Difference between revisions of "Commands:spawn combine"
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== Spawn Combine Command == | == Spawn Combine Command == | ||
The /spawn combine command consist of the following options: | The /spawn combine command consist of the following options: | ||
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| − | ! style="width: 50%; background:#cccccc;" | ''' | + | ! style="width: 50%; background:#cccccc;" | '''<center>Qty</center>''' |
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Revision as of 17:07, 23 November 2010
Spawn Combine Command
The /spawn combine command consist of the following options:
- {radius} - the distance from the selected spawn outward in a circle.
- add - adds a targeted spawn to a set of previously (but not yet saved) spawn combine's.
- remove - removes the targeted spawn to a set of previously (but not yet saved) spawn combine's.
- save {name} - saves the targeted, combined spawns to a new spawn location name/entry/placement set, optional: name.
DEMO VIDEO: VIDEO CLIP (wmv)
Objective: Find the node in the center of a mass of nodes you wish to combine, select it, and execute the /spawn combine {radius}, where {radius} is the distance from the center of the selected node in which to ALSO select other nodes of the same type (ie., ground spawns).
spawn combine {radius}
In the above video, you can see the player target a central node, type
- /spawn combine 10
to achieve a radius of 10 around the targeted node, then type:
- /spawn combine save
which then saves all the selected spawns into a new spawn location, the new location ID is displayed in the UI, and all the old spawn locations are purged.
spawn combine add
In the 2nd example, the /spawn combine {radius} missed a few spawns at the edges, and the player opted to use another command
- /spawn combine add
when a node was targetted to add it to the already selected grouping of combined spawns. In other words, once you perform a /spawn combine of any kind, anything you /spawn combine add to it before saving will be added to the previously combined set. It's a little confusing, but try it out on a few spawns and you'll get the idea.
spawn combine remove
more...
spawn combine save
Once all selections are "added" to the previous spawn combine list, executing a
- /spawn combine save
will remove all the selected spawns from the world, and from the database, and put 1 of each kind selected into a new spawn location name/entry/placement set, and attempt to auto-balance the spawn_percentage.
Spawn Percentage
When you use the /spawn combine command one 2 or more unique spawn ID's, EQ2Emulator will calculate an average spawn percentage ratio based on the quantity of spawns of each type you selected.
Example: Using the above video, let's assume you have root and budding natural garden nodes in a clustered group you wish to combine.
| <center>Type</center> | <center>Qty</center> |
|---|---|
| roots | 20 |
| budding natural garden | 10 |
What this might suggest is that there are twice as many roots nodes in this location as there are garden nodes. When you /spawn combine save these selected nodes, the new spawn location entry created now bases the percentage of chance a root node will spawn on a 2:1 ratio, since there were twice as many roots as gardens.
| <center>Type</center> | <center>Chance</center> |
|---|---|
| roots | 75% |
| budding natural garden | 25% |
Now you can see, there is a 75% chance that a root will spawn at that location vs a garden.
Note: These are all made-up ratios, and should never be assumed this is how all spawn combines will calculate percentages.