public override void AddComponents() /// In this section you can define any item and have it place in the camp x,y,z location. { ChestLevel1 chest = new ChestLevel1(); ////Chest level 1-6 This is gonna decide what it looks like. FirePit firepit = new FirePit(); //// Camps firepit. Campfire campfire = new Campfire(); //// The fire in the pit. firepit.ItemID = 0xFAC; campfire.ItemID = 0xDE3; TreasureMapChest.Fill(chest, 1); //// Chest level 1-6 This decides what kinda loot inside. AddItem(chest, 4, 4, 0); //// Adding items to the ground around the spawner. (x,y,z) AddItem(firepit, 0, 0, 0); AddItem(campfire, 0, 0, 1); AddMobile(new Orc(), 15, 2, -2, 0); /// Adding mobs to the area around the spawner. (WanderRange,x,y,z) AddMobile(new Orc(), 15, -2, -2, 0); AddMobile(new OrcCaptain(), 15, 2, 2, 0); AddMobile(new OrcishLord(), 15, -2, 2, 0); switch (Utility.Random(2)) //// This is used for adding random mobs to the camp. { case 0: m_mob = new Ogre(); break; case 1: m_mob = new Ettin(); break; } AddMobile(m_mob, 15, -2, 0, 0); /// This decides where to place the random mob. (WanderRange,x,y,z) }
public override void AddComponents() { ChestLevel1 chest = new ChestLevel1(); TreasureMapChest.Fill(chest, 1); // Treasure level 1 AddItem(chest, 0, 0, 0); // This is where the box will spawn away from center if you like }