keeping a zone depoped for about 3 hours or so
I am writing an event in crush bone where the elves take over crush bone in the process I need to depop the zone for two or three hours but I notice that the quest::depop() will only depop the zone until the spawn timers are up. Is there any way to keep all the mobs in the zone depopped until the repop command is used or the 3 hours is up?
If not what would be the best way to go about achieving this goal? Thanks in advance |
Maybe setting spawn conditions might be something to consider.
|
Look at the #Rallos_Zek_the_Warlord.pl re-write I did and a plugin I wrote, GetSpawn2IDs.pl, to go with it that's part of the PEQ quest download.
I'm not a fan of spawn conditions as they appear to require code to make sure a zone reverts to a previous state, while the way I did the RZ pit event, it modifies the re-spawn timers, thus making a respawning of the original mobs 100% likely even if the zone/server crashes, etc. |
Quote:
|
Look at hollowshade as another option.
http://code.google.com/p/projecteqqu...g_chieftain.pl Basically you send a spawn condition that has no mobs set to that value, and that'd "depop the zone". and return the condition to return them. |
Let me try and explain how this worked, Actually, AXClassic has an event in OOT where all the NPCs and mobs in the zone turn into undead (Wolves, Skeles, etc) even the ship turns into a Ghost Ship.
I always look for ways to "mass produce" what I want First, you would have to make the new NPCs; Code:
SELECT * FROM npc_types WHERE (ID>=58000 AND ID<=58999) First thing is to duplicate all the NPC's in the zone: Code:
UPDATE npc_types SET id=id +60 WHERE (ID>=58000 AND ID<=58999); I also use MySql Query Browser, helps me get a better picture of what I'm doing. So, now you got the npcs in place, you need to convert them to elves; your new npcs should be at 58061 - 58119 , so for wood elf; Code:
UPDATE npc_types SET RACE=4 WHERE (ID>=58061 AND ID<=58119); you can "mass rename" like this; Code:
UPDATE npc_types SET name= '###a_wood_elf' WHERE (ID>=58061 AND ID<=58119); You have to remove their old orc loottables; Code:
UPDATE npc_types SET loottable_id=0 WHERE (ID>=58061 AND ID<=58119); Here's some examples from another port I did you could use as templates if you wanted to change levels, damage, HP, etc; Code:
UPDATE npc_types SET level =level -15 WHERE (ID>=58000 AND ID<=58999) and level >=45; Code:
UPDATE spawn2 SET id=id +205206 WHERE zone = 'droga' AND (ID>=17438 AND ID<=17898); Code:
## DAY/NIGHT MOBS What happens is, the invisible npc that spawns in to this script, will check time when spawning, and also moves on a two point grid with a delay, each movement checks the time and changes spawn if needed. This event is fail proof - you zone into oot after midnight, and you'lll be standing on the Ghost Ship in a zone populated with undead types. Spawngroups are tricky, you have to make sure all the numbers between all the related tables are correct, else it won't work. There's probably better querys for this, but it's what I used and what worked for me at the time. So there you have it - looks complicated, but it isn't, just a lot of number juggling, and a little time consuming. Once understood, you can do all kinds of neat things with these techniques. |
If you want to keep the names of the NPCs intact, you can use something like:
Code:
UPDATE npc_types SET name = CONCAT('###',name) WHERE (ID>=58061 AND ID<=58119); |
Quote:
http://www.google.com/codesearch/p?h...a=N&cd=1&ct=rc |
Quote:
Thanks for this post it is very helpful and gives me a few event ideas |
All times are GMT -4. The time now is 05:46 PM. |
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.