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Old 08-02-2004, 07:52 AM
sotonin
Demi-God
 
Join Date: May 2004
Posts: 1,177
Default Force Repop ?

Anybody have a command to force a zone to repop?

#repop
Only repops mobs who have their timer up. But if a named was killed it wont repop until its normal timer is up.

I would like a *full* repop to occur on reboot of server, and a seperate command to *fully* repop a zone.

Also, i'm quite unsatified with the #spawn command.

Does anybody have any more advanced spawn commands?
As it is right now #spawn'ed creatures have run and walkspeed of 0 and thus are perma rooted.

I would like to either A) specify run and walk in the command. or B) have it hardcoded to give them some runspeed and walkspeed.

Honestly a full revamp of the #spawn command would be great, to include AC hp regen mana regen. pretty much most of the npcedit commands.

I use #spawn for gm events, but i don't want to save these creations in the database since they are just for that one event, so #npcedit is out of the question.

Also i have an idea for a command that would make gm events much more interesting. It could tie into this spawn command. make an argument "direct_id" or something. You set this value to an identifying integer.

Imagine an invisible gm. spawning an army or small group of mobs. Then the gm walks around the zone in front of these mobs and has a macro for his command #directnpcs 1 1, the npcs then walk to his current location.

There could be some more arguements to this.

Example: Team 1 of orces has direct_id 1, team of dervs has direct_id of 2

So to summon both teams to walk to you. #directnpcs 1 1, then #directnpcs 2 1

The second arguement would be 1=walk 2=run

#directnpcs [direct_id] [1=walk 2=run 3=attack]

The 3 would send the specified team to attack the gms current target. (or a third arguement could be a player or npcs name)

Some system like this would be awesome for making detailed gm events!

Thanks )
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