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Commands:spawn

Everquest 2 Emulator: Spawn Commands

From a post by LethalEncounter regarding the new /spawn commands [1]


Most of you are probably unaware of this, but I made a change to the emu that will be in version 0.5 affecting commands. Instead of using a underscore to differentiate between separate commands, I implemented John Adams idea of allowing commands to have subcommands like '/spawn add' (add being the subcommand). This makes commands easier to use, but more importantly it gives us the advantage of being able to specify minimum status requirements for each subcommand. If adding your own subcommands remember that all subcommands must have a parent command.


Anyways getting back to the point of this post. Below are a list of the spawn commands that I am implementing in accordance with #3 on my priority list. If you see one that I missed or you feel should be added/changed, let me know ASAP before I am finished with them.


Legend: parameters enclosed in [ ] are mandatory, those enclosed in ( ) are optional


Spawn Add

/spawn add [spawn group id] [spawn group name] (percentage)

Saves the Targeted spawn to DB using the given spawn group id. You can specify [i]new[/i] for [spawn group id] to generate a new spawn group id for this spawn. Put quotes around [spawn group name] if it is more than one word. Percentage defaults to 100 if not given

Spawn Create

/spawn create [spawn type] [race type] [class type] [level] [name] (difficulty) (size)

Unlike the original /spawn command which required an NPC or Object ID, this creates a new spawn that can be added to your database. Valid types are Object or NPC

Spawn Details

/spawn details

This will list details about the targeted spawn

Spawn Equipment

/spawn equipment [slot] [appearance id] (red) (green) (blue) (highlight red) (highlight green) (highlight blue)

Set the visual textures for a NPC. Slot is 0 to 24

Spawn List

/spawn list [spawn type] [name]

Name can be a partial portion of the NPC/Object's name.

Spawn Set

/spawn set [option] [value]

Sets the option to the selected value for the Targeted spawn. Spawn must be targeted for this to work. Options for this command havent been finalized yet but will include things like name, level, class, race, size, etc. Just about any option that I can think of that affects the display of the mob I will include.

Spawn Remove

/spawn remove

Removes the Targeted spawn from the zone. Note that this does not delete them from the NPC or Object tables.

Spawn Target

/spawn target [spawn type] [id]

This will set the given spawn as targetable. Used to change a spawn if it was set to untargetable.

Spawn

/spawn [spawn type] [id] (x) (y) (z) (heading) (location)

I modified the spawn command to get rid of the parameters that were obsolete when the /spawn create command was added.

Spawn Combine

/spawn combine (radius OR save)

The third parameter is optional, without using the radius parameter it selects your target, and you may select other targets after that to combine. The radius parameter will select all spawns in the radius of a targeted spawn to be combined together, which sets the location for all spawns as the initially targeted spawn, and gives a chance based on quantity of each spawn to pop in that location. You must use "/spawn combine save" for this to take effect.



The commands that modify the spawn's information immediately save the new information to the database if the given spawn was previously added to the database.


I didn't feel a need to add a /spawn delete command because once spawns are in the NPC or Object table they don't table up much space and if you use the /spawn remove command to get rid of all of them in your zones they won't be loaded. By not deleting them from your NPC or Objects table you can always re-add them to your zone. Note that names with spaces in them can be set by enclosing the name in quotes (" or '). If you don't, the parser will think the rest of the name is a separate parameter.