View Single Post
  #6  
Old 10-20-2008, 02:59 PM
RhinoDude
Fire Beetle
 
Join Date: Oct 2008
Location: USA
Posts: 22
Default

Thanks again So. These actually get me quite far. Thanks a ton!

I assume "spawn2" table means respawn? Is there some db documentation somewhere that defines the tables and cols? Or better yet a ER diagram?

Assuming I am correct, what drives initial spawning? The "spawn" table? If so, would deleting from that table once a named mob is killed prevent it from ever coming back even after server resets?

What about the idea of joining with the spawn2 and npc tables (directly or indirectly as needed...I am not familiar with this schema yet) and using a like clause where mob name NOT LIKE "a *" in order to delete all respawns of named mobs in non-dugeon zones? I realize this may involve joining quite a few tables to get from the spawn2 all the way back to where the npc name is defined, but I don't care if this is efficient. It can crawl for all I care. I will only do it once per new db deployment after all. If I had an ER diagram and schema definitions I could likely whip this up in a few minutes.

If that will work, then all I'm really left with is determining how to permanently delete mobs so they don't respawn after server reboot. I know now how to distinguish between dungeon and non-dungeon zones. I *think* I also know how to distinguish between named and unnamed mobs (please confirm the ie ("a Gnoll" vs. "Fippy Darkpaw"). So all I need to know is where initial zone repop spawn points are stored, and then figure out a way to pseudo-automagically generate DELETE statements to remove those spawn points for killed mob's, and I'll have it licked.

Of course it's probably not that easy, but I can dream.

Thanks again,
- Rhino
Reply With Quote