Removing NPCs
Pretty straightforward question:
I want to remove certain npc_types from the DB I use, we'll call it live_db because I would make blanket changes to the main DB. Is it better to delete the npc_types I want to remove or to change whether or not they spawn? I understand the issues with sharing a spawngroupid. My concern is if there are continual queries searching for an npc that doesn't exist. For expample, those filthy iksars: Code:
use live_db; If there is an even more efficient way to do this, please divulge. |
IIRC, you can log in with a GM account, target the NPC, and type #npcspawn delete.
Removes the npc_type and all spawning references to it. Alternatively, #npcspawn remove clears all spawns for the npc_type, but leaves the npc_type in the database. |
Thanks Shendare.
That will be useful to me for immediate resolution. I build expansions from a main DB with a set of queries to isolate rows based on various criteria. In a few tables, I added a column to assist with isolation. Here is a specific example for what I am doing with anything before Luclin; I don't update every time: Code:
use main_db; |
Ahh, bulk removal/deactivation of a bunch of npc_types by certain criteria, and the spawns associated with them. Gotcha. I'd likely go about it like this:
1. Remove the spawnentry records for the npc_types that fit the criteria. Quote:
Quote:
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Thanks again.
I've thought about doing it that way. My concern with doing that is: if I want to add an expansion later, progression-style, it would be more difficult or less efficient to isolate the removed entries from the zone in the main_db than it would be to turn them off in the live_db * based on the extra column, `expansion`. * My queries are set up to take the spawn2 from the zone, the spawnentry and spawngroup from the spawn2 and finally the npc_types from the spawnentry. I could simply replace everything in that table, which I think would work. Quick response, I may have other thoughts momentarily. |
Aha, you want to be able to undo it. I would think easiest would be to change the spawns all to, say, instance 99. Then when you want them back in, you could reset them to instance 0 and they'd *poof* back in at the next repop.
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A switch would be nice for spawnentry. I'm kinda creating one in a roundabout way.
Fabled creatures, for example, usually have the same spawngroupid as their weaker counterparts. Some spawngroups, as you know, have a half dozen or more npc_types associated with it. Disabling these spawngroups is not ideal. Desired is disabling the single npc associated with the spawngroup while being efficient about it. Thanks Shendare. |
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