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Commands:spawn combine

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.

Type
Qty
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.

Type
Chance
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.