Thread: Some points
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  #12  
Old 11-22-2006, 07:57 AM
sfisque
Hill Giant
 
Join Date: Oct 2006
Posts: 248
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Quote:
Originally Posted by bufferofnewbies
You could always make a quest file to force a spawn of the mob upon death, but in a 'safe box' area that no players can access. (off the map, or such). Then make sure the mob is set for unique, so only one can spawn. Thus no respawns will be allowed until a GM (only one with access to the mob's location), kills the named mob. This is a rogue work around, and Im sure it could be done without all this work, but this is off the top of my head.
hrm, nifty approach. i'll probably investigate the quest approach. maybe have a couple "quest" guards outside a given room/area, when they die, the desired "one off" spawns. when that mob dies, set a zone global that prevents the "guard quest" to not trigger the repop upon their death. still creates the "chicken and egg" problem if i want a whole area to have "one off" mobs and then a single unique boss mob. but you're idea got me thinking about possible avenues.



Quote:
Originally Posted by bufferofnewbies
Go into the tradeskills section of the database and change what is returned on combine failure.
cool. i'll look at that table, thx.

Quote:
Originally Posted by bufferofnewbies
off the top of my head,. yes. But I'd have to do more research into what section of the emu deals with skillups. I'm certain you can change this on your side to any rate you desire, but I honestly have too much on my plate atm to look for it. Sorry for the cop-out on that part.
npnp. you at least got me started. from what i've seen in other similar posts, i'm gonna have to hack the server code on this one. maybe i'll set it up as configurable, that way i can fine tune it if some players find ways to "abuse the system". if it works out, i'll post it as a patch.


Quote:
Originally Posted by bufferofnewbies
Hope this was of some help, even if it's not really much.
very much so, thx

== stanton
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