Mobs and spawns locations
I am curious as to how the way mob spawns has gotten to be set up the way that it is.
Say there are 300 spawns in a zone, yet there are only 4 different types of mobs, each varying by about 4 levels, so a total of 16 different mobs...(like kurns tower)... Most of these 300 spawns sites spawn a variety of the 16 mobs... So if i wanted the spawns to be varied i would have to create somewhere around 1000 mob-spawns on current setup...(at least) Is there going to be any changes to the way mobs are popped in game? mobs pop items, yet you dont have to make an item for every last pop, when the mob loads it, if the items chance to load passes, will get the item info from a table... So basically I feel that this code would be much better off with a system similiar for spawn locations and actual mobs, why do you need 5 mob-spawns when theres only one spawn, and 5 mobs that have already been added to a table for a spawn somewhere else in the zone... I think this could be done fairly easily, this would likely mess with the current database, but some kind of static option for shopkeepers could minimize the transition... I hope i explained what im getting at well enuf... Can i get some feedback from some of the development staff? |
So you're asking for mob spawns to be based on possible mobs in a location rather than forcing a mob to be placed in a spot until he dies and a new one of the same type spawns?
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basically yes, if youve played EQlive the mob isnt always the same from different spawn locations... and the level is different sometimes also...
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Currently EQEmu supports varied spawns. With spawn chances for each mob at a given location. But yes you do currently have to create seperate mobs for each level you want to have.
You have spawn groups, in each group you can have 1 or more locations, and also 1 or more npc to spawn at that/those locations. spawngroup1 - group1 spawn2 - loc1 - loc2 spawnentry -npc1 -npc2 That would allow either npc to spawn at either location. Now on EQ live that would also have required both locations to be killed before the respawn would happen. I do not think EQEmu behaves that way. Thus you should just need 300 spawn2 entries, and 16 spawnentries all under 1 spawngroup. I could be wrong, I havn't tested how it behaves in a while. |
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