Difference between revisions of "ContentDesigner:Groundspawns"

(Combining Spawns)
(Combining Spawns)
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=== Combining Spawns ===
 
=== Combining Spawns ===
First 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).
 
  
Watch this short video clip to see how this is done -- [[Media:Spawn_Combine.wmv|VIDEO CLIP (wmv)]]
 
  
In the above video, you can see the player target a central node, type
+
Refer to the command: [[Commands:spawn_combine]]
 
 
* /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.
 
 
 
 
 
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.
 
 
 
 
 
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.
 
  
 
=== Cleanup Remaining Junk ===
 
=== Cleanup Remaining Junk ===

Revision as of 15:08, 22 August 2010

EQ2Emulator: Harvest Ground Spawns

This article will demonstrate how the Content Design team builds Ground Spawns based off of collected data from EQ2 Live.

RAW Data

Figure 1 - the RAW Data

After you run packetparser.exe -populate {world_db} and all your RAW data is pushed into your EQ2Emu DB, first time you log in you might see something similar to Figure 1 - the RAW Data.

As you can see, there are many, many shrubs, roots and collection nodes (?) in this area.

Your Task:

  • Observe the same area in EQ2Live's version of this zone and identify the Ground Spawn placements.
  • Decide where you want your "main" node to spawn.
  • Combine all nodes in the surrounding area to build an estimated spawn percentage value.
  • Remove excess nodes.
  • Create valid Offsets for spawn location placements to emulate seemingly random spawn locations.
  • Determine depop/repop rates for a node.
  • Build the Ground Spawn Items lists (see special note at the end of this article).


Compare to EQ2 Live

Log into EQ2 Live, find the same area you are working in, and compare the nodes in the Live area with the data you have present in the development environment. If there are nodes missing, you can easily create missing nodes using the /spawn create command. More than likely, you'll have plenty of spawned nodes to work with and should not need to create any.

You should study the area for 10-30 minutes as well, because we discovered that Harvest nodes, when untouched, seem to despawn after a period of time, stay missing for their specified respawn timer interval, then spawn again - sometimes as their partner node in the spawn location placement.


Spending the time to observe EQ2 Live's full functionality will allow you to build the best possible emulation of EQ2 Live. This is a must for our Content Designers, so please, no guessing.


Building Your First Node

You know from your analysis of the Live zone that there are four (4) nodes that spawn in this particular area, and you know they generally exist in the 4 corners of the grassy area. Take another look at the picture above (Figure 1), and you will notice where the player is standing, the roots/gardens that are near the player can represent that particular corner of the area, so you will want to combine all those nodes into a single spawn location using the /spawn combine command.


Combining Spawns

Refer to the command: Commands:spawn_combine

Cleanup Remaining Junk

/spawn remove 1


Offsets and Respawns

more...

Designing Offsets

/spawn set offset {x,y,z}

/spawn set repawn {value}


Respawn/Expire Timers

/spawn set expire {value}

/spawn set expire_offset {value}


Assigning Rewards

Rewards are those items you would get from harvesting a node (cabbage, deer pelt, sunfish). Our current system allows for the 1, 3, 5, 10 + rare harvesting opportunities, and also raises your skill depending on what you are harvesting (ie., harvesting a tree node will increase your Foresting skill to it's max for the given tier).


IMPORTANT: Currently, the ground spawn system requires a lot of work. While you can build loot lists to award players for harvesting nodes now, they will not behave like they do on EQ2 Live exactly. If you must build loot lists for ground spawns now, I suggest not spending a whole lot of time "tuning" them, because the system revamp will likely negate all your work.