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/spawn add generification <-- :)

Posted: Thu Sep 11, 2008 12:19 pm
by John Adams
LE, the /spawn add command has some useless parameters in it now due to some evolution in our spawn manipulation options.
/spawn add {spawngroupid} {spawngroupname} {percentage}
We can do away with spawngroupid, and just fetch the next-highest (or let the autoincrement handle it - preferred). Also, with /spawn combine, we no longer need to set a percentage on /spawn add. Default to 100, and let the spawner decide what to do after.
We could keep the spawngroupname parameter, but also make it optional - defaulting to something generic "ManualSpawn" or something.
Thanks

Posted: Fri Sep 12, 2008 5:16 am
by LethalEncounter
You mean something like /spawn add new 'New Group'?
Try it :)

Posted: Fri Sep 12, 2008 6:34 am
by John Adams
Damnit, that wasn't in the help! :)
If it's already there, then nix that!

Posted: Fri Sep 12, 2008 5:09 pm
by LethalEncounter
You mean this?

Code: Select all

client->SimpleMessage(CHANNEL_COLOR_YELLOW, "Syntax: /spawn add [spawn group id] [spawn group name] (percentage)");
				client->SimpleMessage(CHANNEL_COLOR_YELLOW, "This command is used for adding the targeted NPC or Object to the database.");
				client->SimpleMessage(CHANNEL_COLOR_YELLOW, "You can substitute new for [spawn group id] to create a new one.");
heh :P

Posted: Fri Sep 12, 2008 6:06 pm
by John Adams
Oh, well pfft. Who reads the screen?
~blush~
Alrightly then. pwned!