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Old 05-08-2004, 06:47 AM
sandy
Hill Giant
 
Join Date: Oct 2002
Posts: 212
Default eqlive open zones spawn & pathing

I have impressions that in eqlive, spawn & pathing in open zones are different than in closed zones

we have today in eqemu the ability to create spawn points and grids

but in eqlive it seems it doesn't work like this

my impressions are that there is in fact not spawn points in these zones, but spawn areas

I can be wrong but I think it works like this :

there is a spawn area
this area have a spawntable
but there is no defined grids or defined spawn points
when a monster spawn, it seems to be at random locations in this area
then the monster roam, it seems to get a wp randomly in this area

i think it would be possible to implement something like this :
we could define an area with 2 points in the database
for example :
area_id spawngroup_id zone_id x1 y1 z1 x2 y2 z2 spawntime maxspawn

with something like that we would then be able to implement nektulos like zones easily
there will be :
- one area with small spiders/fire beetles/moss snakes
from near the entrance of neriak to the central road
- another area with skeletons, bears, venom snakes in the other side of the road
- another area with kodiaks, high lvl skels in the other side of the river
we would add all the static spawns, like guards, camps
and we would obtain something that would fit exactly how it is working in eqlive and that would be more efficient and easy for worldbuilders

and these areas would be expandable for exemple for quests later
entering an area would be trigger an event
leaving an area too

this would be usable for graveyards too

what do you think about that ?
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