Df'nin kapıları 3'er tane var üst üste 3 tane kapı açıyorz yani... ve yaratıklarda 3'er tane çıkıyor tek kişi bile girse... scripti yazayım tamamen, bi bakın.. düzelttiğimi sandığım yeri renkli yazıcam... erken cevap verirseniz sevinirm.. teşekkürler

using System;
using System.Collections;
using Server;
using Server.Items;
using Server.Mobiles;
using Server.Network;

namespace Server.Engines.Doom
{
	public enum GauntletSpawnerState
	{
		InSequence,
		InProgress,
		Completed
	}

	public class GauntletSpawner : Item
	{
		public const int PlayersPerSpawn = 1;

		public const int InSequenceItemHue = 0x000;
		public const int InProgressItemHue = 0x676;
		public const int  CompletedItemHue = 0x455;

		private GauntletSpawnerState m_State;

		private string m_TypeName;
		private BaseDoor m_Door;
		private BaseAddon m_Addon;
		private GauntletSpawner m_Sequence;
		private ArrayList m_Creatures;

		private Rectangle2D m_RegionBounds;
		private ArrayList m_Traps;

		private Region m_Region;

		[CommandProperty( AccessLevel.GameMaster )]
		public string TypeName
		{
			get{ return m_TypeName; }
			set{ m_TypeName = value; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public BaseDoor Door
		{
			get{ return m_Door; }
			set{ m_Door = value; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public BaseAddon Addon
		{
			get{ return m_Addon; }
			set{ m_Addon = value; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public GauntletSpawner Sequence
		{
			get{ return m_Sequence; }
			set{ m_Sequence = value; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool HasCompleted
		{
			get
			{
				if ( m_Creatures.Count == 0 )
					return false;

				for ( int i = 0; i < m_Creatures.Count; ++i )
				{
					Mobile mob = (Mobile)m_Creatures[i];

					if ( !mob.Deleted )
						return false;
				}

				return true;
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public Rectangle2D RegionBounds
		{
			get{ return m_RegionBounds; }
			set{ m_RegionBounds = value; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public GauntletSpawnerState State
		{
			get{ return m_State; }
			set
			{
				if ( m_State == value )
					return;

				m_State = value;

				int hue = 0;
				bool lockDoors = ( m_State == GauntletSpawnerState.InProgress );

				switch ( m_State )
				{
					case GauntletSpawnerState.InSequence: hue = InSequenceItemHue; break;
					case GauntletSpawnerState.InProgress: hue = InProgressItemHue; break;
					case GauntletSpawnerState.Completed:  hue =  CompletedItemHue; break;
				}

				if ( m_Door != null )
				{
					m_Door.Hue = hue;
					m_Door.Locked = lockDoors;

					if ( lockDoors )
					{
						m_Door.KeyValue = Key.RandomValue();
						m_Door.Open = false;
					}

					if ( m_Door.Link != null )
					{
						m_Door.Link.Hue = hue;
						m_Door.Link.Locked = lockDoors;

						if ( lockDoors )
						{
							m_Door.Link.KeyValue = Key.RandomValue();
							m_Door.Open = false;
						}
					}
				}

				if ( m_Addon != null )
					m_Addon.Hue = hue;

				if ( m_State == GauntletSpawnerState.InProgress )
				{
					CreateRegion();
					FullSpawn();

					m_Timer = Timer.DelayCall( TimeSpan.FromSeconds( 1.0 ), TimeSpan.FromSeconds( 1.0 ), new TimerCallback( Slice ) );
				}
				else
				{
					ClearCreatures();
					ClearTraps();
					DestroyRegion();

					if ( m_Timer != null )
						m_Timer.Stop();

					m_Timer = null;
				}
			}
		}

		private Timer m_Timer;

		public ArrayList Creatures
		{
			get{ return m_Creatures; }
			set{ m_Creatures = value; }
		}

		public ArrayList Traps
		{
			get{ return m_Traps; }
			set{ m_Traps = value; }
		}

		public Region Region
		{
			get{ return m_Region; }
			set{ m_Region = value; }
		}

		public virtual void CreateRegion()
		{
			if ( m_Region != null )
				return;

			Map map = this.Map;

			if ( map == null || map == Map.Internal )
				return;

			m_Region = new GauntletRegion( this, map );
		}

		public virtual void DestroyRegion()
		{
			if ( m_Region != null )
				Region.RemoveRegion( m_Region );

			m_Region = null;
		}

		public virtual int ComputeTrapCount()
		{
			int area = m_RegionBounds.Width * m_RegionBounds.Height;

			return area / 100;
		}

		public virtual void ClearTraps()
		{
			for ( int i = 0; i < m_Traps.Count; ++i )
				((Item)m_Traps[i]).Delete();

			m_Traps.Clear();
		}

		public virtual void SpawnTrap()
		{
			Map map = this.Map;

			if ( map == null )
				return;

			Item trap = null;

			int random = Utility.Random( 100 );

			if ( 22 > random )
				trap = new SawTrap( Utility.RandomBool() ? SawTrapType.WestFloor : SawTrapType.NorthFloor );
			else if ( 44 > random )
				trap = new SpikeTrap( Utility.RandomBool() ? SpikeTrapType.WestFloor : SpikeTrapType.NorthFloor );
			else if ( 66 > random )
				trap = new GasTrap( Utility.RandomBool() ? GasTrapType.NorthWall : GasTrapType.WestWall );
			else if ( 88 > random )
				trap = new FireColumnTrap();
			else
				trap = new MushroomTrap();

			if ( trap == null )
				return;

			if ( trap is FireColumnTrap || trap is MushroomTrap )
				trap.Hue = 0x451;

			// try 10 times to find a valid location
			for ( int i = 0; i < 10; ++i )
			{
				int x = Utility.Random( m_RegionBounds.X, m_RegionBounds.Width );
				int y = Utility.Random( m_RegionBounds.Y, m_RegionBounds.Height );
				int z = this.Z;

				if ( !map.CanFit( x, y, z, 16, false, false ) )
					z = map.GetAverageZ( x, y );

				if ( !map.CanFit( x, y, z, 16, false, false ) )
					continue;

				trap.MoveToWorld( new Point3D( x, y, z ), map );
				m_Traps.Add( trap );

				return;
			}

			trap.Delete();
		}

		public virtual int ComputeSpawnCount()
		{
			int playerCount = 0;

			Map map = this.Map;

			if ( map != null )
			{
				Point3D loc = GetWorldLocation();

				Sector sec = map.GetSector( loc  );
				ArrayList regions = sec.Regions;

				for ( int i = 0; playerCount == 0 && i < regions.Count; ++i )
				{
					Region reg = (Region)regions[i];

					if ( reg != null && reg != m_Region && reg.Contains( loc ) )
						playerCount = reg.Players.Count;
				}
			}

			if ( playerCount == 0 && m_Region != null )
				playerCount = m_Region.Players.Count;

			int count = (playerCount + PlayersPerSpawn - 1) / PlayersPerSpawn;

			if ( count < 1 )
				count = 1;

			return count;
		}

		public virtual void ClearCreatures()
		{
			for ( int i = 0; i < m_Creatures.Count; ++i )
				((Mobile)m_Creatures[i]).Delete();

			m_Creatures.Clear();
		}

		public virtual void FullSpawn()
		{
			ClearCreatures();

			int count = ComputeSpawnCount();

			for ( int i = 0; i < count; ++i )
				Spawn();

			ClearTraps();

			count = ComputeTrapCount();

			for ( int i = 0; i < count; ++i )
				SpawnTrap();
		}

		public virtual void Spawn()
		{
			try
			{
				if ( m_TypeName == null )
					return;

				Type type = ScriptCompiler.FindTypeByName( m_TypeName, true );

				if ( type == null )
					return;

				object obj = Activator.CreateInstance( type );

				if ( obj == null )
					return;

				if ( obj is Item )
				{
					((Item)obj).Delete();
				}
				else if ( obj is Mobile )
				{
					Mobile mob = (Mobile)obj;

					mob.MoveToWorld( GetWorldLocation(), this.Map );

					m_Creatures.Add( mob );
				}
			}
			catch
			{
			}
		}

		public virtual void RecurseReset()
		{
			if ( m_State != GauntletSpawnerState.InSequence )
			{
				State = GauntletSpawnerState.InSequence;

				if ( m_Sequence != null && !m_Sequence.Deleted )
					m_Sequence.RecurseReset();
			}
		}

		public virtual void Slice()
		{
			if ( m_State != GauntletSpawnerState.InProgress )
				return;

			int count = ComputeSpawnCount();

			for ( int i = m_Creatures.Count; i < count; ++i )
				Spawn();

			if ( HasCompleted )
			{
				State = GauntletSpawnerState.Completed;

				if ( m_Sequence != null && !m_Sequence.Deleted )
				{
					if ( m_Sequence.State == GauntletSpawnerState.Completed )
						RecurseReset();

					m_Sequence.State = GauntletSpawnerState.InProgress;
				}
			}
		}

		[Constructable]
		public GauntletSpawner() : this( null )
		{
		}

		[Constructable]
		public GauntletSpawner( string typeName ) : base( 0x36FE )
		{
			Visible = false;
			Movable = false;
			Name = "doom spawner";

			m_TypeName = typeName;
			m_Creatures = new ArrayList();
			m_Traps = new ArrayList();
		}

		public GauntletSpawner( Serial serial ) : base( serial )
		{
		}
		
		public override void Serialize( GenericWriter writer )
		{
			base.Serialize( writer );

			writer.Write( (int) 1 ); // version

			writer.Write( m_RegionBounds );

			writer.WriteItemList( m_Traps, false );

			writer.WriteMobileList( m_Creatures, false );

			writer.Write( m_TypeName );
			writer.Write( m_Door );
			writer.Write( m_Addon );
			writer.Write( m_Sequence );

			writer.Write( (int) m_State );
		}

		public override void Deserialize( GenericReader reader )
		{
			base.Deserialize( reader );

			int version = reader.ReadInt();

			switch ( version )
			{
				case 1:
				{
					m_RegionBounds = reader.ReadRect2D();
					m_Traps = reader.ReadItemList();

					goto case 0;
				}
				case 0:
				{
					if ( version < 1 )
					{
						m_Traps = new ArrayList();
						m_RegionBounds = new Rectangle2D( X - 40, Y - 40, 80, 80 );
					}

					m_Creatures = reader.ReadMobileList();

					m_TypeName = reader.ReadString();
					m_Door = reader.ReadItem() as BaseDoor;
					m_Addon = reader.ReadItem() as BaseAddon;
					m_Sequence = reader.ReadItem() as GauntletSpawner;

					State = (GauntletSpawnerState)reader.ReadInt();

					break;
				}
			}
		}

		public static void Initialize()
		{
			Commands.Register( "GenGauntlet", AccessLevel.Administrator, new CommandEventHandler( GenGauntlet_OnCommand ) );
		}

		public static void CreateTeleporter( int xFrom, int yFrom, int xTo, int yTo )
		{
			Static telePad = new Static( 0x1822 );
			Teleporter teleItem = new Teleporter( new Point3D( xTo, yTo, -1 ), Map.Malas, false );

			telePad.Hue = 0x482;
			telePad.MoveToWorld( new Point3D( xFrom, yFrom, -1 ), Map.Malas );

			teleItem.MoveToWorld( new Point3D( xFrom, yFrom, -1 ), Map.Malas );

			teleItem.SourceEffect = true;
			teleItem.DestEffect = true;
			teleItem.SoundID = 0x1FE;
		}

		public static BaseDoor CreateDoorSet( int xDoor, int yDoor, bool doorEastToWest, int hue )
		{
			BaseDoor hiDoor = new MetalDoor( doorEastToWest ? DoorFacing.NorthCCW : DoorFacing.WestCW );
			BaseDoor loDoor = new MetalDoor( doorEastToWest ? DoorFacing.SouthCW : DoorFacing.EastCCW );

			hiDoor.MoveToWorld( new Point3D( xDoor, yDoor, -1 ), Map.Malas );
			loDoor.MoveToWorld( new Point3D( xDoor + (doorEastToWest ? 0 : 1), yDoor + (doorEastToWest ? 1 : 0), -1 ), Map.Malas );

			hiDoor.Link = loDoor;
			loDoor.Link = hiDoor;

			hiDoor.Hue = hue;
			loDoor.Hue = hue;

			return hiDoor;
		}

		public static GauntletSpawner CreateSpawner( string typeName, int xSpawner, int ySpawner, int xDoor, int yDoor, int xPentagram, int yPentagram, bool doorEastToWest, int xStart, int yStart, int xWidth, int yHeight )
		{
			GauntletSpawner spawner = new GauntletSpawner( typeName );

			spawner.MoveToWorld( new Point3D( xSpawner, ySpawner, -1 ), Map.Malas );

			if ( xDoor > 0 && yDoor > 0 )
				spawner.Door = CreateDoorSet( xDoor, yDoor, doorEastToWest, 0 );

			spawner.RegionBounds = new Rectangle2D( xStart, yStart, xWidth, yHeight );

			if ( xPentagram > 0 && yPentagram > 0 )
			{
				PentagramAddon pentagram = new PentagramAddon();

				pentagram.MoveToWorld( new Point3D( xPentagram, yPentagram, -1 ), Map.Malas );

				spawner.Addon = pentagram;
			}

			return spawner;
		}

		public static void CreatePricedHealer( int price, int x, int y )
		{
			PricedHealer healer = new PricedHealer( price );

			healer.MoveToWorld( new Point3D( x, y, -1 ), Map.Malas );

			healer.Home = healer.Location;
			healer.RangeHome = 5;
		}

		public static void CreateMorphItem( int x, int y, int inactiveItemID, int activeItemID, int range, int hue )
		{
			MorphItem item = new MorphItem( inactiveItemID, activeItemID, range );

			item.Hue = hue;
			item.MoveToWorld( new Point3D( x, y, -1 ), Map.Malas );
		}

		public static void CreateVarietyDealer( int x, int y )
		{
			VarietyDealer dealer = new VarietyDealer();

			/* Begin outfit */
			dealer.Name = "Nix";
			dealer.Title = "the Variety Dealer";

			dealer.Body = 400;
			dealer.Female = false;
			dealer.Hue = 0x8835;

			ArrayList items = new ArrayList( dealer.Items );

			for ( int i = 0; i < items.Count; ++i )
			{
				Item item = (Item)items[i];

				if ( item.Layer != Layer.ShopBuy && item.Layer != Layer.ShopResale && item.Layer != Layer.ShopSell )
					item.Delete();
			}

			dealer.AddItem( new LongBeard( 0x482 ) );
			dealer.AddItem( new TwoPigTails( 0x482 ) );

			dealer.AddItem( new FloppyHat( 1 ) );
			dealer.AddItem( new Robe( 1 ) );

			dealer.AddItem( new LanternOfSouls() );

			dealer.AddItem( new Sandals( 0x482 ) );
			/* End outfit */

			dealer.MoveToWorld( new Point3D( x, y, -1 ), Map.Malas );

			dealer.Home = dealer.Location;
			dealer.RangeHome = 2;
		}

		public static void GenGauntlet_OnCommand( CommandEventArgs e )
		{
			/* Begin healer room */
			CreatePricedHealer( 5000, 387, 400 );
			CreateTeleporter( 390, 407, 394, 405 );

			BaseDoor healerDoor = CreateDoorSet( 393, 404, true, 0x44E );

			healerDoor.Locked = true;
			healerDoor.KeyValue = Key.RandomValue();

			if ( healerDoor.Link != null )
			{
				healerDoor.Link.Locked = true;
				healerDoor.Link.KeyValue = Key.RandomValue();
			}
			/* End healer room */

			/* Begin supply room */
			CreateMorphItem( 433, 371, 0x29F, 0x116, 3, 0x44E );
			CreateMorphItem( 433, 372, 0x29F, 0x115, 3, 0x44E );

			CreateVarietyDealer( 492, 369 );

			for ( int x = 434; x <= 478; ++x )
			{
				for ( int y = 371; y <= 372; ++y )
				{
					Static item = new Static( 0x524 );

					item.Hue = 1;
					item.MoveToWorld( new Point3D( x, y, -1 ), Map.Malas );
				}
			}
			/* End supply room */

			/* Begin gauntlet cycle */
			CreateTeleporter( 471, 428, 474, 428 );
			CreateTeleporter( 462, 494, 462, 498 );
			CreateTeleporter( 403, 502, 399, 506 );
			CreateTeleporter( 357, 476, 356, 480 );
			CreateTeleporter( 361, 433, 357, 434 );

			GauntletSpawner sp1 = CreateSpawner( "DarknightCreeper",		491, 456,	473, 432,	417, 426,	true,	473, 412, 39, 60 );
			GauntletSpawner sp2 = CreateSpawner( "FleshRenderer",			482, 520,	468, 496,	426, 422,	false,	448, 496, 56, 48 );
			GauntletSpawner sp3 = CreateSpawner( "Impaler",					406, 538,	408, 504,	432, 430,	false,	376, 504, 64, 48 );
			GauntletSpawner sp4 = CreateSpawner( "ShadowKnight",			335, 512,	360, 478,	424, 439,	false,	300, 478, 72, 64 );
			GauntletSpawner sp5 = CreateSpawner( "AbysmalHorror",			326, 433,	360, 429,	416, 435,	true,	300, 408, 60, 56 );
			GauntletSpawner sp6 = CreateSpawner( "DemonKnight",				423, 430,	0,   0,		423, 430,	true,	392, 392, 72, 96 );

			sp1.Sequence = sp2;
			sp2.Sequence = sp3;
			sp3.Sequence = sp4;
			sp4.Sequence = sp5;
			sp5.Sequence = sp6;
			sp6.Sequence = sp1;

			sp1.State = GauntletSpawnerState.InProgress;
			/* End gauntlet cycle */

			/* Begin exit gate */
			ConfirmationMoongate gate = new ConfirmationMoongate();

			gate.Dispellable = false;

			gate.Target = new Point3D( 2350, 1270, -85 );
			gate.TargetMap = Map.Malas;

			gate.GumpWidth = 420;
			gate.GumpHeight = 280;

			gate.MessageColor = 0x7F00;
			gate.MessageNumber = 1062109; // You are about to exit Dungeon Doom.  Do you wish to continue?

			gate.TitleColor = 0x7800;
			gate.TitleNumber = 1062108; // Please verify...

			gate.Hue = 0x44E;

			gate.MoveToWorld( new Point3D( 433, 326, 4 ), Map.Malas );
			/* End exit gate */
		}
	}

	
	public class GauntletRegion : Region
	{
		private GauntletSpawner m_Spawner;

		public GauntletRegion( GauntletSpawner spawner, Map map ): base( "", spawner.TypeName, map )
		{
			m_Spawner = spawner;

			Priority = Region.TownPriority + 1;
			LoadFromXml = false;

			Coords = new ArrayList();
			Coords.Add( spawner.RegionBounds );

			GoLocation = spawner.Location;

			Region.AddRegion( this );
		}

		public override void AlterLightLevel( Mobile m, ref int global, ref int personal )
		{
			global = 12;
		}

		public override void OnEnter( Mobile m )
		{
		}

		public override void OnExit( Mobile m )
		{
		}
	}
}
3 yaratık cıkma olayını bılmem. fazla kapıları sılersen sorun cozulmus olur [delete
Spawner ile alakası yok Doom 3 kez üst üste kurulmuş ve bundan dolayı 3 er kapı 3 er tane de yaratık var doomu komple silin yeniden [GenGauntlet diyin

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