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View Full Version : Add Spawn Based on Existing SpawnGroupID without SQL?


Riklin
11-01-2019, 11:53 PM
I've been adding in missing NPCs, and would like to know if this can be done while using the client. I realize you can use #npctypespawn to spawn a specific npc, but what about a command to add a spawn based on an existing spawngroup? Is this possible?

For instance, there is a particular obolisk in Nektulos that has undead around it. The PEQ database spawns with a single npc there. There is actually 3 npcs that spawn there. All of them appear to be the same types of npcs that are in a specific spawngroup. How can I add basically duplicate spawns in a different location?



Have I once again missed something that already exists? Thanks and even after screwing around with my own server in my spare time for a few years, I still have yet to totally master tweaking npcs.

Thanks,
Rikkin (owner of Halls Havoc server)

Riklin
11-02-2019, 12:48 AM
Followup I fixed this specific spawn by adding 2 additional spawns in the spawn2 table, but my main question is whether there is a way to do this via a client (underfoot) as a GM?

Riklin
11-10-2019, 01:20 AM
I've been struggling with this a bit. I've perfected my technique for creating a spawn, adding additional npcs to the spawn, and adjusting the percentages. Doing each and every spawn this way is pretty time consuming. If I create a spawngroup with several npcs, that are the right blend to use in a part of a zone, for general "trash mobs", does just adding a row in the spawn 2 record for that spawngroup, with each location enable you to use the same spawngroup in many places, or does it cause some other problem?

Short - Have good spawngroup set up. Can I add additional spawn points to that spawn2 record, rather than creating a new spawngroup for each location?

Riklin
11-14-2019, 01:50 AM
I figured it out. Solved my own issue.