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  #1  
Old 04-25-2002, 04:51 PM
Locoelf
Fire Beetle
 
Join Date: Mar 2002
Posts: 28
Default (Unique) NPC Spawns

I have a dream.

Where you dont have to be a rocket scientist to make your own spawns.

Where people who aren't devs can create their own worlds.

And in these world there would be unique spawns, created by the players. That Work.

I dont want to hear how it can be done with FQAdmin because I dont believe it can.

So I beg of those who listen and ask, for help. Either in EQEmu, or in the FQAdmin, or even in a documentation because perhaps I am extremely ignorant. But I plea, nay, I beg for the information for which I hope to attain.

Thank You.

P.S. the /goto and #goto commands aren't working for me, niether do item charges, or any right click item.
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  #2  
Old 04-25-2002, 05:07 PM
Baron Sprite's Avatar
Baron Sprite
Dragon
 
Join Date: Jan 2002
Posts: 708
Default

eh? what exactly do you want?
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  #3  
Old 04-25-2002, 08:08 PM
Arcalyn
Hill Giant
 
Join Date: Apr 2002
Location: Columbus, Ohio
Posts: 143
Default translation

I think he means when I'm in game and use
#spawn blah blah
then perhaps sometype of code that would let me stamp it into the db so its permanent.
#repop would actually repop MY custom #spawn

Although I've noticed ya can't get the same skins using #spawn that you can by hand coding.

#spawn race(49) red dragon in permafrost BUT
white dragon when default from DB not sure how that works out like it does......tried to experiment with it and I figured out that I cannot figure it out. heheh
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RTFM? ----> Does it come in braille?
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  #4  
Old 04-25-2002, 11:26 PM
stormgod
Discordant
 
Join Date: Apr 2002
Posts: 419
Default

its because some models can be seen in some zone but not in all zones ( globals models are all playables taces , wofl bears , skeleton , gods and elementals and pets)
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  #5  
Old 04-26-2002, 10:32 AM
Baron Sprite's Avatar
Baron Sprite
Dragon
 
Join Date: Jan 2002
Posts: 708
Default

you could code a spawn in npc types then #npctypespawn it...
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