View Full Version : NPC Perma-Spawns
Hey guys,
Yet another question from me ;).
I was just wondering if there is a way (easy or hard) that can allow me to have permanent spawns on my server? Before you rant about me not reading the boards, I did. I tried doing #npcspawn create, #npcspawn add, and restarted my server, only to find that it didn't work.
Now, if it did work, then it is the spawn times that I cannot figure out how to alter. Basically, I would use #spawn and spawn the NPC I wanted. Target him, do #npcspawn create/add. Restart server. Poof he's gone. I looked in EQAdmin and found the Spawns tab and tried to mess with it, but I think all I have done is confuse myself even more (EQAdmin always confuses me.)
If anyone could link me to a program that can edit the spawns on my server, it would be great. I tried Muuss's spawn editor, but that really didn't help much (I might have been using it wrong.) I also went to the old page with the tutorial of how to spawn things, that also didn't work. I was thinking I may have to source the DB after I add certain things to it, but I don't want to go messing up anything unless I know for sure it will work.
Stats of server:
0.5.3-DR2 Server - running off of MW_052_053_alpha2 (released 12-21-03) DB.
Windows XP
Thanks a ton in advanced. =)
If any more info is needed reply or PM me and I will get back to you asap.
mattmeck
01-22-2004, 08:38 AM
http://dragonsden.emuunlim.com/wbg/
try the Tutorials there for how to spawn.
I also went to the old page with the tutorial of how to spawn things, that also didn't work.
Sorry, by what I said up in the quote, I meant the one found on http://dragonsden.emuunlim.com/wbg. Thanks for the suggestion though.
mattmeck
01-22-2004, 09:11 AM
If that isnt working then you have an issue somewhere in your install.
Well, everything seems normal. I mean, I can #spawn and #npcspawn. When I do #npcspawn, the message says it updates. But with server restart, the mob isn't there anymore. If I go to EQAdmin, the mob will be listed as a NPC in the zone, but I don't know how to alter it so it is there all the time. =\
Squiffy
01-22-2004, 04:19 PM
When I #npcspawn create and add, I end up with a mess of duplicate entries in my spawn DB, half the time they don't respawn, it's impossible to ever update any of their data (location, etc)
I even went in and manually deleted all the duplicates, rebooted, tested the spawns were working, then tried to update x,y,z coords in EQAdmin, only to have it reset to the old values the minute I hit commit.
Really don't think #npcspawn create/add works very well :\
angst7
01-23-2004, 06:20 AM
When I #npcspawn create and add, I end up with a mess of duplicate entries in my spawn DB, half the time they don't respawn, it's impossible to ever update any of their data (location, etc)
I even went in and manually deleted all the duplicates, rebooted, tested the spawns were working, then tried to update x,y,z coords in EQAdmin, only to have it reset to the old values the minute I hit commit.
Really don't think #npcspawn create/add works very well :\
I'm not sure about the EQAdmin program, since I'm doing everything under linux, but I can attest to the fact that the npcspawn commands are buggy at best. This isnt suprising given Edgar's response to use of the #npcspawn delete command here: http://www.eqemulator.net/forums/viewtopic.php?t=11149
That said, I've been looking into the code, and it seems that most of the documentation of how to use the npcspawn command in prior posts on this board is wrong.
I see alot of people using #spawn, followed by #npcspawn create, and #npcspawn add. Basically the #npcspawn create does 4 things:
1) Adds the newly #spawned mob to the npc_types table
2) Inserts a new spawngroupid/name into the spawngroup table
3) Inserts a new spawn event into the spawn2 table
4) Inserts the corresponding spawngroupid/npcid into the spawnentry table.
The #npcspawn add command does only 3 things: Precisely #s 2, 3, and 4 as listed above. That is, it adds all the spawn info without adding the mob as a new npc_type.
With this in mind, one would think that it would be sufficient to use #spawn followed by #npcspawn create to add a new mob to the DB, or use #dbspawn followed by #npcspawn add to simply make a new spawn of a previously existing npc_type.
The fact is, that the latter seems to work just fine (#dbspawn followed my #npcspawn add) while the former doesnt work completely. When #npcspawn create adds a new record to the spawnentry table, it messes up the npc_type ID, and hence never actually creates a good spawn record. But it does add the npc_type just fine. When you follow this up with #npcspawn add, the npc_type has already been created, so the add command just adds new, good spawn info. So you end up with duplicate spawn info, one working and one non-working.
Of course I only started playing with the EQEmu code, and setting up my server last sunday. More experienced folks here may have better insight on this.
Matt
Kroeg
01-27-2004, 03:01 AM
Well, on win32 servers that is the way it's done.. #npcspawn create then #npcspawn add. Alternately, you could try an #npcspawn update , but without create/add working.. I'm not so sure update would do jack. Let us know how this goes for you, and I'll help you further if you need.
Sk8ordiek2k1
01-31-2004, 02:29 AM
i tried this on my server and it seems to work, only thing now is how to edit spawn time, added some spawns to the arena and spawn time was roughly half an hour on each. Also is there a way to make them cast spells when they spawn (like say summon a pet and buff themselves?)
thanks
samandhi
01-31-2004, 09:39 AM
only thing now is how to edit spawn time
Setting the spawn timer is going to be done in the db. Just find the id of the spawn in question, and set the respawn_timer field to whatever number you want.
Also is there a way to make them cast spells when they spawn (like say summon a pet and buff themselves?)
That (just a guess) could probably be done in the db... Though you could also write a perlscript (quest script.pl) that will cause that particular spawn to cast any spell you want. Again, this is still fairly new to me so I could be incorrect, but just giving ideas (though the spawn time IS set that way, as I have modified them).... :)
mattmeck
01-31-2004, 09:54 AM
In the DB there is a place to asign a spell ID, there is another place to create spells that are in the spell ID.
There should be defult ones in the DB already.....defult cleric, defult shaman ect.
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