Description:

This simple XML spawner file (that defines a single spawner) will create a set of random player-encounter spawns that can vary over time.

It is a spawner that spawns other player-triggered spawners at random locations across the town and wilderness areas of Felucca.

Features:

The spawners are set to be triggered when a player comes within 16 tiles of each spawner location.

When an encounter is triggered, a message stating "You have an encounter..." will be displayed over the players head and a drumbeat sound will be played.

The spawners are set to be refractory for 0-10 mins, so after triggering, the time to the next possible triggering will vary.

The controlling spawner will be loaded into green acres by default, but you can change that by going to the location that you want it to be placed at and using the [xmlloadhere command instead of [xmlload.

The controlling spawner is set up as a sequential spawn that advances every 3-6 hours (determined by the Min/MaxDelay properties of the controlling spawner), so the random encounters will vary throughout the day. 

The random encounter spawners at each level will despawn after 1 hour (detemined by the Despawn property of the controlling spawner), which defines the limited time window for encounters to occur (a 1 hour window, every 3-6 hours).

Each spawn entry on the controlling spawner specifies a group of random encounter spawners with different types of creatures on them.
There are 3 levels, each with more difficult mobs than the last.

The first level will create 100 random encounter points that will spawn either an orc, a troll, or a ratman on an encounter.

The second level creates 75 random encounter points that will spawn either a drake, a lich, or a titan.

The third level creates 50 random encounter points that will spawn either a dragon, a lich lord, or a balron.

Variations:

1) DailyRandom2.xml is a variation that doesnt advance through the levels sequentially but just creates 100 random encounter points every 3-6 hours taken from each of the possible levels, with the most common being level 1 and the least common being level 3. Again, the spawners only last 1 hour.

2) DailyRandom3.xml is a variation on DailyRandom2.xml that has 1-3 creatures per encounter at level 1 instead of just a single creature.

3) If you wanted to have different types of encounters in different areas, you could just make more of these using [xmlnewloadhere, and change the spawning area for the new controlling spawner (either set the spawning area with the X1_Y1, and X2_Y2 properties that define the corners of the bounding rectangle or use SpawnEditor which is very handy for this), and edit each one as you like.

4) Try spawning items instead of creatures in the encounter list.

5) Change the RNDSTRLIST in each entry to have as many things as you like, or add additional levels by just coping one of the entries and assigning it a new subgroup.

6) Get rid of the requirement for player triggering by cutting "/ProximityRange/16" out of the spawn entries.

7) Set the TODStart and TODEnd properties on the controlling spawner so that the encounters only occur at certain times of the day or night.

8) Make the controlling spawner itself player-triggered. So if a player passed by a particular location it would automatically set up random encounters at another location.

9) Make the random encounter spawners as complex as you like by using the configfile and loadconfig features and loading in xmlspawner configuration files to specify the spawner configurations instead of specifying everything in the controller spawn entry. For example

xmlspawner/configfile/random1.xml/loadconfig/true

where random1.xml would be a spawner configuration file with all of the settings and random spawn entries that that you wanted for your more complex encounter spawners.

10) Make triggering a spawn at an encounter location probabilistic by adding "/TriggerProbability/0.01" to the spawn entries. Small values mean a small chance of triggering an encounter. With any value, the longer the player stays in the vicinity of the encounter point, the more likely that an encounter will eventually be triggered.

11) DailyRandom4.xml is the same as DailyRandom3.xml but adds the #PLAYER,3 position control to each entry so that the encounter creatures are spawned within 3 tiles of the triggering player.
You must be running xmlspawner version 3.09a or higher for this.

Installation:

Just unzip it into your Spawns folder and use either 

[xmlload dailyrandom.xml

or

[xmlload dailyrandom2.xml

or

[xmlload dailyrandom3.xml

You can also use [xmlloadhere instead of [xmlload. It doesnt really matter where you put the controlling spawner, but note that any encounter spawner that it has troubling finding a valid location for (it gives up after 20 placement attempts), will be placed at the location of the controlling spawner.

A handy tip after starting this up is to either use the 'Goto spawn' button next to each entry to hop around to the different random spawner locations, or use [xmlfind with the spawner name field of 'RandomL' to get a list of them.

Even better is to use the SpawnEditor and the TransferServer to download the random spawners (just specify the string RandomL in the name field of the spawner transfer filter. That is the prefix of the name given to each random encounter spawner) so that you can see exactly where all of the encounter points are.