Spawn Tutorial

For editing the placement and behavior of persistent (respawning) NPC creatures within a grove or world region.

Enter build mode by entering the /togglebuilding command. (Alternatively you can enter /tb or press Ctrl+F3). Enter SpawnPoint as the asset name. This is case sensitive.

SpawnPoint

SpawnPoints are only visible in build mode. They are large blue objects with an arrow pointing away. This arrow indicates the rotation of the SpawnPoint. New spawns will be facing in direction of the arrow.

SpawnPoints can be selected and manipulated like any other prop.

When you click on a SpawnPoint, you'll notice several new data fields that can be modified. Some fields have default values that will be automatically assigned when you first edit certain extended properties.

SpawnPoint properties SpawnPoint appearance

Note: You may only modify one field at a time. You must press Enter after changing a value to send the new data to the server. Otherwise, it won't update.

SpawnPoint properties:

The following attributes are common to all scenery objects:

ID The internal ID number of the scenery. All scenery objects have a unique ID, which is automatically assigned on placement. It cannot be changed.
Position The coordinate position in the game world (X, Y, Z). X-Axis is east/west, Y-Axis is elevation, and Z-Axis is north/south.
Rotation The 3D rotation of the prop. This field should not be modified directly. Select the prop and use the arrows instead. Objects will be spawned facing the direction of the SpawnPoint indicator arrow.
Locked Locked scenery cannot be selected by clicking on it. This is meant to prevent accidental editing of props once they have been properly established. The only way to select a locked prop is to open /scenerybrowser, search for the prop, and select it from the list.
Name Arbitrary name. Unused by the server.
Layer Arbitrary layer name. Unused by the server.

The following attributes are unique to SpawnPoints:

InnerRadius The minimum distance away from the SpawnPoint that objects will be created. Some quests spawn gatherable flowers or plants around trees. This is accomplished by placing a SpawnPoint inside the tree and setting InnerRadius large enough to extend beyond the tree's edge. Typically used with OuterRadius. You may see a green circle on the terrain around a SpawnPoint indicating how large the radius is.
OuterRadius The maximum distance away from the SpawnPoint that objects will spawn. Spawned objects will be randomly placed somewhere in this circular area. If OuterRadius is shorter than InnerRadius, it has no effect. You may see a green circle on the terrain around a SpawnPoint indicating how large the radius is.
Package The name of the package to use. See Package Names below for details.
Mob Total Unused by the server.
Max Active Defaults to 1. The maximum number of creatures that may be active at any one time. The server limits a maximum of 5. If set to zero, creatures will not spawn (this can be useful for triggered summons in a quest).
AI Module Provides an AI script to a mob, or overrides an existing script. Valid scripts are listed here: AI Script List
Leash Length Defaults to 500 (50 meters). This is the maximum distance a creature may stray from its SpawnPoint while chasing foes. If a creature exceeds this distance, it will abort its attack and return to its origin location. If set to zero, the creature may follow its target indefinitely (not recommended).
Loyalty Radius Defaults to 0 (10 units = 1 meter). If an idle creature is attacked, all other idle creatures within this radius will be prompted to retaliate against the instigator.
Wander Radius Defaults to 0 (10 units = 1 meter). This is the distance away from the SpawnPoint that idle creatures will wander. Wandering creatures will select random locations within this radius and walk there, then repeat with another random location. Wandering creatures will ignore scenery and walk through it.
Despawn Time Defaults to 150. The number of seconds that must pass before a new spawn is generated to replace a dead creature.
Sequential Used only for instance scripts. If set to True, the server will run a scripted event when the creature is killed (for example, spawning a boss chest or a warp portal object).

Package Names

Packages contain a list of one or more creatures, and a relative chance to spawn them. When a SpawnPoint generates a spawn, it selects a random creature from the list.

Predefined spawn packages are loaded into the server and cannot be created except by request. They are referenced by their name.

Instead of using a predefined list, you can notify the server to look for the spawn details within the package name itself. You do this by using a package name that begins with #, followed by some optional modifier characters, and ending with an ID number of the creature type to spawn.

You can obtain the creature type ID by using /creaturebrowse and searching for creatures by name.

A Quackatrice (Level 39) has an ID of 754. To spawn one, enter the following as a package name:
#754

Creatures spawned in this manner will usually default to hostile, unless their creature type is explicitly defined otherwise. There are a few options:

F = Friendly (most interactible townsfolk spawn friendly by default). To spawn as friendly, enter F just before the ID, so it looks like this:
#F754

N = Neutral (will not aggro unless attacked). To spawn as neutral, enter N just before the ID, so it looks like this:
#N754

A = Allied (friendly to players). Will aggro against hostile mobs. Unlike 'F', they will receive damage.
#A754

E = Enemy (hostile to players). This can be used to force neutral or some friendly mobs to be hostile against players.
#E754

M = Show Melee Weapon. Only works on Player Museum characters. Has no effect on ordinary mobs. Has no effect on combat. Can be used in addition to other modifiers.
#AM754

R = Show Ranged Weapon. Only works on Player Museum characters. Has no effect on ordinary mobs. Has no effect on combat. Can be used in addition to other modifiers.
#AR754

Here's what it looks like in-game:

SpawnPoint hostile object

SpawnPoint friendly object

Path Nodes

Path nodes are invisible, stationary props that can be used to form patrol points for spawned creatures. To create them, enter PathNode in the asset box. Like SpawnPoints, PathNodes are only visible in build mode.

PathNode

PathNode

Creating Patrol Points

Props can be mutually linked to other props. If a SpawnPoint is linked to a prop (such as a PathNode), the spawned creature will randomly walk back and forth along any linked paths.

To managed linked props, select two props (hold shift while left-clicking to select another) and use the following keys (must be in build mode):
L - Links the props with a standard link (purple line).
P - Links the props with a patrol link (blue line).
U - Removes a link.

Any individual prop may be linked to multiple props, up to 11.

A patrol in action. You may need to refresh the spawn point by editing one of its properties. Even if the value itself hasn't changed, the server will receive the edit request and refresh its attached spawns.

Patrol