Adjusting Spawn Types for Non-Unique Mobs

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Babylyn90
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Adjusting Spawn Types for Non-Unique Mobs

Post by Babylyn90 » Thu Jun 18, 2015 1:24 am

Hello,

I've been working on adding code for spawning NMs that drop relic weapon materials; I'm currently working on Habetrot. I'm trying to make him wiki accurate, so I'd like to re-purpose the Rumble Crawler that spawns next to the ???, changing it so that it only spawns if Habetrot doesn't (on trade).

This is where my question comes in. As far as I know, changing the Rumble Crawler's spawn type involves changing the correct sql column in mob_groups.sql from 0 to 128. However, this will change every Rumble Crawler in Temple of Uggalepih into a forced spawn, correct? Is there a way to make only this one Rumble Crawler a forced spawn while leaving the others unchanged? Am I even going about this correctly?

Related to this Rumble Crawler, I'm not sure what I need to adjust to prevent this crawler from despawning if players try to zone.

Thanks for your time.

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demolish
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Re: Adjusting Spawn Types for Non-Unique Mobs

Post by demolish » Thu Jun 18, 2015 4:39 am

new group
<Giblet[NewBrain]> kj with this first step would be fine on my shit
Click here for a guide on scripting missions.

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kjLotus
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Re: Adjusting Spawn Types for Non-Unique Mobs

Post by kjLotus » Thu Jun 18, 2015 9:41 am

yes, make a new group in mob_groups, change your rumble crawlers group (in mob_spawn_points) to the new group, then any changes in mob_groups will only affect that one crawler.

to make them not despawn, give them any value for MOBMOD_NO_DESPAWN other than 0

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Babylyn90
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Re: Adjusting Spawn Types for Non-Unique Mobs

Post by Babylyn90 » Thu Jun 18, 2015 1:51 pm

Will do, thanks for the replies!

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