Quote:
Originally Posted by quido
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I would do the actual popping of a simulated repop through manual database manipulation. It's a bit of a hack in that there exists a more elegant solution (though this probably involves considerably more overhead), but why not just have a timer that invokes a C++ function that iterates through the list of applicable mobs and sets their respawn times to 6 seconds in the future or whatever. As far as sending messages and earthquakes or whatever I don't know and would have to do more research, but the popping of the actual spawns is rather trivial.
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I don't screw around in the source code. I'd rather the game remain playable. I tinker strictly on the scripting side, which is dangerous enough. Making a worldwide emote via scripts is WAY easier than making a mob repop locally because there is built in function for that (
quest::we(int type, const char *str) ). There is a quest::repopzone() function, but the issue becomes triggering it
remotely. Otherwise, it is just easier to jump from zone to zone repopping them with GM commands. Nil has some nifty new stuff that I've not fully read through yet and this may already have a precedent that can be copy/paste/win.