Quote:
Originally Posted by cavedude
Actually, you don't need to worry about spawn timers with quest::repopzone(). That command doesn't touch timers at all, so any NPC that was up before the command was used will appear after. This is useful for stat changes, or to reset every NPC to their default positions. quest::depopzone(1) will reset all NPCs to an unspawned state, and in that case you'll have to wait for their timers to expire before they pop back up.
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I think what I said may have been a little confusing. Let me rephrase...
Example 1 (what I was thinking):
Zone into the sleeper. Kill a regular mob, which has a 4 hour (14400 second) respawn as defined in
spawn2 -> respawntime. Repop the zone, that mob won't respawn until the 4 hours is up (which is stored in
spawn2 -> timeleft).
Example 2 (what you're describing):
Zone into fearplane. Wait ~3.25 days (281232 seconds) +- ~9 hours for Cazic Thule to spawn. Repop the zone, he'll still be up.
So, you are correct, it doesn't touch spawn timers, but it also doesn't touch respawn timers, which is the only problem I've had. I'm not sure if there's a way in-game to avoid example 1, so what I did as a workaround (while testing quests) is run this query against my database to clear the timers:
Code:
UPDATE spawn2 SET timeleft = 0 WHERE spawngroupID IN (???, ???, ???)
of course replacing the ???'s with the applicable spawngroup ID.
Hopefully that made more sense.