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Add varying monster spawn #3605
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if (sb.mTypes.empty()) { | ||
std::cout << "[Warning - Spawns::loadFromXml] " << pos << " empty monsters set." << std::endl; |
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This is a little bit of a lie, since the set is not empty, but contains non existent monster(s) only 🤔
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Similar: #3280 |
I guess RME should be updated to allow multiple monsters to be stacked in a single spawn point and give each one a chance. |
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It would be interesting to check if their contributors agree on the format, though is good for us |
@marmichalski I think you will be the one responsible for the RME part 😛 |
Pull Request Prelude
Changes Proposed
Add ability to declare more than one type of monster that will be respawned after death:
This can be of course mixed with single
monster
node:Total chance calculation could be done a bit better and less error prone, but as it's just an extra feature, I'll leave that to be improved by someone who likes math. 😎
Or chance could be mandatory, then the problem of auto-calculating what's left will be gone.
Issues addressed: #3600
If nobody is interested in adding it to RME, I can do that too.