  // grey (can be attacked)
//  NotoCriminal  = 0x08  // grey (criminal)
//  NotoGuildWar  = 0x10  // orange (enemy guild)
//  NotoEvil      = 0x20  // red
// e.g. "03a" will show pets as criminal/warring/evil/allied when their master has
//      one of these statuses, regardless of the pet's true notoriety.
PetsInheritNotoriety=0

///////////////////////////////////////////////////////////////
//////// Server Mechanics
///////////////////////////////////////////////////////////////
// Experimental flags
// Flags for options that affect server behaviour and which might affect compatibility
// See the revisions.txt file for more details on this
// EF_DiagonalWalkCheck         = 00000001
// EF_UNICODE                   = 00000002 // No on Linux
// EF_New_Triggers              = 00000008
// EF_Intrinsic_Locals          = 00000020
// EF_Item_Strict_Comparison    = 00000040
// EF_NewPositionChecks         = 00000080 // Do not set while server is running !!!
// EF_WalkCheck                 = 00000100
// EF_AllowTelnetPacketFilter   = 00000200 // Enables packet filtering for telnet connections as well
// EF_Script_Profiler           = 00000400
// EF_Size_Optimise             = 00000800
// EF_Minimize_Triggers         = 00001000 // Minimize trigger calls (use only 0.51 triggers)
// EF_DamageTools               = 00002000 // damage tools (and fire @damage on them) while mining or lumberjacking
// EF_PetSlots            = 00004000 // INCOMPLETE YET! DO NOT USE until this warning is removed!
// EF_UsePingServer             = 00008000 // Enable the experimental Ping Server (for showing pings on the server list, uses UDP port 12000)
// EF_NPCAct_Triggers           = 00010000 // Enable @NPCSpecialAction and @NPCAction triggers (mutual exclusive with EF_Minimize_Triggers)
// EF_UseNetworkMultiVersion    = 00400000 // Modify EF_UseNetworkMulti so clients prior to 4.0.0 are unaffected (try this if you find EF_UseNetworkMulti negatively affects older clients). - Do not set while server is running !!!
// EF_UseNetworkMulti           = 00800000 // Enable optimized network routines (better) - Do not set while server is running !!!
// EF_Specific                  = 01000000 // Specific behaviour, not completly tested
Experimental=00000

// Option flags
// Flags for options that affect server behaviour but not compatibility
// See the revisions.txt file for more details on this
// OF_Command_Sysmsgs           = 00000008 //Shows status of hearall, allshow, allmove... commands after toggling them
// OF_OSIMultiSight             = 00000020
// OF_Items_AutoName            = 00000040
// OF_FileCommands              = 00000080
// OF_NoItemNaming              = 00000100
// OF_NoHouseMuteSpeech         = 00000200
// OF_Flood_Protection          = 00001000
// OF_Buffs                     = 00002000
// OF_NoPrefix                  = 00004000 // Add prefix "A" and "An" to itemnames or not
// OF_DyeType                   = 00008000 // if set allows using i_dye on all t_dye_vat instead of only i_dye_tub
// OF_DrinkIsFood               = 00010000 // type T_DRINK will increase FOOD lvl like T_FOOD
// OF_Specific                  = 01000000 // Specific behaviour, not completly tested
OptionFlags=08|0200

// FeatureT2A, used to control T2A expansion features ( default 03 )
// FEATURE_T2A_UPDATE           01 // Monster and Lost lands
// FEATURE_T2A_CHAT             02 // In game chat
FeatureT2A = 01|02

// FeatureLBR, used to control LBR expansion features ( default 0 )
// FEATURE_LBR_UPDATE           01 // Lbr Monsters
// FEATURE_LBR_SOUND            02 // MP3 instead of MIDI
FeatureLBR = 01

// FeatureAOS, used to control AOS expansion features ( default 0 )
// FEATURE_AOS_UPDATE_A         01 // AOS Monsters, Map
// FEATURE_AOS_UPDATE_B         02 // Tooltip, Fightbook, Necro/paladin on creation, Single/Six char selection screen, Skills, Newer spellbook support
// FEATURE_AOS_POPUP            04 // PopUp Menus
// FEATURE_AOS_DAMAGE           08
FeatureAOS = 01|02|04|08

// FeatureSE, used to control SE expansion features ( default 0 )
// FEATURE_SE_UPDATE            01 // Basic SE features
// FEATURE_SE_NINJASAM          02 // Ninja and Samurai
FeatureSE = 01|02

// FeatureML, used to control ML expansion features ( default 0 )
// FEATURE_ML_UPDATE            01 // Basic ML features
// FEATURE_ML_NINTHAGE          02 // Unlocks ninth age house designer items
FeatureML = 01|02

// FeatureKR, used to control KR expansion features ( default 0 ) (still not complete but usable)
// FEATURE_KR_UPDATE_A          01 // Basic KR features
// FEATURE_KR_UPDATE_B          02 // Basic KR features
FeatureKR = 01|02

// In game effects to turn on and off
// Messages echoed to the server console while in debug mode
// DEBUGF_NPC_EMOTE     = 00001
// DEBUGF_ADVANCE_STATS = 00002
// DEBUGF_WALKCODES     = 00080 // try the new walk code checking stuff
// DEBUGF_EXP           = 00200 // experience gain/loss
// DEBUGF_LEVEL         = 00400 // experience level changes
// DEBUGF_SCRIPTS       = 00800 // debug flag for scripts
// DEBUGF_LOS           = 01000 // debug flag for AdvancedLOS
// DEBUGF_WALK          = 02000 // debug flag for new walking check stuff
//DebugFlags=00

// Allow rapid Buy/Sell through Buy/Sell agent
AllowBuySellAgent=0

// Console Hears all that is said on the server
HearAll=1

// Secure mode attempts to ignore errors, protect from accidently shutdowns
Secure=1

// Value from 1 to 32, set sectors inactive when unused to conserve resources
SectorSleep=10

// Disconnect inactive socket in x min
DeadSocketTime=5

// Always force a full garbage collection on save
ForceGarbageCollect=1

// Time before restarting when server appears hung (in seconds)
FreezeRestartTime=60

// Length of the game world minute in real world in seconds
GameMinuteLength=10

// Bit Mask of the subjects you want to log when logging is on
// LOGM_ACCOUNTS        0x00080
// LOGM_SAVE            0x00200 // world save status.
// LOGM_CLIENTS_LOG     0x00400 // all clients as they log in and out.
// LOGM_GM_PAGE         0x00800 // player gm pages.
// LOGM_PLAYER_SPEAK    0x01000 // All that the players say.
// LOGM_GM_CMDS         0x02000 // Log all GM commands.
// LOGM_CHEAT           0x04000 // Probably an exploit !
// LOGM_KILLS           0x08000 // Log player combat results.
// LOGM_HTTP            0x10000
//                      0x1ffff // log everything
LogMask=01ec80

// Amount of time to keep map data cached in sec
MapCacheTime=120

// Max NPC chars for a sector to prevent lag
MaxComplexity=32

// Amount of items in one tile so start showing "too many items here"
MaxItemComplexity=25

// Amount of items in one sector to start showing "x items too complex"
MaxSectorComplexity=1024

// Limit the number of cycles the while/for loop can proceed. Setting this to
// zero disables the limitation
MaxLoopTimes=0

// Amount of minutes to call f_onserver_timer (0 disables this, default)
TimerCall=0

// Should sphere record the time it takes to do actions like treating npcs, scripts, clients and such?
// Can be viewed by right clicking the mouse on sphere screen.
Profile=0

///////////////////////////////////////////////////////////////
//////// Magic/Effects Settings
///////////////////////////////////////////////////////////////

// Allow casting while equipped
EquippedCast=1

// Words of power for player using magic
WOPPlayer=1

// Words of power for staff using magic
WOPStaff=1

// Words of power font
//WOPFont=3

// Words of power color
//WOPColor=03B2

// Reagents lost if magic fails
ReagentLossFail=0

// Magic requires reagents
ReagentsRequired=0

// What % of hitpoints players will resurrect with. Note, that if you set this
// too low, people with little STR will have problems resurrecting.
HitPointPercentOnRez=33

// How many % of hits will the character loose when starving. 0 disables
//HitsHungerLoss=0

// Amount of skill of lock picking needed to unlock a magically locked door
MagicUnlockDoor=900

// Teleport effect for GMs and players. Setting 0 disables the effect
TeleportEffectNPC=0372a
TeleportEffectPlayers=0372a
TeleportEffectStaff=03709
TeleportSoundNPC=01fe
TeleportSoundPlayers=01fe
TeleportSoundStaff=01f3

///////////////////////////////////////////////////////////////
//////// Experience and Level system
///////////////////////////////////////////////////////////////

// Enable experience system
ExperienceSystem=0

// Experience system settings:
//  0001    gain experience in combat
//  0002    gain experience in crafts
//  0004    allow experience to go down
//  0008    limit experience decrease by a range witheen a current level
//  0010    auto-init EXP/LEVEL for NPCs if not set in @Create
//  0020    allow trigger @ExpChange
//  0040    allow trigger @ExpLevelChange
ExperienceMode=0001|0002

// If combat experience gain is allowed, use these percents for gaining exp in
// Player versus Monster and Player versus Player combats. Value 0 disables gain.
ExperienceKoefPVM=100
ExperienceKoefPVP=0

// Enable levels system (as a part of experience system)
LevelSystem=0

// Level system settings:
//  linear = 0  (each NextLevelAt exp will give a level up)
//  double = 1  (you need (NextLevelAt * (level+1)) to get a level up)
LevelMode=1

// Amount of experience to raise to the next level
LevelNextAt=100

///////////////////////////////////////////////////////////////
//////// external program support
///////////////////////////////////////////////////////////////

// TNG
// on Linux do sth like "/srv/www/"
// on Windows do sth. like "C:\foo\bar\"
StripPath=scripts\web\

///////////////////////////////////////////////////////////////
//////// Webpage Settings
///////////////////////////////////////////////////////////////

// Note, that you can catch error codes by creating sphere404.htm and so on
// for all HTTP error codes sphere support.

[WEBPAGE 1]
// Determines what html file is used as base for the status page
WebPageSrc=scripts/web/spherestatusbase.html
// Determines where the status page is saved
WebPageFile=scripts/web/status.html
// In seconds, how often the status file is updated
WebPageUpdate=60
// Required PLevel to view this page (0 = anyone, 6 = admins only)
PLevel=0

///////////////////////////////////////////////////////////////
//////// Abuse Control
///////////////////////////////////////////////////////////////

// Block these ips from the server
// 255 is a wildcard, so 255.255.255.255 disables anyone connecting.
[BlockIP]
//123.34.45.56
//123.45.56.78

///////////////////////////////////////////////////////////////
//////// Connection Information
///////////////////////////////////////////////////////////////

//First line should be the name of your shard (this is what people see when they connect)
//Second line should be the IP of your shard (this is almost always 127.0.0.1)
//Third line should be the port of your shard (this should be whatever ServPort is set to)

//Uncomment next 3 lines below this if you have a router
//First line should be a name different than your shard name above this
//Second line should be your real/external IP (www.whatismyip.com)
//Third line should be the shard port (this should be whatever ServPort is set to)
[SERVERS]
R P G
127.0.0.1
2593

//External
//my.ip.goes.here
//2593


sphere_spawns.scp:
Code:
//****************************************************************************
//SPHERE by : Menasoft ©1997-2007
//www.sphereserver.net
// All SPHERE script files and formats are copyright Menasoft & Partners.
// This file may be freely edited for personal use, but may not be distributed
// in whole or in part, in any format without express written permission from
// Menasoft & Partners.  All donations and contributions
// become the property of Menasoft & Partners.
//****************************************************************************
// FILE LAST UPDATED: Lunes, 22 de Marzo de 2010
VERSION=0.56b

[SPAWN spawn_cemeteries_jhelom]
CATEGORY=Spawn Groups
SUBSECTION=Cemeteries of Britannia
DESCRIPTION=Jhelom Graveyard
ID=c_skeleton 4
ID=c_zombie 4
ID=c_spectre 2
ID=c_shade 2
ID=c_wraith 2

[SPAWN spawn_cemeteries_vesper]
CATEGORY=Spawn Groups
SUBSECTION=Cemeteries of Britannia
DESCRIPTION=Vesper Graveyard
ID=c_skeleton 5
ID=c_zombie 5
ID=c_spectre 2
ID=c_wraith 1

[SPAWN spawn_cemeteries_britain]
CATEGORY=Spawn Groups
SUBSECTION=Cemeteries of Britannia
DESCRIPTION=Britain Graveyard
ID=c_skeleton 5
ID=c_zombie 5
ID=c_spectre 2
ID=c_wraith 1

[SPAWN spawn_cemeteries_yew]
CATEGORY=Spawn Groups
SUBSECTION=Cemeteries of Britannia
DESCRIPTION=Yew Graveyard
ID=c_skeleton

[SPAWN spawn_cemeteries_cove]
CATEGORY=Spawn Groups
SUBSECTION=Cemeteries of Britannia
DESCRIPTION=Cove Graveyard
ID=c_skeleton 3
ID=c_zombie 3
ID=c_spectre 2
ID=c_wraith 2
ID=c_shade 2
ID=c_liche 1

[SPAWN spawn_cemeteries_moonglow]
CATEGORY=Spawn Groups
SUBSECTION=Cemeteries of Britannia
DESCRIPTION=Moonglow Graveyard
ID=c_skeleton 3
ID=c_zombie 3
ID=c_spectre 2
ID=c_wraith 2
ID=c_shade 2
ID=c_liche 1


[SPAWN spawn_ants]
CATEGORY=Spawn Groups
SUBSECTION=Monsters
DESCRIPTION=Ants
ID=c_solen_infiltrator_queen_black
ID=c_solen_infiltrator_warrior_black
ID=c_solen_queen_black
ID=c_solen_warrior_black
ID=c_solen_worker_black
ID=c_solen_infiltrator_queen
ID=c_solen_infiltrator_warrior
ID=c_solen_queen
ID=c_solen_warrior
ID=c_solen_worker

[SPAWN spawn_daemons]
CATEGORY=Spawn Groups
SUBSECTION=Monsters
DESCRIPTION=Daemons
ID=c_demon_arcane
ID=c_demon_balron
ID=c_demon_blackgate
ID=c_bone_demon
ID=c_demon
ID=c_demon_chaos
ID=c_demon_ice
ID=c_demon_moloch

[SPAWN spawn_dragons]
CATEGORY=Spawn Groups
SUBSECTION=Monsters
DESCRIPTION=Dragons
ID=c_wyrm_ancient
ID=c_dragon_red
ID=c_dragon
ID=c_drake_red
ID=c_drake
ID=c_dragon_greater
ID=c_serpentine_dragon
ID=c_wyrm_shadow
ID=c_skeletal_dragon
ID=c_wyrm_white
ID=c_dragon_wyvern

[SPAWN spawn_elementals]
CATEGORY=Spawn Groups
SUBSECTION=Monsters
DESCRIPTION=Elementals
ID=c_elemental_air
ID=c_elemental_earth
ID=c_elemental_ore_copper_dull
ID=c_elemental_ore_shadow
ID=c_elemental_ore_copper
ID=c_elemental_ore_bronze
ID=c_elemental_ore_gold
ID=c_elemental_ore_agapite
ID=c_elemental_ore_verite
ID=c_elemental_ore_valorite
ID=c_elemental_fire
ID=c_elemental_water
ID=c_elemental_blood
ID=c_elemental_ice
ID=c_efreet
ID=c_elemental_poison
ID=c_elemental_snow
ID=c_rai_ju
ID=c_kaze_kemono

[SPAWN spawn_gargoyles]
CATEGORY=Spawn Groups
SUBSECTION=Monsters
DESCRIPTION=Gargoyles
ID=c_gargoyle_enslaved
ID=c_gargoyle_fire
ID=c_gargoyle
ID=c_gargoyle_destroyer
ID=c_gargoyle_enforcer
ID=c_gargoyle_stone

[SPAWN spawn_ogres_ettins_trolls]
CATEGORY=Spawn Groups
SUBSECTION=Monsters
DESCRIPTION=Ogres, Ettins & Trolls
ID=c_ogre_lord_arctic
ID=c_ettin
ID=c_frost_troll
ID=c_ogre
ID=c_ogre_lord
ID=c_troll

[SPAWN spawn_orcs]
CATEGORY=Spawn Groups
SUBSECTION=Monsters
DESCRIPTION=Orcs
ID=c_orc
ID=c_orc_bomber
ID=c_orc_brute
ID=c_orc_captain
ID=c_orc_chopper
ID=c_orc_scout
ID=c_orc_lord
ID=c_orc_mage

[SPAWN spawn_terathans]
CATEGORY=Spawn Groups
SUBSECTION=Monsters
DESCRIPTION=Terathans
ID=c_terathan_avenger
ID=c_terathan_drone
ID=c_terathan_matriarch
ID=c_terathan_warrior

[SPAWN spawn_undead]
CATEGORY=Spawn Groups
SUBSECTION=Monsters
DESCRIPTION=Undeads
ID=c_zombie
ID=c_liche
ID=c_spectre
ID=c_skeleton
ID=c_skeleton_knight
ID=c_skeleton_mage
ID=c_mummy
ID=c_liche_lord
ID=c_wraith
ID=c_shade


[SPAWN spawn_all_monsters]
CATEGORY=Spawn Groups
SUBSECTION=Monsters
DESCRIPTION=All Monsters
ID=c_solen_infiltrator_queen_black
ID=c_solen_infiltrator_warrior_black
ID=c_solen_queen_black
ID=c_solen_warrior_black
ID=c_solen_worker_black
ID=c_solen_infiltrator_queen
ID=c_solen_infiltrator_warrior
ID=c_solen_queen
ID=c_solen_warrior
ID=c_solen_worker
ID=c_demon_arcane
ID=c_demon_balron
ID=c_demon_blackgate
ID=c_bone_demon
ID=c_demon
ID=c_demon_chaos
ID=c_demon_ice
ID=c_demon_moloch
ID=c_wyrm_ancient
ID=c_dragon_red
ID=c_dragon
ID=c_drake_red
ID=c_drake
ID=c_dragon_greater
ID=c_serpentine_dragon
ID=c_wyrm_shadow
ID=c_skeletal_dragon
ID=c_wyrm_white
ID=c_dragon_wyvern
ID=c_elemental_air
ID=c_elemental_earth
ID=c_elemental_ore_copper_dull
ID=c_elemental_ore_shadow
ID=c_elemental_ore_copper
ID=c_elemental_ore_bronze
ID=c_elemental_ore_gold
ID=c_elemental_ore_agapite
ID=c_elemental_ore_verite
ID=c_elemental_ore_valorite
ID=c_elemental_fire
ID=c_elemental_water
ID=c_elemental_blood
ID=c_elemental_ice
ID=c_efreet
ID=c_elemental_poison
ID=c_elemental_snow
ID=c_rai_ju
ID=c_kaze_kemono
ID=c_gargoyle_enslaved
ID=c_gargoyle_fire
ID=c_gargoyle
ID=c_gargoyle_destroyer
ID=c_gargoyle_enforcer
ID=c_gargoyle_stone
ID=c_ogre_lord_arctic
ID=c_ettin
ID=c_frost_troll
ID=c_ogre
ID=c_ogre_lord
ID=c_troll
ID=c_orc
ID=c_orc_bomber
ID=c_orc_brute
ID=c_orc_captain
ID=c_orc_chopper
ID=c_orc_scout
ID=c_orc_lord
ID=c_orc_mage
ID=c_terathan_avenger
ID=c_terathan_drone
ID=c_terathan_matriarch
ID=c_terathan_warrior
ID=c_zombie
ID=c_liche
ID=c_spectre
ID=c_skeleton
ID=c_skeleton_knight
ID=c_skeleton_mage
ID=c_mummy
ID=c_liche_lord
ID=c_wraith
ID=c_shade


// Random Spawn, T2A critters included are just alterations to old art (colors, stats). T2A is not needed.
// WEIGHT= need not add up to any special value. purely relative weight
[SPAWN SPAWN_MonstMisc_NoMagic]
CATEGORY=Spawn Groups
SUBSECTION=Monsters
DESCRIPTION=Misc Monsters - No Magic
ID=c_corpser
ID=c_snake_giant
ID=c_spider_giant
ID=c_rat_giant
ID=c_harpy
ID=c_headless
ID=c_mongbat
ID=c_ratman
ID=c_ratman_w_sword
ID=c_ratman_w_mace
ID=c_snake
ID=c_wolf_dire
ID=c_scorpion_giant
ID=c_hellcat
ID=c_hellhound
ID=c_harpy_stone
ID=c_slime
ID=c_reaper

[SPAWN SPAWN_MonstMisc_Magic]
CATEGORY=Spawn Groups
SUBSECTION=Monsters
DESCRIPTION=Misc Monsters - Magic
ID=c_gazer
ID=c_gazer_elder
ID=c_imp

[SPAWN SPAWN_MonstersMiscAll]
CATEGORY=Spawn Groups
SUBSECTION=Monsters
DESCRIPTION=Misc Monsters - All
ID=c_corpser
ID=c_snake_giant
ID=c_spider_giant
ID=c_rat_giant
ID=c_harpy
ID=c_headless
ID=c_mongbat
ID=c_ratman
ID=c_ratman_w_sword
ID=c_ratman_w_mace
ID=c_reaper
ID=c_SNAKE
ID=c_wolf_dire
ID=c_scorpion_giant
ID=c_hellcat
ID=c_hellhound
ID=c_harpy_stone
ID=c_slime
ID=c_gazer
ID=c_gazer_elder
ID=c_imp

[SPAWN SPAWN_Lizardmen]
CATEGORY=Spawn Groups
SUBSECTION=Monsters
DESCRIPTION=Lizard Men
ID=c_lizardman
ID=c_lizardman_mace
ID=c_lizardman_spear

[SPAWN SPAWN_Animals]
CATEGORY=Spawn Groups
SUBSECTION=Animals
DESCRIPTION=All Animals
ID=c_gorilla
ID=c_wisp
ID=horses
ID=c_snake
ID=c_pig
ID=c_pig_big
ID=c_rabbit
ID=c_sheep_woolly
ID=c_goat
ID=c_bear_brown
ID=c_bear_black
ID=c_bear_grizzly
ID=c_panther
ID=c_llama
ID=c_wolf_silver
ID=c_cow_bw
ID=c_cow_brown
ID=c_bull_brown_lt
ID=c_bull_brown_dk
ID=c_doe
ID=c_stag
ID=c_cat
ID=c_dog
ID=c_rat
ID=c_goat_mountain
ID=c_alligator
ID=c_a_jackrabbit
ID=c_leopard_snow
ID=c_wolf_grey
ID=c_wolf_white

[SPAWN SPAWN_Birds]
CATEGORY=Spawn Groups
SUBSECTION=Animals
DESCRIPTION=Birds
ID=c_eagle
ID=c_bird_crow
ID=c_bird_magpie
ID=c_bird_raven
ID=c_bird_tropical

[SPAWN SPAWN_WaterCreatures]
CATEGORY=Spawn Groups
SUBSECTION=Animals
DESCRIPTION=Water Creatures
ID=c_dolphin 10
ID=c_sea_serpent 3
ID=c_sea_monster
ID=c_elemental_water 4

[SPAWN SPAWN_ForestAnimals]
CATEGORY=Spawn Groups
SUBSECTION=Animals
DESCRIPTION=Forest Animals
ID=c_eagle
ID=c_bird 5
ID=c_bear_black
ID=c_pig_big
ID=c_bear_brown
ID=c_cougar
ID=c_wolf_dire
ID=c_wolf_grey
ID=c_wolf_silver
ID=c_bear_grizzly
ID=c_stag 3
ID=c_doe 5
ID=c_a_jackrabbit 2
ID=c_panther
ID=c_rat 3
ID=c_snake 2
ID=c_rabbit 3

[SPAWN SPAWN_FarmAnimals]
CATEGORY=Spawn Groups
SUBSECTION=Animals
DESCRIPTION=Farm Animals
ID=c_CHICKEN 2
ID=c_bull_brown_lt
ID=c_bull_brown_dk
ID=c_cow_bw 2
ID=c_cow_brown 2
ID=c_horse_tan
ID=c_horse_brown_dk
ID=c_sheep_shorn 2
ID=c_PIG 2
ID=c_GOAT 2

[SPAWN SPAWN_JungleCreatures]
CATEGORY=Spawn Groups
SUBSECTION=Animals
DESCRIPTION=Jungle Creatures
ID=c_bird_tropical 5
ID=c_gorilla
ID=c_snake

[SPAWN SPAWN_SwampCreatures]
CATEGORY=Spawn Groups
SUBSECTION=Animals
DESCRIPTION=Swamp Creatures
ID=c_bullfrog
ID=c_rat
ID=c_rat_giant
ID=c_snake 2
ID=c_slime
ID=c_swamp_tentacles
ID=c_alligator 2

[SPAWN SPAWN_Villagers]
CATEGORY=Spawn Groups
SUBSECTION=Humans
DESCRIPTION=Villagers
ID=C_H_BEGGER_F
ID=C_H_BEGGER
ID=C_H_MAYOR_F
ID=C_H_MAYOR
ID=C_H_NOBLE_F
ID=C_H_NOBLE
ID=C_H_PEASANT_F 5
ID=C_H_PEASANT 5
ID=C_H_THIEF_F 2
ID=C_H_THIEF 2
ID=C_H_PRIEST
ID=C_H_PRIESTESS_F
ID=C_H_FIGHTER_F
ID=C_H_FIGHTER
ID=C_H_MERCENARY_F
ID=C_H_MERCENARY
ID=C_H_WARRIOR_F
ID=C_H_WARRIOR
ID=C_H_ACTOR_F
ID=C_H_ACTOR
ID=C_H_ARTIST
ID=C_H_ARTIST_F
ID=C_H_BARD_F
ID=C_H_BARD
ID=C_H_SCULPTOR_F
ID=C_H_SCULPTOR

[SPAWN SPAWN_Brigands]
CATEGORY=Spawn Groups
SUBSECTION=Humans
DESCRIPTION=Brigands
ID=C_H_BRIGAND_F 5
ID=C_H_BRIGAND 5
ID=C_H_EVILMAGE_F 2
ID=C_H_EVILMAGE 2
ID=C_H_THIEF_F 4
ID=C_H_THIEF 4
ID=C_H_GYPSY_F
ID=C_H_GYPSY
ID=C_H_PIRATE_F
ID=C_H_PIRATE

[SPAWN SPAWN_ForestMonsters]
CATEGORY=Spawn Groups
SUBSECTION=Nasties
DESCRIPTION=Forest Monsters
ID=c_ogre 5
ID=c_ettin_w_hammer 5
ID=c_troll 3
ID=c_orc 8
ID=c_orc_captain 3
ID=c_orc_w_club 5
ID=c_orc_mage 2
ID=c_m_mongbat_arboreal 10
ID=c_corpser
ID=c_gazer
ID=c_harpy 3
ID=c_headless 10
ID=c_reaper
ID=c_wisp 5
ID=c_lizardman 3
ID=c_lizardman_mace 3
ID=c_lizardman_spear 3
ID=c_scorpion_giant 5
ID=c_spider_giant 5

[SPAWN SPAWN_SwampMonsters]
CATEGORY=Spawn Groups
SUBSECTION=Nasties
DESCRIPTION=Swamp Monsters
ID=c_lizardman 5
ID=c_lizardman_mace 5
ID=c_lizardman_spear 5
ID=c_swamp_tentacles 3
ID=c_toad_giant 3
ID=c_snake_giant 3
ID=c_alligator 5
ID=c_snake 5
ID=c_rat_giant 5

[SPAWN SPAWN_JungleMonsters]
CATEGORY=Spawn Groups
SUBSECTION=Nasties
DESCRIPTION=Jungle Monsters
ID=c_snake_giant 5
ID=c_m_mongbat_arboreal 10
ID=c_corpser 5
ID=c_snake 8

[SPAWN SPAWN_Alchemists]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Alchemists
ID=C_H_ALCHEMIST_F
ID=C_H_ALCHEMIST

[SPAWN SPAWN_Weaponsmiths]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Weaponsmiths
ID=C_H_WEAPONSMITH_BLADE_F
ID=C_H_WEAPONSMITH_BLUNT_F
ID=C_H_WEAPONSMITH_BLADE
ID=C_H_WEAPONSMITH_BLUNT

[SPAWN SPAWN_Tailors]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Tailors
ID=C_H_TAILOR_F
ID=C_H_TAILOR
ID=C_H_WEAVER_F
ID=C_H_WEAVER

[SPAWN SPAWN_Blacksmiths]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Blacksmiths
ID=C_H_BLACKSMITH_F 5
ID=C_H_BLACKSMITH 5

[SPAWN SPAWN_Carpenters]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Carpenters
ID=C_H_CARPENTER_F
ID=C_H_CARPENTER

[SPAWN SPAWN_Vegetable_Sellers]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Vegetable Sellers
ID=C_H_VEGISELLER_F
ID=C_H_VEGISELLER

[SPAWN SPAWN_Animal_Trainers]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Animal Trainers
ID=C_H_ANIMALTRAINER_F
ID=C_H_ANIMALTRAINER

[SPAWN SPAWN_Bankers]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Bankers
ID=C_H_BANKER_F
ID=C_H_BANKER

[SPAWN SPAWN_Beekeepers]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Beekeepers
ID=C_H_BEEKEEPER_F
ID=C_H_BEEKEEPER

[SPAWN SPAWN_Armourers]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Armourers
ID=C_H_ARMORER_F
ID=C_H_ARMORER

[SPAWN SPAWN_Butchers]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Butchers
ID=C_H_BUTCHER_F
ID=C_H_BUTCHER

[SPAWN SPAWN_Mages]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Mages
ID=C_H_MAGESHOP_F
ID=C_H_MAGESHOP

[SPAWN SPAWN_Bowyers]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Bowyers
ID=C_H_BOWYER_F
ID=C_H_BOWYER

[SPAWN SPAWN_Provisioners]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Provisioners
ID=C_H_PROVIS_F
ID=C_H_PROVIS

[SPAWN SPAWN_Architects]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Architects
ID=C_H_ARCHITECT_F
ID=C_H_ARCHITECT

[SPAWN SPAWN_Cobbler]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Cobblers
ID=C_H_COBBLER_F
ID=C_H_COBBLER

[SPAWN SPAWN_Tavernkeepers]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Tavernkeepers
ID=C_H_TAVERNKEEPER_F
ID=C_H_TAVERNKEEPER

[SPAWN SPAWN_Waitstaff]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Waitstaff
ID=C_H_WAITER
ID=C_H_WAITRESS

[SPAWN SPAWN_Tavernfolk]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Tavernfolk
ID=C_H_BARD_F
ID=C_H_BARD
ID=C_H_ACTOR_F
ID=C_H_ACTOR
ID=C_H_GAMBLER_F
ID=C_H_GAMBLER
ID=C_H_PEASANT_F
ID=C_H_PEASANT
ID=C_H_MERCENARY_F
ID=C_H_MERCENARY

[SPAWN SPAWN_Cooks]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Cooks
ID=C_H_BAKER_F
ID=C_H_BAKER
ID=C_H_COOK_F
ID=C_H_COOK

[SPAWN SPAWN_Healers]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Healers
ID=C_H_HEALER_F
ID=C_H_HEALER

[SPAWN SPAWN_Dockhands]
CATEGORY=Spawn Groups
SUBSECTION=Humans
DESCRIPTION=Dockhands
ID=C_H_SAILOR_F
ID=C_H_SAILOR
ID=C_H_FISHER
ID=C_H_FISHER_F

[SPAWN SPAWN_Innkeepers]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Innkeepers
ID=C_H_INNKEEPER_F
ID=C_H_INNKEEPER

[SPAWN SPAWN_Shipwrights]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Shipwrights
ID=C_H_SHIPWRIGHT_F
ID=C_H_SHIPWRIGHT

[SPAWN SPAWN_Cartographers]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Cartographers
ID=C_H_MAPMAKER_F
ID=C_H_MAPMAKER

[SPAWN SPAWN_Farmers]
CATEGORY=Spawn Groups
SUBSECTION=Humans
DESCRIPTION=Farmers
ID=C_H_FARMER_F
ID=C_H_FARMER

[SPAWN SPAWN_Rangers]
CATEGORY=Spawn Groups
SUBSECTION=Humans
DESCRIPTION=Rangers
ID=C_H_RANGER_F 5
ID=C_H_RANGER 5
ID=C_H_GUILD_RANGER_F
ID=C_H_GUILD_RANGER

[SPAWN SPAWN_Peasants]
CATEGORY=Spawn Groups
SUBSECTION=Humans
DESCRIPTION=Peasants
ID=C_H_PEASANT_F 5
ID=C_H_PEASANT 5
ID=C_H_THIEF_F
ID=C_H_THIEF
ID=C_H_BEGGER_F
ID=C_H_BEGGER

[SPAWN SPAWN_Goblins]
CATEGORY=Spawn Groups
SUBSECTION=Nasties
DESCRIPTION=Goblins
ID=c_goblin_gray 8
ID=c_goblin_green

[SPAWN SPAWN_Performers]
CATEGORY=Spawn Groups
SUBSECTION=Humans
DESCRIPTION=Performers
ID=C_H_ACTOR_F
ID=C_H_ACTOR
ID=C_H_ARTIST
ID=C_H_ARTIST_F
ID=C_H_BARD_F
ID=C_H_BARD

[SPAWN SPAWN_Jewelers]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Jewelers
ID=C_H_JEWELER_F
ID=C_H_JEWELER

[SPAWN SPAWN_Tinkers]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Tinkers
ID=C_H_TINKER_F
ID=C_H_TINKER

[SPAWN SPAWN_Mercenaries]
CATEGORY=Spawn Groups
SUBSECTION=Humans
DESCRIPTION=Mercenaries
ID=C_H_FIGHTER_F
ID=C_H_FIGHTER
ID=C_H_MERCENARY_F
ID=C_H_MERCENARY
ID=C_H_PALADIN_F
ID=C_H_PALADIN
ID=C_H_RANGER_F
ID=C_H_RANGER
ID=C_H_WARRIOR_F
ID=C_H_WARRIOR
ID=C_H_WEAPONSTRAINER_F
ID=C_H_WEAPONSTRAINER

[SPAWN SPAWN_Bakers]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Bakers
ID=C_H_BAKER_F
ID=C_H_BAKER

[SPAWN SPAWN_Tanners]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Tanners
ID=C_H_TANNER_F 5
ID=C_H_TANNER 5
ID=C_H_FURTRADER_F
ID=C_H_FURTRADER

[SPAWN SPAWN_MaginciaTownMembers]
CATEGORY=Spawn Groups
SUBSECTION=Humans
DESCRIPTION=Magincia Town Members
ID=C_H_MAGINCIA_COUNCIL_F 3
ID=C_H_MAGINCIA_COUNCIL 3
ID=C_H_MAGINCIA_SERVANT_F
ID=C_H_MAGINCIA_SERVANT

[SPAWN SPAWN_Religious]
CATEGORY=Spawn Groups
SUBSECTION=Humans
DESCRIPTION=Religious
ID=C_H_MONK_F
ID=C_H_MONK
ID=C_H_PRIEST
ID=C_H_PRIESTESS_F
ID=C_H_CASHUAL
ID=C_H_CASHUAL_F

[SPAWN SPAWN_Millers]
CATEGORY=Spawn Groups
SUBSECTION=Humans
DESCRIPTION=Millers
ID=C_H_MILLER_F
ID=C_H_MILLER

[SPAWN SPAWN_RatMen]
CATEGORY=Spawn Groups
SUBSECTION=Monsters
DESCRIPTION=RatMen
ID=c_ratman_w_mace
ID=c_ratman
ID=c_ratman_w_sword

[SPAWN SPAWN_Rogues]
CATEGORY=Spawn Groups
SUBSECTION=Humans
DESCRIPTION=Rogues
ID=C_H_PIRATE_F 3
ID=C_H_PIRATE 3
ID=C_H_BRIGAND_F 2
ID=C_H_BRIGAND 2
ID=C_H_THIEF_F 3
ID=C_H_THIEF 3

[SPAWN SPAWN_Fishermen]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Fishermen
ID=C_H_FISHER
ID=C_H_FISHER_F

[SPAWN SPAWN_CityAnimals]
CATEGORY=Spawn Groups
SUBSECTION=Animals
DESCRIPTION=City Animals
ID=c_bird 5
ID=c_cat 3
ID=c_dog 3
ID=c_rat 2
ID=c_a_rat_sewer

[SPAWN SPAWN_Miners]
CATEGORY=Spawn Groups
SUBSECTION=Humans
DESCRIPTION=Miners
ID=C_H_MINER_F 5
ID=C_H_MINER 5
ID=C_H_GUILD_MINER_F 2
ID=C_H_GUILD_MINER 2

[SPAWN SPAWN_Herbalists]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Herbalists
ID=C_H_HERBALIST_F
ID=C_H_HERBALIST

[SPAWN SPAWN_Veterinarians]
CATEGORY=Spawn Groups
SUBSECTION=Shopkeepers
DESCRIPTION=Veterinarians
ID=C_H_VET_F
ID=C_H_VET

[SPAWN SPAWN_Guards]
CATEGORY=Spawn Groups
SUBSECTION=Humans
DESCRIPTION=Guards
ID=c_h_GUARD_F
ID=c_h_GUARD

[SPAWN 010011]
DEFNAME=SPAWN_SnowMonsters
CATEGORY=Spawn Groups
SUBSECTION=Nasties
DESCRIPTION=Snow Monsters
ID=c_m_elem_ice
ID=c_m_elem_snow
ID=c_m_ice_serpent
ID=c_m_frostooze
ID=c_m_frostspider
ID=c_m_frost_troll
ID=c_m_frost_ettin

[SPAWN 010012]
DEFNAME=SPAWN_SandMonsters
CATEGORY=Spawn Groups
SUBSECTION=Nasties
DESCRIPTION=Sand Monsters
ID=c_scorpion_giant
ID=c_snake_giant

[EOF]
01-04-2013 08:19 PM
Find all posts by this user Like Post Quote this message in a reply
htid4life
Journeyman
*

Posts: 162
Likes Given: 27
Likes Received: 4 in 3 posts
Joined: Mar 2012
Reputation: 2



Post: #47
RE: How to change the Player SkillClass
woah from skillclass to spawns in one huge post should of posted in 2 areas lol

[Image: htid.jpg]
01-04-2013 08:25 PM
Find all posts by this user Like Post Quote this message in a reply
AmpereJoule
Journeyman
*

Posts: 59
Likes Given: 7
Likes Received: 0 in 0 posts
Joined: Dec 2012
Reputation: 0



Post: #48
RE: How to change the Player SkillClass
if you prefer, here it is my shard: http://www.4shared.com/rar/LfwZ84_E/sphe...oule.html?
01-04-2013 08:29 PM
Find all posts by this user Like Post Quote this message in a reply
htid4life
Journeyman
*

Posts: 162
Likes Given: 27
Likes Received: 4 in 3 posts
Joined: Mar 2012
Reputation: 2



Post: #49
RE: How to change the Player SkillClass
from what i see your using 2009 release of sphere and not the Nightly try using the nightly build

can get it here

http://nightly.prerelease.sphere.torfo.org/

[Image: htid.jpg]
01-04-2013 08:36 PM
Find all posts by this user Like Post Quote this message in a reply
Mordaunt
Super Moderator
****

Posts: 1,237
Likes Given: 26
Likes Received: 55 in 43 posts
Joined: Mar 2012
Reputation: 35



Post: #50
RE: How to change the Player SkillClass
The problem is your spawn groups look like this:

Code:
[SPAWN SPAWN_ForestMonsters]
CATEGORY=Spawn Groups
SUBSECTION=Nasties
DESCRIPTION=Forest Monsters
ID=c_ogre 5
ID=c_ettin_w_hammer 5
ID=c_troll 3
ID=c_orc 8
ID=c_orc_captain 3
ID=c_orc_w_club 5
ID=c_orc_mage 2
ID=c_m_mongbat_arboreal 10
ID=c_corpser
ID=c_gazer
ID=c_harpy 3
ID=c_headless 10
ID=c_reaper
ID=c_wisp 5
ID=c_lizardman 3
ID=c_lizardman_mace 3
ID=c_lizardman_spear 3
ID=c_scorpion_giant 5
ID=c_spider_giant 5

when they should look like this:
Code:
[SPAWN 08016]
DEFNAME=SPAWN_ForestMonsters
CATEGORY=Spawn Groups
SUBSECTION=Nasties
DESCRIPTION=Forest Monsters
ID=C_OGRE 5
ID=c_ETTIN_W_AXE 5
ID=c_troll 3
ID=c_ORC 8
ID=c_m_orc_captain 3
ID=c_orc_w_club 5
ID=c_m_orc_mage 2
ID=C_M_MONGBAT_ARBOREAL 10
ID=c_corpser
ID=c_gazer
ID=c_harpy 3
ID=c_headless 10
ID=c_reaper
ID=c_WISP 5
ID=c_lizardman 3
ID=c_lizardman_mace 3
ID=c_lizardman_spear 3
ID=c_scorpion_giant 5
ID=c_spider_giant 5

see the difference?
In the standard pack the [SPAWN XXXX] is a numeric value which is what the script uses, in the SCP pack that line is a string.

If you don't want to move up to the later nightly versions, you may be able to get away with just downloading the latest scripts that go with the nightly and copying the sphere_spawns.scp into your folder, overwriting your existing one.

Or you can go down the defs in my script and change the numbers to the names.

[Image: 2nis46r.jpg]
(This post was last modified: 01-05-2013 07:55 AM by Mordaunt.)
01-05-2013 01:49 AM
Visit this user's website Find all posts by this user Like Post Quote this message in a reply
Post Reply 


Forum Jump:


User(s) browsing this thread: 27 Guest(s)