regionspawner

For questions relating to POL scripting (not necessarily related to WoD)

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regionspawner

Postby fitzchivary on Sun Sep 21, 2003 12:13 pm

how can i make the ninjas spawn in the word .
can i just add them to the regionspawners and or invasion spawners.
cause i would like them to slowly invade a town i made but not sure if the spawner will look in the drocket files and find the ninja info
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Postby SDonald on Fri Oct 10, 2003 7:43 am

If you want ninjas to spawn, open pkg/world/spawners/regionspawner/regionspawn.cfg

You might like to add a group at the end of the file to define them:

Code: Select all
groups yuckyninjas
{
   npc   :drocket:ninja
}


Now let's assume you want to add the ninja to the brit forest (chosen only because it's easy to find not because it's a sensible place to spawn them!). Find region 1 and make it say something like:

Code: Select all
//brit forest
region 1
{
   rect 1186 1330 1322 1532
   group domestic 6
   group newbieforest 6
   group newbie 16
   group yuckyninjas 20
}


Notes:
* The group define how the scripts find the monsters. In this case it's in the drocket package and an npc template called ninja (see pkg/drocket/npcdesc.cfg)
* The region defines the area and the monster density. I chose an existing region so that the area was already defined.
* The density is a mathematical formula the you will see at the top of the regionspawn.cfg file. But if you want to know how many it will spawn - try values between 15 and 40 ranging from sparse to quite a few.

Now if you want an invasion, I wouldn't be using the regionspawner. It's job is to maintain the number of each monster in a given area.

The invasionspawner package does work but requires a little more setting up than the regionspawner. You need to define several adjacent areas and the monsters in them so that the invasion can seem to 'progress' to a location. It works, but can be predictable for the players.



Regards,
Stephen Donald.
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Postby Wynne on Sat Oct 25, 2003 5:16 pm

This reminds me. My husband was reading the scrips and poses this question....


The POL default scripts have a .rm command for managing the spawngroups in the defined regions. It looks really snazzy and lets you spawn new groups of creatures with great flexibility in the already defined regions. It lets you set frequencies of the respawns and all that from within the game easily. I deleted POL scripts so that I could look at the WOD versions instead, so now I've got just the scripts that came in the WOD package. Is there any way to manage spawn groups and frequencies from inside the game now that .rm isn't included or do I need to go diggind in the POL scripts for the commands I want?

BTW, createstack isn't included in the WOD scripts either. In fact there's commands from Dundee's Other Hand like spellbook and createregs not included in the WOD script release. Do y'all just not use them? Can you give me an idea of what scripts I can safely use from the POL-95 release and which ones I shouldn't touch?

Thanks :)
Wynne
 

Postby Tel'Imoen on Sat Oct 25, 2003 10:18 pm

You can use ".create special" to make full spellbooks and the like. No idea about your other questions though, sorry.
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Postby SDonald on Sun Oct 26, 2003 12:29 pm

The Distro scripts contain a different 'brand' of spawner.

Although the Distro one is very flexible and managemable from ingame, there are 2 issues here for me:
1. The spawner is fairly tightly coupled to WoD and is not as easy to replace as I first hoped. I spent an hour looking at all the scripts that influence the spawner's operation and it seemed a bigger project than I wanted at the time.
2. Drocket hinted that one day he would replace the entire spawner system and include a lovely list of desirable features. Of course, I have no idea when that might be and I probably shouldn't be holding my breath.
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Postby Wynne on Sun Oct 26, 2003 3:02 pm

Thanks for the nod, boys. You think it's even possible to eliminate the WOD spawner and replace it with the slick POL distro version?
Wynne
 

Postby SDonald on Mon Oct 27, 2003 8:18 am

Of course it's possible.
Scripts interact with each other, that's all. I don't know how hard it would be based on one hour of investigation.

Regards,
Stephen Donald.
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Postby Drocket on Mon Oct 27, 2003 8:35 am

Wynne wrote:BTW, createstack isn't included in the WOD scripts either.

Normal .create handles stacks correctly. .createstack is an obsolete command from a time where that wasn't true.

In fact there's commands from Dundee's Other Hand like spellbook and createregs not included in the WOD script release.

As Tel'Imoen said, use '.create special' instead. That opens up a menu with some assorted items that are generally more complicated than just a single item.

Can you give me an idea of what scripts I can safely use from the POL-95 release and which ones I shouldn't touch?

Nope. Have fun experimenting :P
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Postby Drocket on Mon Oct 27, 2003 8:39 am

SDonald wrote:2. Drocket hinted that one day he would replace the entire spawner system and include a lovely list of desirable features. Of course, I have no idea when that might be and I probably shouldn't be holding my breath.

I actually started work on this a while back. I spent about a week working on it. I kept adding features, the ability to manage spawns through the POL webserver, extemely detailed respawning options, on and on and on. Then there were a couple of days where I had to work on something else, and when I got back to the spawner, I realized that I didn't understand how it worked. At all. It was about 50% done, and I had no clue what sections were finished, what needed more work, what huge sections of code were supposed to do, etc, etc. I spent a couple more days trying to figure it out, but I eventually had to scrap it because I couldn't do anything more with it. One of these days I'll start from scratch...

PS: No, I do not use drugs. :P
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Postby Wynne on Mon Oct 27, 2003 3:29 pm

No need to explain. My husband is a man too :wink:

Thanks for all the help. With a little experimentation, we've managed to change to spawn in a region changing the .cfg file manually. That's slick enough for us after all.

One thing we're still having trouble with is adding another region. For example, we wanted to create a new region within the Britain Graveyard so that a terathan of some kind would appear in one of the tombs which we decorated with lots of spiderwebs. There's an error when the spawner tries to create the monster though. The region we defined was just about 6 tiles inside one of the Brit GY tombs.

Is it failing because the region is inside of another defined region? Would we have to split the GY into smaller regions to make that kind of thing work? Can you have more than the 127 regions listed in the .cfg file? The number looked fishy. Thanks again!
Wynne
 

Postby SDonald on Tue Oct 28, 2003 7:06 am

If 127 were the limit of the number of regions, then my shard wouldn't work at all. I have well over 260.

Regions can overlap and can even overlap areas that cannot be spawned in. If the spawner cannot create an npc in a spot it tries another. After a while it will complain and move on.

The most common errors I make are:
1. Not having a real rectangle. If the rectangle is:
rect 1186 1330 1322 1532
then notice that 1322 is greater than 1186 and that 1532 is greater than 1330. In other words, the right side is actually on the right of the left and so on.

2. Misspelling the npc group. if the group is:
group domestic 6
then I might have spelled it dmoestic

Don't worry, you will find the 'obvious' mistake soon.
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