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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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  #1  
Old 11-08-2006, 01:53 PM
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cavedude
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I think you're correct, bufferofnewbies. The # came over from live logs. What they mean for Sony I have no clue. They could be used to distinguish two similar mobs, like you said Angelox, but I am certain Sony uses their numeric IDs to reference them. Using names in quests instead of ID is a EQEmu thing, to make it much easier to write quests due to human readability.
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  #2  
Old 11-08-2006, 03:04 PM
wize_one
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seems on live, velious+ era's is to denote a special mob.. either named or something else..
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  #3  
Old 11-09-2006, 01:34 PM
Rhodan
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Actually, I've noticed that mobs with a # in the name do not respawn until everyone leaves the zone - regardless of the spawn timer.

I set the goblin lord in runnyeye to a 3 minute spawn then went down and killed him. 15 minutes later, still no spawn. zoned out and came back, there he was. Killed him again and immediately zoned/came back and he spawned three minutes after death.

Now, there might be something else causing this and its pure coincidence...
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  #4  
Old 11-09-2006, 03:42 PM
John Adams
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Quote:
Originally Posted by Rhodan
I set the goblin lord in runnyeye to a 3 minute spawn then went down and killed him. 15 minutes later, still no spawn. zoned out and came back, there he was. Killed him again and immediately zoned/came back and he spawned three minutes after death.
Static or Dynamic zone?
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  #5  
Old 11-11-2006, 04:17 AM
Rhodan
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Both I think.

I did have it static but when the mobs wouldn't respawn I changed it to dynamic - same result.

Oh and I checked the spawnlimit value - it was zero same as the other mobs that did respawn.
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  #6  
Old 11-11-2006, 11:43 AM
John Adams
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Another thing to review after your kill is the field in spawn2: timeleft. I believe that is a millisecond-til-respawn counter. It should match to the amount of time you expect your mob to respawn... but I've seen some problems here while working out the spawnevents stuff. Unexpected results sometimes, which could all boil down to my lack of understanding.
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  #7  
Old 11-11-2006, 01:23 PM
Angelox
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Quote:
Originally Posted by John Adams
Unexpected results sometimes, which could all boil down to my lack of understanding.
Welcome to the club! I usually just "blunder" around for hours, until something works.
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  #8  
Old 11-11-2006, 02:59 PM
sesmar
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Quote:
Originally Posted by John Adams
Another thing to review after your kill is the field in spawn2: timeleft. I believe that is a millisecond-til-respawn counter. It should match to the amount of time you expect your mob to respawn... but I've seen some problems here while working out the spawnevents stuff. Unexpected results sometimes, which could all boil down to my lack of understanding.
I believe that the timeleft variable is maintained by the server itself. When creating SpawnGroups you should not have to set this variable.
You can read more about this table at:

http://www.eqemulator.net/wiki/wikka...DBSchemaspawn2
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