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

Archive::Database/World Building Archive area for General Discussion's posts that were moved here after an inactivity period of 90 days.

Reply
 
Thread Tools Display Modes
  #1  
Old 04-19-2004, 03:15 AM
vzmule
Fire Beetle
 
Join Date: Feb 2004
Posts: 23
Default Adding persistant spawns.

I'm doing some work on correcting spawns in the db and adding spawns to mirror eq.

I'm starting with the cshome zone. I have a full list of what npcs are supposed to be in cshome, their loc, what they have in each slot, etc as of yesterday on the eq live servers.

I was able to add spawns to the npc_types table and use the #dbspawn command to spawn them manually in game, but I'm looking for what else I need to change/add in the db to make the spawns pop on zone pop/repop.

Are the other tables spawngroup, spawn2 and spawnentry? If so, what is the proper way to add new persistant spawns without conflicting with existing ids/groups?

Thanks in advance.

vz

P.S. This is on a linux server, so I believe I have to do it all manually in the db.
__________________
vzmule
[ServerOP] Shattered Lands Server
http://forever-hack.net
Reply With Quote
  #2  
Old 04-19-2004, 05:33 PM
sandy
Hill Giant
 
Join Date: Oct 2002
Posts: 212
Default hum

hello
we actually are working on populating all zones automaticly via eqlive sent datas with eqcollector and eqbuilder
so you don't need to create manually the spawns

but if you have an eqlive account, your help is welcome, we need really more people for collecting all the zones
there is a lot, more than 300 and we need several logs for each =)

we are on mirc in channel #npcmovdb if you want more info =)
__________________
Sandy
Reply With Quote
  #3  
Old 04-20-2004, 05:00 AM
vzmule
Fire Beetle
 
Join Date: Feb 2004
Posts: 23
Default Re: hum

Quote:
Originally Posted by sandy
hello
we actually are working on populating all zones automaticly via eqlive sent datas with eqcollector and eqbuilder
so you don't need to create manually the spawns

but if you have an eqlive account, your help is welcome, we need really more people for collecting all the zones
there is a lot, more than 300 and we need several logs for each =)

we are on mirc in channel #npcmovdb if you want more info =)
Sounds good. Be glad to help out.

Anyone able to answer my original question though about which tables need to be updated to add a new spawn?
__________________
vzmule
[ServerOP] Shattered Lands Server
http://forever-hack.net
Reply With Quote
  #4  
Old 04-20-2004, 08:10 AM
RangerDown
Demi-God
 
Join Date: Mar 2004
Posts: 1,066
Default

npc_types needs to have info about the NPC you're wanting to spawn.

spawn2 and (spawn_entries?) need to have records in there so it knows what loc to spawn the mob at, and what the respawn timer is.

Can't remember the table off the top of my head, but there's another you'll need to populate with items for sale if the npc is a merchant.
Reply With Quote
  #5  
Old 04-20-2004, 12:33 PM
vzmule
Fire Beetle
 
Join Date: Feb 2004
Posts: 23
Default

Gotcha. I was just wondering which id had to be in which table. I ended up setting up a spawn that I could spawn anywhere, but when I added that npc_type to the other tables, It was spawning the wrong mob at that loc. heh
__________________
vzmule
[ServerOP] Shattered Lands Server
http://forever-hack.net
Reply With Quote
  #6  
Old 04-20-2004, 03:44 PM
tcsmyworld's Avatar
tcsmyworld
Discordant
 
Join Date: Feb 2002
Posts: 452
Default

If you'd like to see what sandy's tool pulls from live, log onto TCsMWtest2.
It's running 148 zones that were collected from live, and has pathing set from live data.
__________________
Founder PEQ (ProjectEQ)
Reply With Quote
  #7  
Old 04-21-2004, 10:09 PM
sandy
Hill Giant
 
Join Date: Oct 2002
Posts: 212
Default

Hum I will try to create a tutorial for npc editing =)
__________________
Sandy
Reply With Quote
  #8  
Old 04-23-2004, 02:37 AM
vzmule
Fire Beetle
 
Join Date: Feb 2004
Posts: 23
Default

Your post in that other thread was great, thanks.

I should have something to post soon.
__________________
vzmule
[ServerOP] Shattered Lands Server
http://forever-hack.net
Reply With Quote
  #9  
Old 04-23-2004, 03:33 AM
wraithmajere
Fire Beetle
 
Join Date: Mar 2002
Posts: 24
Default Making Perm Spawns

Target The "Already Spawned NPC" And #NPCSPAWN CREATE , Then #NPCSPAWN ADD -- I Believe This Is What You Do, However I Don't Know If It Works 100% B/C Of The "Naming Of The NPC" It Used To Only Work "Some" Of The Time And Have Problems With Certain Lengths & Characters In The NPC Names, If This Has Been Fixed, Please Correct Me.
__________________
-=KHaoSZ=-
God-Like Holy-BattleZerker

Chaotic Knights Of Valor [MYWoRLD] Server
Reply With Quote
Reply


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 05:26 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 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3