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Old 05-02-2017, 09:32 PM
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Osage
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Ok so I am trying to figure this out and for the life of me I cannot find my custom NPC's in my DB in regard to their Spawngroupid. I am using #npcspawn create 1 to assign a spawngroup and it has worked fine doing it in game but now since I already have the feigned npc created it will not let me use that command I get the error "duplicate entry for key name a_fallen_adventurer".

So I try to manually create it in the DB and low and behold I cant even find the spawngroups I have been creating for my other custom NPC's, I searched in spawn2, spawngroup, spawnentry, and cannot find the custom spawngroups I have already made. When I use the command #npcspawn create 1 where do they go?

I can just delete the NPC and do it my old way for now but I would like to know where these spawngroups go in the DB for future reference.

And one last thing if I am fortunate enough to have your ear again Kingly is quest::enable_spawn2(spawn2_id) the correct function to use in my script and what are the values I am supposed to use in the spawngroup for variable X/Y's? I looked at the reference you supplied but it just gives default values.

Once again sorry for the noobishness but I am trying to teach myself and struggling at the moment if you couldn't tell
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Old 05-02-2017, 10:06 PM
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Osage
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Ok I figured out how to find the spawngroup in the spawngroup table sorry if anyone hurt their forehead slapping it while looking at my previous post lol. My results were limited to 100,000 so they weren't showing up a simple filter solved that problem.

Code:
sub EVENT_COMBAT {
    if ($combat_state == 1) {
        quest::say("You won't be the first to desecrate the halls of my ancestors.");
        quest::settimer("dostuff", int(rand(24)) + 1);
        quest::settimer("spawncorpse", 1);
    } else {
        $npc->SetHP($npc->GetMaxHP());
        quest::depopall(101140);
        quest::stoptimer($_) for ("dostuff", "spawncorpse");
    }
}

sub EVENT_DEATH {
    quest::stoptimer("dostuff");
    quest::stoptimer("spawncorpse");
    quest::depopall(101140);
    quest::say("My ancestors will make you pay for this intrusion.");
}

sub EVENT_TIMER {
    if ($timer eq "dostuff") {
        quest::stoptimer("dostuff");
        quest::emote("begins to draw power from his deceased victims.");
        quest::signalwith(101140, 1, 0);# signal 1 to adventurercorpse for damage increase..if alive they signal back signal 2
        quest::settimer("dostuff", int(rand(24)) + 1);
    } elsif($timer eq "spawncorpse") {
        quest::stoptimer("spawncorpse");
        quest::enable_spawn2(275122); # Enables this spawn group to start spawning again once the respawn timer is up for it.
        quest::settimer("spawncorpse", int(rand(24)) + 1);
    }
}

sub EVENT_SIGNAL {
    if ($signal == 2) {
        quest::modifynpcstat("min_hit", $npc->GetMinDMG() + 10);
        quest::modifynpcstat("max_hit", $npc->GetMaxDMG() + 25);
    } elsif($signal == 3) {
        quest::modifynpcstat("min_hit", $npc->GetMinDMG() - 10);
        quest::modifynpcstat("max_hit", $npc->GetMaxDMG() - 25);
        quest::emote("has lost a portion of his stolen power.");
    }
}
So I implemented the spawngroup function and created a spawngroup for my feigned NPC's. I cant figure out however how to get the NPC's to spawn at random... Am I going to have to create multiple spawn locations for this spawngroup and if so how do I get the script to choose just 1 at random intervals in the fight?
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