INSTALLATION:
for RunUO 2.0

BASIC INSTALLATION
------------------
If you just wish to the standard spawning features of xmlspawner, and are not interested in support of quests, advanced spawn triggering, or additional addon systems, then this single basic installation step is enough.

STEP 1:
With a fresh 2.1 install, simply unzip the contents of the required packages into your custom scripts directory. 


Note, XmlSpawner2 is fully compatible with all existing xml spawn file descriptions and can also co-exist with the standard distribution spawners and other spawners.
You can use xmlspawners and other spawners at the same time if you like.


ADVANCED INSTALLATION
---------------------
If you plan to use the xmlspawner quest system or other advanced features, then there are additional installation steps that provide additional functionality to the XmlSpawner2 system. None of the additional steps are absolutely required for basic spawner functioning, but they do add additional features that will enhance the use of the system. 
Feel free to go through the steps and select the ones that seem like they would be of use to you, or select none if you decide you would rather not make additional modifications.


The xmlspawner2-support.zip file is a recommended part of the installation.
The xmlspawner2-xmlextras.zip is completely optional containing .xml file examples of some of the spawner capabilities as well as other spawn files.  Make a folder called Spawns in the main RunUO installation directory (where your server.exe is) and place the .xml files in there.  Then make a folder named XmlQuestNPC in the main RunUO installation directory and place the .npc files there.
Test them out by using the [xmlload command on the example .xml files.  Most of these will load up in Green Acres. You can also use the [xmlloadhere command to force them to load at your current location.


If you plan on spawning rares or any items with long spawn cycles I would strongly recommend that you follow installation step 4.  You can find the reason for this described at the end of xmlspawner2.txt in the section "FIX FOR STOLEN/TAKEN ITEM SPAWNS THAT REMAIN UNDER SPAWNER CONTROL"


Additional Recommended Steps:

STEP 2: (recommended but not required)
--------------------------------------
To take advantage of the XmlQuest killtask keywords KILL and KILLNAMED, one line must be added to the OnDeath method in BaseCreature.cs as described below (note, you dont have to make this mod if you dont want to, the spawner and other items will work just fine without it, the KILL and KILLNAMED features simply wont do anything)

around line 4172 of basecreature.cs change

Titles.AwardKarma( ds.m_Mobile, totalKarma, true );

to

Titles.AwardKarma( ds.m_Mobile, totalKarma, true );
// modification to support XmlQuest Killtasks
XmlQuest.RegisterKill( this, ds.m_Mobile);


STEP 3: (NOT recommended but allowed)
-------------------------------------
In order to provide the book extended text entry interface, xmlspawner replaces the default packet handler for basebooks.  While this does not affect the behavior of standard books in any way, if you DONT want this mod, comment out the following line at line 26 in PacketHandlerOverrides.cs
If you comment out this line then you will NOT be able to edit spawner entries using the book interface.

// Timer.DelayCall( TimeSpan.Zero, new TimerCallback( ContentChangeOverride ) );


STEP 4: (recommended but not required)
--------------------------------------
To take advantage of the stealable rares/artifacts system and the support for eliminating issues of maintained spawner control over items, either replace the default distribution files container.cs (Scripts/Items/Containers/Container.cs) and stealing.cs (Scripts/Skills/Stealing.cs) with the versions found in xmlspawner2-support.zip.  Select the appropriate RC1 or RC2 versions and change the extension back to .cs (always keep backups of the originals). Or the simpler way is to just change the extension of the distro files to something other than .cs


STEP 5: (recommended but not required)
--------------------------------------
To take advantage of spawner triggering on skill use you must change 4 lines in Scripts/Misc/SkillCheck.cs (note, you dont have to make this mod if you dont want to, the spawner and other items will work just fine without it, the SkillTriggering features simply wont do anything). Near the beginning of the file at line 73 change these lines. 

public static void Initialize()
{
Mobile.SkillCheckLocationHandler = new SkillCheckLocationHandler( Mobile_SkillCheckLocation );
Mobile.SkillCheckDirectLocationHandler = new SkillCheckDirectLocationHandler( Mobile_SkillCheckDirectLocation );

Mobile.SkillCheckTargetHandler = new SkillCheckTargetHandler( Mobile_SkillCheckTarget );
Mobile.SkillCheckDirectTargetHandler = new SkillCheckDirectTargetHandler( Mobile_SkillCheckDirectTarget );
}

to this

public static void Initialize()
{
// Begin mod to enable XmlSpawner skill triggering
Mobile.SkillCheckLocationHandler = new SkillCheckLocationHandler( XmlSpawnerSkillCheck.Mobile_SkillCheckLocation );
Mobile.SkillCheckDirectLocationHandler = new SkillCheckDirectLocationHandler( XmlSpawnerSkillCheck.Mobile_SkillCheckDirectLocation );

Mobile.SkillCheckTargetHandler = new SkillCheckTargetHandler( XmlSpawnerSkillCheck.Mobile_SkillCheckTarget );
Mobile.SkillCheckDirectTargetHandler = new SkillCheckDirectTargetHandler( XmlSpawnerSkillCheck.Mobile_SkillCheckDirectTarget );
// End mod to enable XmlSpawner skill triggering
}


STEP 6: (recommended but not required)
--------------------------------------
To allow the XmlQuest killtask keywords KILL and KILLNAMED to be applied to players providing a contract kill system, one line must be added to ReportMurderer.cs (Scripts/Gumps/ReportMurderer.cs) as described below (note, you dont have to make this mod if you dont want to, the spawner and other items will work just fine without it, the KILL and KILLNAMED features simply wont work when specifying players as the targets).
This is also required to allow the attachment system to register kills (through the OnKill or OnKilled methods).  Some addons such as XmlPoints require this.

around line 64 of ReportMurderer.cs change

Titles.AwardKarma( g, karmaAward, true );

to

Titles.AwardKarma( g, karmaAward, true );
// modification to support XmlQuest Killtasks of players
Server.Items.XmlQuest.RegisterKill( m, g);



STEP 7: (recommended but not required)
--------------------------------------
To allow attachments to be triggered on weapon hits, one line must be added to BaseWeapon.cs (Scripts/Items/Weapons/BaseWeapon.cs) as described below (note, you dont have to make this mod if you dont want to, the spawner and other items will work just fine without it, the attachment OnWeaponHit method simply wont be called so attachments such as XmlMinionStrike will not work) 

around line 1644 of BaseWeapon.cs at the end of the OnHit method, change

				if ( AnimalForm.UnderTransformation( defender, typeof( BullFrog ) ) )
					attacker.ApplyPoison( defender, Poison.Regular );
			}
		}

to

				if ( AnimalForm.UnderTransformation( defender, typeof( BullFrog ) ) )
					attacker.ApplyPoison( defender, Poison.Regular );
			}
			// hook for attachment OnWeaponHit method
			Server.Engines.XmlSpawner2.XmlAttach.OnWeaponHit(this, attacker, defender, damageGiven);
		}		


STEP 8: (recommended but not required)
--------------------------------------
To allow the ItemIdentification skill to be used to reveal attachments on items/mobs, one line must be added to ItemIdentification.cs (Scripts/Skills/ItemIdentification.cs) as described below. (note, you dont have to make this mod if you dont want to, the spawner and other items will work just fine without it, players just wont be able to see what attachments are on an item/mob using this skill).

around line 50 of ItemIdentification.cs change

else if ( o is Mobile )
{
	((Mobile)o).OnSingleClick( from );
}
	else
{
	from.SendLocalizedMessage( 500353 ); // You are not certain...
}

to

else if ( o is Mobile )
{
	((Mobile)o).OnSingleClick( from );
}
	else
{
	from.SendLocalizedMessage( 500353 ); // You are not certain...
}
//allows the identify skill to reveal attachments
Server.Engines.XmlSpawner2.XmlAttach.RevealAttachments(from,o);


STEP 9: (recommended but not required)
--------------------------------------
To allow attachments to make use of the OnEquip and OnRemoved methods, the following 8 changes must be made in three files, BaseArmor.cs, BaseWeapon.cs, and BaseJewel.cs. (note, you dont have to make this mod if you dont want to, the spawner and other items/attachments will work just fine without it, you just wont be able to use certain attachments that make use of this feature such as XmlFactionEquip).

around line 1202 of BaseArmor.cs (Scripts/Items/Armor/BaseArmor.cs) at the end of the CanEquip method change

	return base.CanEquip( from );

to

	// XmlAttachment check for CanEquip
	if(!Server.Engines.XmlSpawner2.XmlAttach.CheckCanEquip(this, from))
	{
        	return false;
	} else
	{

		return base.CanEquip( from );
	}


around line 1241 of BaseArmor.cs (Scripts/Items/Armor/BaseArmor.cs) at the end of the OnEquip method change


	return base.OnEquip( from );

to


	// XmlAttachment check for OnEquip
        Server.Engines.XmlSpawner2.XmlAttach.CheckOnEquip(this, from);

	return base.OnEquip( from );


around line 1273 of BaseArmor.cs (Scripts/Items/Armor/BaseArmor.cs) at the end of the OnRemoved method change


	base.OnRemoved( parent );

to

	// XmlAttachment check for OnRemoved
	Server.Engines.XmlSpawner2.XmlAttach.CheckOnRemoved(this, parent);

	base.OnRemoved( parent );


around line 569 of BaseWeapon.cs (Scripts/Items/Weapons/BaseWeapon.cs) at the end of the CanEquip method change

			else if ( !from.CanBeginAction( typeof( BaseWeapon ) ) )
			{
				return false;
			}
			else
			{
				return base.CanEquip( from );
			}

to

			else if ( !from.CanBeginAction( typeof( BaseWeapon ) ) )
			{
				return false;
			}
			else
				// XmlAttachment check for CanEquip
				if (!Server.Engines.XmlSpawner2.XmlAttach.CheckCanEquip(this, from))
				{
					return false;
				}
				else
				{
					return base.CanEquip(from);
				}


around line 628 of BaseWeapon.cs (Scripts/Items/Weapons/BaseWeapon.cs) at the end of the OnEquip method change

	return true;

to

	// XmlAttachment check for OnEquip
	Server.Engines.XmlSpawner2.XmlAttach.CheckOnEquip(this, from);

	return true;


around line 686 of BaseWeapon.cs (Scripts/Items/Weapons/BaseWeapon.cs) at the end of the OnRemoved method change

			m.Delta( MobileDelta.WeaponDamage );
		}
	}

to

			m.Delta( MobileDelta.WeaponDamage );
		}
		// XmlAttachment check for OnRemoved
		Server.Engines.XmlSpawner2.XmlAttach.CheckOnRemoved(this, parent);
	}


around line 138 of BaseJewel.cs (Scripts/Items/Jewels/BaseJewel.cs) at the end of the OnAdded method change

			from.CheckStatTimers();
		}
	}

to


			from.CheckStatTimers();
		}

    		// XmlAttachment check for OnEquip and CanEquip
		if(parent is Mobile)
    		{
        		if(Server.Engines.XmlSpawner2.XmlAttach.CheckCanEquip(this, (Mobile)parent))
        		{
        			Server.Engines.XmlSpawner2.XmlAttach.CheckOnEquip(this, (Mobile)parent);
        		} else
        		{
        			((Mobile)parent).AddToBackpack(this);
        		}
    		}
	}


around line 151 of BaseJewel.cs (Scripts/Items/Jewels/BaseJewel.cs) at the end of the OnRemoved method change

			from.CheckStatTimers();
		}
	}

to

			from.CheckStatTimers();
		}

		// XmlAttachment check for OnRemoved
		Server.Engines.XmlSpawner2.XmlAttach.CheckOnRemoved(this, parent);
	}

STEP 10: (recommended but not required)
---------------------------------------
To allow attachments to make use of the OnArmorHit methods, the following changes must be made in BaseWeapon.cs.(note, you dont have to make this mod if you dont want to, the spawner and other items/attachments will work just fine without it, you just wont be able to use features of certain attachments that require this such as XmlCustomAttacks).


at the beginning of the AbsorbDamageAOS method around line 1103 of BaseWeapon.cs  change

		public virtual int AbsorbDamageAOS( Mobile attacker, Mobile defender, int damage )
		{
			bool blocked = false;

to

		public virtual int AbsorbDamageAOS( Mobile attacker, Mobile defender, int damage )
		{
			bool blocked = false;
			int originaldamage = damage;


in the AbsorbDamageAOS method around line 1142 of BaseWeapon.cs  change

		if ( shield != null )
		{
			shield.OnHit( this, damage );

		}

to
		if ( shield != null )
		{
			shield.OnHit( this, damage );

			// XmlAttachment check for OnArmorHit
			Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, shield, this, originaldamage);
		}


in the AbsorbDamageAOS method around line 1173 of BaseWeapon.cs  change

				if (armor != null)
				{
					armor.OnHit(this, damage); // call OnHit to lose durability
				}
			}

			return damage;
		}


to

				if (armor != null)
				{
					armor.OnHit(this, damage); // call OnHit to lose durability

					// XmlAttachment check for OnArmorHit
					damage -= Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, armorItem, this, originaldamage);
				}
			}

			return damage;
		}



in the AbsorbDamage method around line 1210 of BaseWeapon.cs (Scripts/Items/Weapons/BaseWeapon.cs) change


	int virtualArmor = defender.VirtualArmor + defender.VirtualArmorMod;


to

	// XmlAttachment check for OnArmorHit
	damage -= Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, armorItem, this, damage);
	damage -= Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, shield, this, damage);

	int virtualArmor = defender.VirtualArmor + defender.VirtualArmorMod;



STEP 11: (recommended but not required)
---------------------------------------
To allow attachment properties on weapons/armor to be automatically displayed in the properties list on mouseover/click, these changes must be made to BaseWeapon.cs (Scripts/Items/Weapons/BaseWeapon.cs), BaseArmor.cs (Scripts/Items/Armor/BaseArmor.cs) and BaseJewel.cs (Scripts/Items/Jewels/BaseJewel.cs) described below. (note, you dont have to make this mod if you dont want to, the spawner and other items will work just fine without it, players just wont automatically see attachment properties on items with attachments).

at the end of the GetProperties method around line 3246 of BaseWeapon.cs change

	if ( m_Hits > 0 && m_MaxHits > 0 )
		list.Add( 1060639, "{0}\t{1}", m_Hits, m_MaxHits ); // durability ~1_val~ / ~2_val~

to

	if ( m_Hits > 0 && m_MaxHits > 0 )
		list.Add( 1060639, "{0}\t{1}", m_Hits, m_MaxHits ); // durability ~1_val~ / ~2_val~

	// mod to display attachment properties
	Server.Engines.XmlSpawner2.XmlAttach.AddAttachmentProperties(this, list);


at the end of the GetProperties method around line 1518 of BaseArmor.cs change

	if ( m_HitPoints > 0 && m_MaxHitPoints > 0 )
		list.Add( 1060639, "{0}\t{1}", m_HitPoints, m_MaxHitPoints ); // durability ~1_val~ / ~2_val~

to

	if ( m_HitPoints > 0 && m_MaxHitPoints > 0 )
		list.Add( 1060639, "{0}\t{1}", m_HitPoints, m_MaxHitPoints ); // durability ~1_val~ / ~2_val~
			
	// mod to display attachment properties
	Server.Engines.XmlSpawner2.XmlAttach.AddAttachmentProperties(this, list);

at the end of the GetProperties method around line 226 of BaseJewel.cs change


	base.AddResistanceProperties( list );
to

	base.AddResistanceProperties( list );
			
        // mod to display attachment properties
        Server.Engines.XmlSpawner2.XmlAttach.AddAttachmentProperties(this, list);


STEP 12: (recommended but not required)
---------------------------------------
To prevent Paragons from being despawned due to smartspawning, add this property to BaseCreature.cs anywhere within the BaseCreature class.   Paragons should be excluded because the OnBeforeSpawn and OnAfterSpawn methods are not called when smartspawning, so if they despawn, they will not come back as paragons.

public virtual bool HoldSmartSpawning
        {
            get{
                // dont smartspawn paragons
                if(IsParagon) return true;

                return false;
            }
        }

STEP 13: (recommended but not required)
---------------------------------------
To fix a problem with lootpack generation under RunUO 2.0 using the LOOTPACK keyword, make this mod in Misc/LootPack.cs around line 571.  If you dont make this mod, you will not be able to use the LOOTPACK keyword.

        private static bool IsInTokuno(Mobile m)
        {
            // ARTEGORDONMOD
            // allow lootpack construction without a mobile
            if (m == null) return false;

            if (m.Region.IsPartOf("Fan Dancer's Dojo"))
                return true;

            if (m.Region.IsPartOf("Yomotsu Mines"))
                return true;

            return (m.Map == Map.Tokuno);
        }