Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Database/World Building

Development::Database/World Building World Building forum, dedicated to the EQEmu MySQL Database. Post partial/complete databases for spawns, items, etc.

Reply
 
Thread Tools Display Modes
  #1  
Old 11-09-2006, 01:34 PM
Rhodan
Hill Giant
 
Join Date: Oct 2006
Posts: 179
Default

Actually, I've noticed that mobs with a # in the name do not respawn until everyone leaves the zone - regardless of the spawn timer.

I set the goblin lord in runnyeye to a 3 minute spawn then went down and killed him. 15 minutes later, still no spawn. zoned out and came back, there he was. Killed him again and immediately zoned/came back and he spawned three minutes after death.

Now, there might be something else causing this and its pure coincidence...
Reply With Quote
  #2  
Old 11-09-2006, 03:42 PM
John Adams
Demi-God
 
Join Date: Jul 2006
Posts: 1,552
Default

Quote:
Originally Posted by Rhodan
I set the goblin lord in runnyeye to a 3 minute spawn then went down and killed him. 15 minutes later, still no spawn. zoned out and came back, there he was. Killed him again and immediately zoned/came back and he spawned three minutes after death.
Static or Dynamic zone?
Reply With Quote
  #3  
Old 11-11-2006, 04:17 AM
Rhodan
Hill Giant
 
Join Date: Oct 2006
Posts: 179
Default

Both I think.

I did have it static but when the mobs wouldn't respawn I changed it to dynamic - same result.

Oh and I checked the spawnlimit value - it was zero same as the other mobs that did respawn.
Reply With Quote
  #4  
Old 11-11-2006, 11:43 AM
John Adams
Demi-God
 
Join Date: Jul 2006
Posts: 1,552
Default

Another thing to review after your kill is the field in spawn2: timeleft. I believe that is a millisecond-til-respawn counter. It should match to the amount of time you expect your mob to respawn... but I've seen some problems here while working out the spawnevents stuff. Unexpected results sometimes, which could all boil down to my lack of understanding.
Reply With Quote
  #5  
Old 11-11-2006, 01:23 PM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default

Quote:
Originally Posted by John Adams
Unexpected results sometimes, which could all boil down to my lack of understanding.
Welcome to the club! I usually just "blunder" around for hours, until something works.
Reply With Quote
  #6  
Old 11-11-2006, 02:53 PM
Rhodan
Hill Giant
 
Join Date: Oct 2006
Posts: 179
Default

Lol, methree!
Reply With Quote
  #7  
Old 11-11-2006, 02:59 PM
sesmar
I built it I will Support it!
 
Join Date: Jun 2005
Location: Michigan
Posts: 214
Default

Quote:
Originally Posted by John Adams
Another thing to review after your kill is the field in spawn2: timeleft. I believe that is a millisecond-til-respawn counter. It should match to the amount of time you expect your mob to respawn... but I've seen some problems here while working out the spawnevents stuff. Unexpected results sometimes, which could all boil down to my lack of understanding.
I believe that the timeleft variable is maintained by the server itself. When creating SpawnGroups you should not have to set this variable.
You can read more about this table at:

http://www.eqemulator.net/wiki/wikka...DBSchemaspawn2
__________________
Reply With Quote
  #8  
Old 11-11-2006, 03:47 PM
John Adams
Demi-God
 
Join Date: Jul 2006
Posts: 1,552
Default

Quote:
Originally Posted by sesmar
I believe that the timeleft variable is maintained by the server itself. When creating SpawnGroups you should not have to set this variable.
You can read more about this table at:

http://www.eqemulator.net/wiki/wikka...DBSchemaspawn2
You are correct, it is maintained by the server. I was telling him to just review it, see what it's set to. Also, if you use PEQEditor (or any table editor) you can in fact manually manipulate this value to speed things up. I don't like waiting 15 million milliseconds for Naggy to repop.
Reply With Quote
  #9  
Old 11-11-2006, 06:11 PM
Rogean's Avatar
Rogean
Administrator
 
Join Date: Jul 2003
Location: Massachusetts
Posts: 708
Default

# in a mob name means there can be only one of that mob up at a time.

For example: A named mob could spawn in multiple places if hes part of multiple spawn groups, however if he has a # in his name, if he spawns at one of those places he can't spawn at any of the others until he is killed.
__________________
EQEmulator Developer / Administrator
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 02:39 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3