I'd also like to add that as far as I know, all items are spawned following a certain pattern, even tames (I don't know if you are familiar with card casting on modern worlds) spawn according to this same pattern, it always goes in "rings" (technically they're squares) starting at the top left, going down, then the next column down and so on so lets say you spawn 26 items or monsters (I'll use alphabet for this) then this will be the order:
z
joqsu
kbegv
lcahw
mdfix
nprty
a bit messy but if you can read it you get the idea, every item will be spawned according to this pattern so if you can spawn invisible items that rot fast along with the actual item you want in your shape you could technically achieve this, however this is theoretical and I don't think anyone has ever tried it before
I was aware of this pattern due to the raising and lowering of land and as a player when making items that dont drop in inventory, however, the spawns for firestorm dont seem to follow this pattern and im not exactly sure why. I tried casting it warping to a new area and casting again and the fire pattern changes. Im guessing the coding randomness=20 is the reason but im not sure.
Will removing that line lock in that pattern you illustrated and allow what your refering to? Also i am not sure how to specify specifically which item spawns in which square? the coding ive seen for firestorm just does 1 of this 10 of that ........ im kind of guessing at this point if i did something like this:
spawnitem=spell affect
spawnquantity= 1
spawnitem=invisible object
spawnquantity= 1
spawnitem= spell affect
spawnquantity=1
that this would place spell affect items in position a and c and leave position b blank? But if that is so ........ how would you compensate for direction? meaning if i code it to spawn a cone of fire to the west, say center on A position and spawn in positions c and l for illustration purposes, if the range landed on position w would it not spawn fire onto the player casting?