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  #1  
Old 08-17-2009, 01:42 AM
BMXWoody
Fire Beetle
 
Join Date: Oct 2008
Location: Australia
Posts: 8
Default Coirnav and Rathe Council Respawn

G'day guys, just had a quick question about respawn timers. Couldn't find an answer through searching...

I want all of the elemental bosses to have much much smaller respawn times. Xegony seems to have worked fine just by changing the respawntime and variance fields in the spawn2 table. Rathe Council and Coirnav dont seem to want to respawn though even after changing their respawntime and variance and then using #repop force in game I can't get them to spawn.

Can anyone tell me what I need to change to get them to spawn roughly 2 hours after each kill? I assume it has something to do with the quests assigned to the events but I can't figure out what I need to change.

Thanks very much for any help.
BMXWoody.
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  #2  
Old 08-17-2009, 04:59 AM
Capheus
Hill Giant
 
Join Date: Apr 2008
Location: Milwaukee
Posts: 141
Default

Some of the mobs will have respawn times in the spawn2 table for their spawngroupID number. But most of the mobs you are looking for will be quest/script driven. Meaning, you have to do certain things in a certain order in a certain amount of time to get them to spawn. Coirnav and the Rathe council are like this.

You should find all of these scripts in your Quest folder for the respective zone.
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  #3  
Old 08-17-2009, 05:22 AM
BMXWoody
Fire Beetle
 
Join Date: Oct 2008
Location: Australia
Posts: 8
Default

Hmm ok. So there is no lockout timer or anything preventing them from respawning after a successful kill?
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  #4  
Old 08-17-2009, 05:43 AM
Capheus
Hill Giant
 
Join Date: Apr 2008
Location: Milwaukee
Posts: 141
Default

There will be respawn timers for the mobs that start the script. In some cases there are qglobals setup for a certain length of time which will prevent them from spawning. Every mob seems different in its own way. But nothing shold hold back a spawn on a successful or unsuccessful kill.
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  #5  
Old 08-17-2009, 06:34 AM
BMXWoody
Fire Beetle
 
Join Date: Oct 2008
Location: Australia
Posts: 8
Default

Yeah I think it's a qglobal preventing them from spawning, otherwise #repop force would spawn them I think.
Can anyone tell me how to edit the qglobal timer? I'm not really understanding the whole qglobal thing...
Thanks for all the help so far though! =)

BMXWoody.
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  #6  
Old 08-17-2009, 08:41 AM
joligario's Avatar
joligario
Developer
 
Join Date: Mar 2003
Posts: 1,490
Default

There is a table called quest_globals. From the mySQL prompt, do a DESC quest_globals; or even a SELECT * FROM quest_globals;. You will have to check out the .pl files to find out which globals are set using the script.
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