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Development::Database/World Building World Building forum, dedicated to the EQEmu MySQL Database. Post partial/complete databases for spawns, items, etc.

 
 
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Old 09-06-2006, 04:57 AM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default Hollowshade Moor

I was just looking at the Hollowshade Moor zone, and trying to figure out how to make it work more like Live - currently, it's a nightmare.
Roughy here's what should happen; There are three tribes in HM - the Gremlins, the Owlbears, and the Wolves. There's always one tribe in charge of the zone, which ever is in charge, the zone will be populated with that race.
The three tribes have a 'base" on each corner of the zone - two are in caves one is a village. Let's say gremlins dominate the zone and they have the Wolf camp - the zone would be fully populated with gremlins, eventually they would attack the Owlbear camp and depending on the outcome, would have that camp also. If you wanted owlbears in the zone, then you help the owlbears and eventually they have they zone.
What happens is, a spawn of "special forces" pop in front of whichever tribe/camp they are from, then they walk over to the enemy camp , once they clean the enemy camp out - the zone repops with their race. If you are not there to help kill the "special forces" attack , then they will win, and the spawns rotate.
Currently all three tribes are spawned in there at the same time, and it's a mess - not to mention , each tribe has it's set of named mobs that spawn in the camps with drops.
So, the first thing is, how do you rotate three complete different spawns of mobs in the same zone? I thought of making three different SQL inserts, each with a different set of mobs and running them with a quest-trigger and a repop. But probably, the new mobs would not show up from the database. Or could you actually have a Perl quest that would actually depop 80-100 npcs, then spawn another 80-100?
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