LE, what is the weight of getting "location_id" to be evaluated in regards to groundspawn entries? Meaning... if it's a huge task, we can live without it for now
An example case we're looking to solve are the ? spawns on the Queen's Colony where if they are on the beach areas, they give a "____ shell" for the shell collections, and if they are on the grass areas, they give "_____ feather" for the feather collections.
I started thinking about what the groundspawn_items table might start looking like if we had to have 1 item entry for each physical game grid location where that ? might spawn... that could be dozens. We would have to have
Entry 1, Item 1, Location 1
Entry 1, Item 2, Location 1
Entry 1, Item 3, Location 1
Entry 1, Item 4, Location 1
Then the next ? over down the beach, again:
Entry 1, Item 1, Location 2
Entry 1, Item 2, Location 2
Entry 1, Item 3, Location 2
Entry 1, Item 4, Location 2
That could get cumbersome. Unless you had something craftier in mind. Any ideas? For now, we'll just set up all possible collection items in the zone on each ? to get the items to the players. But I'd like to nail down a design concept before it slips off my radar
