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  #1  
Old 06-26-2009, 11:20 AM
litlamzetiv
Fire Beetle
 
Join Date: Jun 2009
Location: Alaska
Posts: 12
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Oh, now that I look more into it, it appears that portion of Naggy's code is what would warp him back if he was pulled from his lair...
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  #2  
Old 06-27-2009, 09:16 AM
Capheus
Hill Giant
 
Join Date: Apr 2008
Location: Milwaukee
Posts: 141
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Not sure how you are doing it, I normally use 2 different ways to get the spawn info. I'll use Naggy as a reference.

1. Start with a name of the npc find/filter/query of the npc_types database by using Navicat/MS Access or whatever you are using.

Lord_Nagafen gives us an npctypeid of 32040

Now go into the spawnentry database and find/filter/query 32040 for the npcID column. Some mobs/npcs will have multiple entries.

32040 gives us a spawngroupID of 6712

Now go into the spawn2 database and search on 6712 in the spawngroupID column. There should only be entry per spawngroupID number. This will give his spawn loc as well as respawn time and other things.



2. Go target Lord Nagafen in SolB and use #npcstats. This will give you a spawngroupID that you can look up in the spawn2 database. Using #dbspawn will result in a 0 spawngroupID.
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  #3  
Old 06-27-2009, 12:29 PM
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cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
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Any NPC that does not have a spawn2 entry spawns from Perl. Be sure to check all the scripts in the NPC's zone and look for the NPCID of the NPC you want in a quest::spawn, quest::spawn2, or quest::unique_spawn.
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  #4  
Old 06-27-2009, 04:04 PM
litlamzetiv
Fire Beetle
 
Join Date: Jun 2009
Location: Alaska
Posts: 12
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Thanks guys, those steps were tremendously helpful. I was originally just usinig the NPC loot editor, but I guess it doesn't do everything for me. I really appreciate all of the help on this one, and will be sure to pass it along if I get the chance.

Thanks again,

-Rob
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  #5  
Old 06-27-2009, 09:55 PM
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joligario
Developer
 
Join Date: Mar 2003
Posts: 1,498
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I would also get the updated version of that file if I were you. Since the change of quest::echo, it broke the script so people would not get banished if they were above the appropriate level. I fixed Naggy and Vox scripts a while ago because of it.
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