How to eliminate fabled spawns, and load certain zones at bootup?
1st issue: I am getting fabled mobs spawning among my regular mobs. I know how to take them out of spawntables one at a time, but does anyone have a query that will set their chance of spawning to 0 across the board so I don't have to do it one by one? I have PEQ.
2nd issue: Some of my zones are having trouble with people porting in and the zone not being ready so they are booted to login screen. Feerrott is the most recent example today. I have the server set to persistent, but that does not necessarily boot up all zones it seems. Is there a way I can flag certain zones to boot with the server and stay up forever? |
As noted in the other thread, I have a bunch of queries that take care of issues like fableds and other things, and I'm more than willing to share. In fact, I just finished sending you a PM with all the details. They should be in the first set I sent, "classic queries".
The second issue sounds two-fold -- In your database, go the launcher table. The second column should hold a number, which is how many dynamic zones. Depending how many people you have on your server, this may need to be adjusted. These are in addition to static zones, which I'll explain thusly: In the launcher_zones table of your database, you can enter any zones you'd like to run static versions of. I use this typically for raid zones, where I worry about the zone's state being preserved. Let's say for example you wanted to run Lower Guk as a static zone on your progression server. Code:
INSERT INTO launcher_zones VALUES ('zone','gukbottom',0); Code:
@echo off So for your script, if you just wanted to run Lower Guk as a static zone, I'd run this as your batch file: Code:
@echo off |
I look forward to trying it tonight. Thanks a bunch. You have been very helpful.
Your posts need to go into the wiki. |
Ok it looks like my problem with Feerrott is something else. I set it to launch in the launcher along with a dozen other zones. All the other zones worked. I am getting a problem with feerrott still not working.
The only thing I can think of is that I removed the powerful undead from the spawntables in feerrott because they were a nuisance for newbs. Could that have screwed up a script or something that would cause the zone to crash? Here is the last part of zone-feerrott.log: [Debug] [RULES__CHANGE] Set rule Zone:EnableMQGateDetector to value true [Debug] [RULES__CHANGE] Set rule Zone:EnableMQGhostDetector to value true [Debug] [RULES__CHANGE] Set rule Zone:MQWarpDetectorDistance to value 4900.0000000000000 [Debug] [RULES__CHANGE] Set rule Zone:MQWarpLagThreshold to value 140.0000000000000 [Debug] [RULES__CHANGE] Set rule Zone:MQWarpThresholdTimer to value 90000.0000000000000 [Debug] [RULES__CHANGE] Set rule[Debug] [WORLD__CLIENT] New connection from 72.50.164.134:60852 [Debug] [NET__IDENT_TRACE] 72.50.164.134:60852: First opcode 0x7752 did not match expected 0x2792 [Debug] [NET__IDENT_TRACE] 72.50.164.134:60852: Tried patch 6.2_world, and it did not match. [Debug] [NET__IDENT_TRACE] 72.50.164.134:60852: First opcode 0x7213 did not match expected 0x2ec9 [Debug] [NET__IDENT_TRACE] 72.50.164.134:60852: Tried patch 6.2_zone, and it did not match. [Debug] [NET__IDENT_TRACE] 72.50.164.134:60852: First opcode 0x7752 did not match expected 0x4dd0 [Debug] [NET__IDENT_TRACE] 72.50.164.134:60852: Tried patch Titanium_world, and it did not match. [Debug] [NET__IDENT_TRACE] 72.50.164.134:60852: First opcode matched 0x7213 and length matched 68 [Debug] [NET__IDENTIFY] Identified stream 72.50.164.134:60852 with signature Titanium_zone [Debug] [WORLD__CLIENT] New client from 72.50.164.134:60852 [Debug] AIYellForHelp("Dar_Guard_Lraktol000","a_water_mocc asin006") #Shin_Master_Grubbus000 attacking a_water_moccasin006 Di |
Ok I fixed it. Zone dump table was the problem. When I eliminated those spawns, they got screwed up on the checksum I guess.
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I found this post while searching for static zones. this was very helpful. thanks So_1337...
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Sorry to drag this old thread up, but I am unable to find a eliminate fabled spawns. Any chance someone has something already put together?
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Code:
DELETE FROM npc_types WHERE id = 2148; Mind you that it's a quick and dirty fix, and that you may wind up with empty spawn points if a fabled mob was meant to spawn instead of the normal version. |
Sorry to drag this old thread back up but I am having the opposite problem. The fabled mobs show up in my npc_types table but are not in my spawnentry table. Is there a query I can run to add them or do I need to add them manually?
Thanks in advance |
I'd just like to post and say that when I did a search on static zones, I found this thread, and I found my old posts very informative and helpful. Thank you, self. You were most resourceful when it came to re-learning this.
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