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 11-08-2006, 03:02 AM
Rhodan
Hill Giant
 
Join Date: Oct 2006
Posts: 179
Default What do the #'s mean in mob names?

I noticed a lot of mobs have # before their name in the npc_types table but I don't really know what it means. I thought perhaps it denoted a boss mob, but then I noticed non-boss type mobs in there as well.
Reply With Quote
  #2  
Old 11-08-2006, 12:19 PM
bufferofnewbies
Hill Giant
 
Join Date: Dec 2005
Location: Lurking in KY
Posts: 239
Default

I don't believe anyone is really sure what they are there for. It is just something copied over from live when they parsed. Certain npcs showed up with them, and the designers kept it, incase they ever figured out what it was intended for, for easy reference to whatever coding they might need for it.
Reply With Quote
  #3  
Old 11-08-2006, 12:59 PM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default

Quote:
Originally Posted by bufferofnewbies
I don't believe anyone is really sure what they are there for. It is just something copied over from live when they parsed. Certain npcs showed up with them, and the designers kept it, incase they ever figured out what it was intended for, for easy reference to whatever coding they might need for it.
When you are sorting npc's in a zone, the # helps to identify mobs you're working with and puts them up top the list. also, the # is invisible, so if you're doing perl quest for a specific npc that has more with his name in the zone, you can specify one like that (Perl still sees the character). Certain other characters work as well also.
If you'll notice, the special mobs or named ones usually are the ones that start with #.
Reply With Quote
  #4  
Old 11-08-2006, 01:53 PM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
Default

I think you're correct, bufferofnewbies. The # came over from live logs. What they mean for Sony I have no clue. They could be used to distinguish two similar mobs, like you said Angelox, but I am certain Sony uses their numeric IDs to reference them. Using names in quests instead of ID is a EQEmu thing, to make it much easier to write quests due to human readability.
Reply With Quote
  #5  
Old 11-08-2006, 03:04 PM
wize_one
Dragon
 
Join Date: Jan 2004
Location: LasShithole, NV
Posts: 520
Default

seems on live, velious+ era's is to denote a special mob.. either named or something else..
__________________
Perfect quote from another site: it's immature pricks who refuse to read the numerous stickies in every forum pointing out what to do and what not to do that get flamed. Grow up and learn to do your fucking homework before opening your cake hole, junior. EQEmu doesn't like you anymore, and that's why you're getting errors. So go away.
__________________
Reply With Quote
  #6  
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
  #7  
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
  #8  
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
  #9  
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
  #10  
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
  #11  
Old 11-11-2006, 02:53 PM
Rhodan
Hill Giant
 
Join Date: Oct 2006
Posts: 179
Default

Lol, methree!
Reply With Quote
  #12  
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
  #13  
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
  #14  
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
  #15  
Old 11-12-2006, 01:16 AM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default

Quote:
Originally Posted by Rogean
# 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.
You mean for Live? because I have seen named mob #spawns duped in zones, and have resorted to other methods for avoiding this.



In my own defense, I never asked what # was for, because I always thought the answer was so obvious - and I didn't know, because I didn't look for it.
I really thought one of the Devs made/used it at one time.
Anyway's, regardless the real use for it, I've found many more.
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 03:49 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