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  #1  
Old 04-24-2004, 07:05 AM
inkubus
Hill Giant
 
Join Date: Feb 2002
Posts: 146
Default Serious Problems with NPCSPAWN

Hi, i wondered if this was related to a particular server at first but now after seeing it on 3 since version 5.5 I thought i'd post to warn other people.

From the information I had read the npcspawn command was for the following uses:

npcspawn create - creates an npc_type in the npc_type table
npcspawn add - adds an npc_type to the spawn2/spawnentries/spawngroup table

From what i've tested: npcspawn create often adds an npc_type to the npc_type table and spawn tables. Which begs the question why use npcspawn add.

npcspawn add - this does not always add npcs for some reason. Usually when working with npcs already in the npc_types table that have been #npctypespawn.

Can someone please look over this as we're having alot of problems. Dupes are serious issues and it's easy to add a grid to the wrong npc and have the dupe removed accidentally with the grid.

Thanks

Michael
  #2  
Old 04-24-2004, 07:35 AM
Jezebell
Discordant
 
Join Date: Feb 2004
Location: Florida
Posts: 441
Default

There is often a lot of confusion among GM's concerning this.

#npcspawn create, does not only create an NPC in the npc_types table, it also adds that npc to the spawn tables.

#npcspawn add, adds an existing NPC to the spawn tables.

So in other words, if you are creating a brand new NPC with #spawn and want to add it to the database use #npcspawn create only.

If you want to spawn a mob that already exists in the database found by #findnpctype use #dbspawn <npcid> and then #npcspawn add.
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  #3  
Old 04-24-2004, 09:22 AM
inkubus
Hill Giant
 
Join Date: Feb 2002
Posts: 146
Default

Thanks for the info Jezebell. Unfortunately I was originally creating the npc's in the npc_type table. But when using:

#dbspawn <id>
#npcspawn add

It was not saving changes to the spawn2/entries/group table. I can't understand why but there's definately no new entries on certain mobs. I found that by removing a ' from a Dark Elf's name it seemed to allow me to #npcspawn add. But my guards don't seem to want to stay in game.

Is there a limitation on Spawn names? Ie: No special characters like ' (which i use often for dark elves) and perhaps a size limitation?

Also I have been told to use #npctypespawn rather than using #dbspawn <id> which allows you to also include the faction.

Is there any reason for this?

Thanks again

Michael
  #4  
Old 04-24-2004, 10:28 AM
Jezebell
Discordant
 
Join Date: Feb 2004
Location: Florida
Posts: 441
Default

I have noticed some instances of mobs not being added to the spawn tables, not sure why it happens.

I am starting my whole mob database from scratch, I have over 100 different npc_types and almost 400 spawns in the database and that is just for gfaydark and I have not had this problem occur yet using the method that I described above.

Quote:
Originally Posted by inkubus
Is there a limitation on Spawn names? Ie: No special characters like ' (which i use often for dark elves) and perhaps a size limitation?
Not that I know of.

Quote:
Originally Posted by inkubus
Also I have been told to use #npctypespawn rather than using #dbspawn <id> which allows you to also include the faction.
I don't use this command so I am not sure, i just add faction manually into the database on the npc_type.
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Eru, the Creator of Arda
ServerOwner for The First Age
An EQEMulator Roleplaying [Custom-Legit] Server
The First Age Website

Running on: Asus A7N8X-Deluxe, AMD Athlon XP 2100+, Geil 1024MB PC3200 Ultra DDR RAM,
WD 40GB 7200rpm ATA-100 HDD, Visiontek 128MB Geforce4 TI 4400, Windows XP Pro SP2
  #5  
Old 04-24-2004, 11:55 AM
NarutoLegacy
Discordant
 
Join Date: Feb 2004
Posts: 400
Default

Yes, me, Jezebell, and all of the other Developers for the Middle-earth Roleplay server have had no difficulties with this.
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