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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 04-22-2007, 11:55 AM
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techguy84
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This seems like a awsome Idea, you could use this possibly for special events and such.

As far as to your problem, as I know nothing about Mysql yet, but what if you you made sqls that completely replace the whole spawn data in that zone, and then you could possibly have a batch file that sources in the new zone spawns, not repops, and then boots the zone, closing the zone before it. The only issue with this is if anyone is in that zone, they get disconnected...... hmm, well nevermind, i thouhgt i had something.

Ok, what about this, can you run scripted gm commands some how, maybe through a keyboard API or something that you create you a gm, run a bare bones client that you will not use, and at a scheduled time of day, have the api run a repop command that will be layered into the client therefore running the repop for you......

I dont know, im just tooting my horn here, as I haves a now Idea /sigh
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Old 04-25-2007, 02:35 PM
ArChron
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I may be talking way off base here, but why couldn't the spawn tables just incorporate a temporal component? No script that needs to be run to swap the pops, but extend the model to incorporate time of day and you have a much more flexible solution... some mobs could only be up during certain hours of the day.

Dang, now you're gonna make me go look at the spawn code...
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  #3  
Old 04-26-2007, 02:43 AM
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techguy84
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I think its more along the lines of it having to be coded into the emulator itself. Like a line that tells it to re pop using said database information. This could be used in conjonuction with your idea archon. The database would contain spawn times for select spawns, and the emulator would see this when its internal time hit 8:00am or 8:00pm, at which time it would prepare or just directly respawn using those special spawns from the databse.
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  #4  
Old 04-27-2007, 11:03 AM
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samandhi
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I don't know anything about the coding in the emu( I know some coding of a different sort though, as I work for a controls company, or building automation if you will)... so not sure if this is even feasable or not, but what if you ran the zone (kith) dynamically, and did NOT spawn anything yet. Then make a call to the system (read emu) time to sync it with the world, THEN spawn the zone accordingly..? I know it sounds "easier said than done" but ideas start from somewhere yes?
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  #5  
Old 04-29-2007, 11:46 PM
ArChron
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There is always the option of trying to include a daemon in the emulator (might be there already for all I know) that would allow events to be queued up. When the appointed hour came nigh, the daemon could spawn an event thread and hand it the event ID so it could deal with the event details.

For this "normal during day, undead at night", at 0 hour you could wipe the zone of "normals", then do a repop of the undead (making critters warp all over the place at they repop at designated points).

Or the thread could find each appropriate mob and swap it out at their current location, in their current state (kinda like the moonlight in Pirates of the Caribbean) according to the event rules.
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  #6  
Old 04-30-2007, 10:42 AM
Angelox
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It would be nice if someone could come up with some simple code to deal with this, that could be presented to the devs. _condition and condition_value already deal with this, and there is some code made out to this:
http://eqemulator.net/forums/showthread.php?t=18171
I doesn't appear to work right with me, or maybe I'm trying to get it to do what it was not intended to do.
Something that would change values in the above tables and repop in a timely manner would be enough.
I miss the "witching hours" at night in Lake Rathe and just trying to get out of Kithicor before the zombies came out. Also, things like night time in South Karana when the Sentry Alechin turned into a Werewolf. Hope to one day get all that back again.
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  #7  
Old 05-01-2007, 03:39 AM
ArChron
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According to that post, sure looks like the day shift / night shift should work now... unless that bit of code was never included in a build, or got obsoleted out of the codebase...

I'll have to see if I can replicate that setup and give it a go...
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