Does quest::disable_spawn2 work?
I'm trying to depop a area of a zone of it's current mobs and prevent those mobs from respawning using quest::disable_spawn2(#####); and the mobs still continue to spawn.
I want these mobs to stay down until I use quest::enable_spawn2. I've tried using the disable both before and after depopping the mobs. Am I using this wrong? Did a search and there's no examples I can find of it being used and of course the Wiki has no information other than this function exists. |
I haven't really messed with those commands much yet, so I am not sure, but that is another one that KLS made examples for. Here are the examples she made:
Code:
sub EVENT_SAY { |
Shouldn't it be called disable_spawn_group then? ;-)
I guess that makes sense it would be groups, but the command name definitely should be changed if it is, if for nothing else, because there's almost no documentation other than the command itself. Why didn't search not show that there we examples? Well, anyways, I'll try group IDs. Thanks. |
Spawn groups are stored in the dbtable, spawn2. Makes sense to me.
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@nenelan: No, spawn groups are in spawngroup and spawnentry. Individual spawn points are in spawn2.
@MNW: Have you thought about using spawn conditions instead? |
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Examples always appreciated. ;-) OK, found what you're talking about....and learning continues. |
It takes the spawn2 id. Ex:
Code:
mysql> select * from spawn2 where id=10842; |
How do I get the Spawn2 ID from NPCs ID then?
Example please. |
Code:
mysql> select * from spawn2 where spawngroupID=(select spawngroupID from spawnentry where npcID=2093); |
Hmm, I think this may have been mentioned before, but maybe we can add spawn2 ID to #showstats or something next to spawngroup in that output. That will make it easier to figure out what you want in your script without having to query the DB.
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Heck even a command with the simple sql I posted might be highly useful just as a quick lookup tool.
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Talk to Rude/Reno. We chatted about this this morning and about what I think should be done and he was thinking about it.
Basically, you could add a Disable_Spawn using the NPC ID number and also allow a proximity setting, so say ya wanted no NPCs of id 200 in the zone, ya do quest::Disable_Spawn(200). Using proximity type settings ya could do. quest::Disable_Spawn(NPCID, minX, maxX, minY, maxY, minZ, maxZ) And if the NPCID was 0 and the X,Ys and possibly Z, it would disable any spawns/groups in that area. and of course Enable_Spawn to reverse then setting. |
Nevermind - Really need a way to delete post!
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I'll give ya a dollar to impliment DIsable/Enable_Spawn like I posted above. ;-) |
Yeah it wont work out of the box without an expensive join for multiple spawn entries.
We are not adding another quest command that does the same thing for lazy people. |
It's hardly for lazy people.
For examples, NPC ID 214001 belongs to 6 different spawn2 groups. Certainly a lot easier for someone to find 1 NPC ID over finding the 6 spawn groups it belongs to. Multiply this by the 50ish NPC IDs who I'm prevent from spawning, it's a lot of looking up. PS. How does this look? Code:
# This is a work in progress. Do NOT use. PS I wasn't able to find any script that use Disable_Spawn2 and I'm guessing part of the reason is because it is to much of a hassle to write whole lists of spawn2 points. |
I seriously think it would be easier to just put the pit mobs on a spawn_condition...
Example: Kithicor changes night/day mobs. |
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If that is correct, I guess I could do that. Just so newb, wasn't wanting to make significant DB changes. I'm making these fixes for general consumption. |
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So, if a person wanted to do this by hand, it would be a HUGE chore looking up all the correct spawn2 IDs, to say nothing of what it would be like if you wanted to include X,Y and Z ranges. Also, you can just specify a X, Y and Z area and get a list of spawn2 areas, which certainly would be useful. Here's the output from feeding those 55 NPCs: Code:
Received an array of 55 NPD IDs |
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