Atrinik Server  4.0
Spawn Point

Description

Spawn points are used to spawn monsters. After the spawn point is set, one or more mobs can be added to the spawn point's inventory. By changing the monster type from MONSTER to SPAWN POINT MOB, the mob will used as prototype for a spawn. The map maker can set some options, like chance to spawn. When the spawned monster is slain, the spawn point will try to generate another one.

Type defined by:

Attributes

Attribute Field Description
align obj::align X align of the object on the map.
alpha obj::alpha Alpha value of the object.
anim speed obj::anim_speed How fast to play this animation.
animation obj::animation_id The animation-name defines what animation is displayed for this object in-game. Note that a set animation will overrule the face.
block view FLAG_BLOCKSVIEW If an item is set to block view, players (and monsters) cannot see beyond it unless they cross it or manage to stand on top of it.
connection connection value If a connection value is set, the spawn point will try to spawn whenever the connection is triggered. If you set this, you should also set "speed" and "spawn chance" to 0.
cursed FLAG_CURSED The item is cursed. This object can't be removed when wielded or worn (without uncursing it). Remove curse will remove this flag.
damned FLAG_DAMNED Stronger form of curse. Item can't be removed when wielded or worn. Remove damnation will remove this flag.
direction obj::direction The object's direction.
direction based drawing FLAG_DRAW_DIRECTION If enabled, the object will be shown depending on its direction and player's position. Usually used by wall decoration so the decoration doesn't appear from both sides of the wall.
forced spawn liv::sp If -1 at start, the spawn point will do a normal spawn. If set to 0-9999, the spawn point will be forced to spawn the mob with the nearest set chance (lower or same value) ONE TIME when the spawn point is called the first time.
glow radius obj::glow_radius If <glow radius> is set to a value greater than zero, the object appears lit up on dark maps. <glow radius> can be a value between 0 and 4, the higher, the more light does the object emit.
group obj::title Which linked group, if any, this spawn point belongs to. Monsters in linked groups will make all of the monsters attack an enemy when one of them is attacked.
height obj::z Adjusts Y position of the object as it appears on the map.
horizontal zoom obj::zoom_x How much to horizontally zoom the object on the map.
ignore connection push FLAG_CONNECT_NO_PUSH If set, connection triggers that were done because something (such as a button being pressed) was pushed will be ignored.
ignore connection release FLAG_CONNECT_NO_RELEASE If set, connection triggers that were done because something (such as a button being unpressed) was released will be ignored.
image obj::face The image name defines what image is displayed for this object in-game.
inv. system object FLAG_SYS_OBJECT

Marks an object as system object. System objects are ALWAYS invisible and hidden from the players.

System objects are put in layer 0.

invisible FLAG_IS_INVISIBLE Generally makes the object invisible. Invisible objects will be shown if the player has "see invisible" (from an item). To hide objects totally from detection, use "sys_object".
is animated FLAG_ANIMATE

If set, the object is animated and animation is used.

Note: Some special objects will use an animation NOT as animation but as frame list. Examples are buttons (which frames are changed by the object status of the button). IS_TURNABLE will enable direction turning for some object types. These flags are all system related. Be VERY careful when changing them.

is turnable FLAG_IS_TURNABLE System flag. Object can be turned into directions.
layer obj::layer This is the map layer the object will put in. The selected layer will affect where and how this object is shown on the client side. Layer 0 is reserved for sys_object type objects and will NEVER be shown on the client side. Layer 1 is for floor objects and layer 2 for floor masks. Layer 3 and 4 are for items on the ground. Layer 5 is for walls, layer 6 is reserved for players and layer 7 is for spell effects and high flying/visible objects like arrows.
magical FLAG_IS_MAGICAL If set, this object counts as "magical". Detect magic or identify will show this flag and the player will see a small blue M in the client's inventory part.
name obj::name This is the name of the object, displayed to the player.
no spells FLAG_NO_MAGIC If enabled, it is impossible for players to use spells on that spot.
no teleport FLAG_NO_TELEPORT Marks an object as no teleport object. A no teleport object can't be teleported by teleporter except if the object is inside the inventory of another object which can be teleported.
non-pickable FLAG_NO_PICK If set, the object cannot be picked up (neither by players nor monsters).
one drop FLAG_ONE_DROP If this flag is set for an item inside monster's quest_container with the quest being quest item type, the player will only be able to get this item once.
permanent cursed FLAG_PERM_CURSED The item is permanently cursed. If this flag is set, applying or unapplying it will set "cursed 1" again. This flag can't be removed by remove curse.
permanent damned FLAG_PERM_DAMNED The item is permanently damned. If this flag is set, applying or unapplying it will set "damned 1" again. This flag can't be removed by remove damnation.
player only FLAG_PLAYER_ONLY If set, only players can enter the tile the object with this flag is on.
reflect missiles FLAG_REFL_MISSILE Object will reflect missiles.
reflect spells FLAG_REFL_SPELL Object will reflect spells.
rotate obj::rotate Rotation value of the object in degrees.
spawn chance obj::last_grace Defines the base spawn chance. Value 0 means spawn try every active phase. -1 means no spawn try. Values > 0 means spawn chance is 1 / value + 1.
spawn range obj::last_heal Size of an area around the spawn point where the mob should be placed randomly. If this value is set to 0, spawn point will find no free place. If set to 1, it tests the space where the spawn point itself is. Increasing the value will start a search around the spot, starting in the south. value 2 searches spot 0, -1, value 3 spot 1, -1, 4 = 0, -1, etc.
speed obj::speed The <speed> determines how often a spawn point will control itself and/or its monster. If there is no monster, the spawn point will try to spawn a new one.
stackable FLAG_CAN_STACK

If set, the item can be stacked. Careful, don't use on rings or other applyable items, it will lead to side effects.

Missiles are designed to be used as stacks for example.

start speed obj::speed_left

When an active object (with 'speed' being non-zero) is put on a map, this value is used as counter. Every 'tick', 'speed' (if negative, value is turned positive before) is added to this value - if it is bigger than 0 the object 'will do something' and this counter is decreased with -1.0.

By default a normal object will be put on the map with start speed 0. It 'will do something' with the next coming 'tick'. Setting this value to -1.0 will put it on map but wait one full 'lifetime' round until it does something.

A 'fire object' should be put on map with start speed 0 - it should try to burn something in the moment it comes in the game. A bomb for example should be put with speed -1.0 on the map - it will stay then on map until the bomb becomes active - it explodes.

The 'lifetime' round is determinated by speed. A speed of 1.0 will give a 'lifetime' round of 1 tick - a speed of 0.01 100 ticks.

Special case: A negative speed value will add to start speed a random value between 0.0 to 0.9 . So, a speed of -0.1 with a start speed of -1.0 will result in speed 0.1 and start speed between -1.0 and -0.1. This is useful to let a row of same objects act in different tick ranges.

sub layer obj::sub_layer Extension of the layer attribute. If you have an object with "layer 2 sub_layer 1" and an object with "layer 2", the former object will be rendered immediately following the latter object, thus allowing double floor masks, convincing bridges and the like to be created.
sub type obj::sub_type

This important value is used to define "sub types" for objects of the same object type. Examples are weapons, which are all from type WEAPON but can be different sub types like slash, cleave, two-handed, polearms and so on. This value goes to the client too.

Warning: Not all objects have a sub type and changing it without care can corrupt server AND/OR the clients. Normally this is not a subject to change outside arch definition.

vertical zoom obj::zoom_y How much to vertically zoom the object on the map.
weight obj::weight This value defines the object's weight in gram (1000g is 1kg). Objects with zero weight are not pickable for players. Still, set the "non-pickable" flag for explicitly non-pickable objects.
zoom obj::zoom How much to zoom the object on the map.