Zone repop?
Does anyone know of a way to repop the spawns in a specific zone via quest, or a command from outside the game?
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Quote:
quest::spawn2(39165, 0, 0, 464.4, 819, -678, 125); or quest::unique_spawn(14127,0,0,-3280+10,-6050+10,0); quest::depop(); to remove |
I was thinking more of a zone- wide repop
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Quote:
the depop is all they have installed . you could ask for it i suppose. quest::spawn(npc_type,grid,guildwarset,x,y,z); - Spawn "npc_type" on "grid" with "guildwarset" (use 0) at "x","y","z". quest::spawn2(npc_type,grid,guildwarset,x,y,z,head ing); - Spawn "npc_type" on "grid" with "guildwarset" (use 0) at "x","y","z" facing "heading". quest::unique_spawn(npc_type,grid,guildwarset,x,y, z); - just like spawn() except will not spawn it if one of that npc_type is allready in zone. |
I don't propose the greatest or most ideal method for doing this. But, I do have a somewhat of ghetto solution for repopping via quest commands using spawn_condition. In my example, I use Freeport west. I first changed all west freeport's spawns to condition 1. In MySQL
Code:
UPDATE spawn2 SET _condition = 1 WHERE zone = 'freportw'; Code:
INSERT INTO `spawn_conditions` VALUES ('freportw', '1', '0', '2', 'Freeport Spawn'); The default cond_id for a spawn is 1. Therefore, since our spawn condition value is 0, freport west npcs will not be spawned when you enter the zone. To make them spawn you'd have to change the 0 to 1 or higher. The 2 is the action command to DoRepop. Check out fnw's tutorial on spawn conditions for more action info. Freport Spawn is just for reading it. It has not functional effect. Okay, now that the value has been set up, it's time to implement ingame quest command control. I created an npc named Trigger. Give him a spawn entry and do not alter his spawn condition info. Here is a simple example of perl command for Trigger to control this in game: Code:
sub EVENT_SAY { |
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