http://www.runuo.com/community/threads/killable-monster-nests.94224/#post-3901434 Killable Monster Nests MAJOR UPDATE! To anyone using this system previously, you will need to use [global delete where monsternest before restarting your server. This is a system that I made via the inspiration I received from an online friend of mine (Thanks Macil) This is an item in-game that spawns creatures, and can be destroyed. To attack it double click it. Keep attacking until it is destroyed (all of the spawns will die), and a Loot Item will drop, which will add a bankcheck to the backpack of all players within 20 tiles when double clicked. The value of the bankcheck will vary on the LootLevel of the nest, anywhere from 4k-15k per check. First thing is first. To use just the standard monster nest, add one in-game. It will do nothing until you props it and set it's spawn type. First, you need to adjust the MaxCount of the nest. This is the maximum amount of creatures the nest will spawn at one time. SpawnTime is the time between spawns. With the theme of the system, it's generally better to keep the spawn times under a minute (I had one for orcs that spawned every 3 seconds lol. RangeHome is how far the spawns can wander from the nest. Naturally, set it higher if there are more creatures on the nest. Be sure not to set MaxHits too hight. The nests do regenerate: Every minute they regain 10% of their health, and since there is a restriction on the attack times, this can make some nests impossible to kill. I generally use 300 as a standard, and 2000 as the highest. To change the creature that a nest spawns, you need to have at least one of the creatures standing nearby. Press the button to change the NestSpawnType property, and target the type of creature you want the nest to spawn. This should be the last step, because once this is done the nest will begin spawning. There are also some premade nests, the SkeletalKnightNest and DreadSpiderNest. These can be placed on a spawner, so that when they are destroyed they can respawn. Makes for an interesting addition to dungeons To make your own premade nests, just edit one of the existing ones. Where it says this: Code: NestSpawnType = ScriptCompiler.FindTypeByName( "DreadSpider", true );change the "DreadSpider" to whatever creature you want to spawn. Be sure to enclose the type in parenthesis, as it will throw an error if you don't. Also, the part that says this: Code: public override void AddLoot() { MonsterNestLoot loot = new MonsterNestLoot( 4313, 0, this.LootLevel, "Spider Eggs" ); loot.MoveToWorld( this.Location, this.Map ); }When creating the new MonsterNestLoot, the first value is the ItemID of the loot, the second is the hue, the third is the LootLevel, and the fourth is the name of the Loot item. In this case, the DreadSpiderNest drops "Spider Eggs" which are just an eggsac that give loot when double clicked. Hope you guys enjoy this, I've been testing it an all my players love it so far. Please tell me of any bugs, glitches, or errors you encounter, as this is a fairly new system and I have had only a small while to test it. Also, feedback is more than welcome. EDIT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Removed the Cat part of the code, refined it to use an entity instead. Still consumes ammunition on ranged weapons as well. Also added in some more nests, the Orc and Rat Nest. UPDATE 2/24/2009. 2:32 AM The Monster Nests are now attackable like a creature. Double click the nest and you will begin attacking it. I have not yet worked out a method of attacking the nest with spells, as I feel this may require significant distro edits. I am putting a lot of time into the problem though. Credit: Thanks to Macil for the origional inspiration for this system. Thanks to Vorspire for his work on Destroyable Items, and thus providing the inspiration to modify my own system.