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Commands:spawn combine

Revision as of 17:07, 23 November 2010 by Iheqidela (talk | contribs)

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.