John Adams wrote:I was thinking... and as you know, usually a bad thing... I would like to get this one subsystem completed so the Content Team can at least say Spawns are done.
What we currently have:
- - Ability to spawn an NPC, Object, Sign, Widget
- Ability to respawn a killed or depopped spawn
- Ability to set "placeholders" with percentage chance for one or the other to spawn at a given location
- Ability to spawn NPCs/Objects for only a single client or group of clients all sharing the same quest/steps (Zexis)
- Split the zonespawngroup.spawn_script so you can assign unique spawn_scripts for multiple spawns in the same group/location
What we're missing:
- - Spawn "conditions", where criteria is set in order to determine pop/depop of NPC types (ie., day shift, night shift)
- Ability to spawn "sets" of NPCs (beastmaster + his beast) which may also be placeholders for a different type of NPC (ie., falconer and his falcon 50% of the time)
- Ability to spawn "groups" of NPCs (click one, they all light up and react together)
Am I missing anything else for Spawns specifically?
I'd like to see these implemented before 0.7 if possible, so we have til 0.8 to play with it and set it up for Beta.
As you can tell by the date of this post, we have been waiting a long time for some additional Spawn functionality. That is not a negative, because I am the first to admit I ask for new stuff almost daily =) so I totally blame myself for not keeping focus on this.
But we've come to a point where some new options are coming available to use for Spawns (size_offset, min/max level, min_group_size, max_group_size), and with that, I'd like to switch focus for just a bit to at least designing out what we need to complete Spawns ("complete" being, what we know thusfar heh)
LE, are you ok with this? If not, tell me to sod off
As far as Priority
for these features goes, here's a revised list:
- - Ability to spawn "groups" of NPCs (click one, they all light up and react together)
- Ability to spawn "sets" of NPCs (beastmaster + his beast) which may also be placeholders for a different type of NPC (ie., falconer and his falcon 50% of the time)
- Spawn "conditions", where criteria is set in order to determine pop/depop of NPC types (ie., day shift, night shift)
The first one, spawn parties. These give us the effect when you click 1 goblin, 5 are targetted, and if you aggro the 1, all 5 will come running (no group splitting, you shadey monks!)
The next one is a bit trickier - and we might solve it with LUA(?) but when a beastmaster spawns (outpost of the overlord), they usually have a beast also. Wolf, bear, hawk whatever. However, in a particular x,y,z spawn location, it could be a Wolf, Bear, or Hawk trainer. So that means we need to utilize the existing spawnpercentages functionality - BUT when the spawn is determined, link that spawn to the exact type of "beast" that should spawn with him/her. Kinda like a pet.
Which is why I was wondering if it could/should be done with LUA... spawn the NPC, and have that NPC summon it's "pet". You tell me how that's supposed to work. Also, these two will definitely be it's own "spawn party", or could be a member of a larger party of multiple beastmasters. Complex, huh?
Lastly, I'd like to see a "condition" field added to zonespawns where we can set an int value correlating to a list of "conditions" we put into a new `
zone_conditions` table. If the value in the zonespawns.condition field is 1, look up in the zone_conditions table for condition_id 1, and determine whether or not that entry is allowed to spawn or not.
Example conditions are:
Frostfell
Halloween
Bristlebane Day
Erollisi Day
Brell Day
Night Spawns
Day Spawns
EQEmu had this functionality, so maybe we can look to see how they did it, and improve on the system for our style.
Any questions/discussions, let's have it now. We've dragged this sucker out long enough

I promise not to ask for anything else -- today.