Anyone know how to change the spawn rate? At the moment it's to quick and I would like to have it set to whatever the default rate is from the original game.
Thanks
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Anyone know how to change the spawn rate? At the moment it's to quick and I would like to have it set to whatever the default rate is from the original game.
Thanks
open your Gameserver/field/For example Dcave.ase
I don't know the original stats but you can try to change the stats i marked red.( with the stats i gave here the respawn rate is quite fast)
These are the respawn stats for your selected field.
The stats i marked blue are the monsters that will spawn in ur field with rates behind them.
The green part is for boss spawn
Code:
//몬스터 출현 비율
//다크 생츄어리
*최대동시출현수 120
//출현간격 범위 9-1 1차이당 2배씩 빨라짐
*출현간격 5 23
*출현수 2
// 몬스터 이름 출현빈도
*출연자 "위치" 9
*출연자 "쏜 크로울러" 15
*출연자 "마이어 키퍼" 25
*출연자 "나이트메어" 10
*출연자 "다크 나이트" 10
*출연자 "둠 가드" 11
*출연자 "헤비 고블린" 12
*출연자 "스톤 고렘" 8
//*출연자두목 "거대한!산타고블린" "미니산타고블린" 6 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
You can also login with gm level 3, Press F9 & remove some flags
You can remove flags holding ur mouse on the flag and press ctrl+del
( Crtl+Insert will add new flag where you stand )
If (at least for the lower levels) you take the original .ase.spm and ase.spp files from Operz jPT first edition you will have those fields as close to "default" as we can get.
Correction to Caspers' file path: he demonstrates Gameserver\field\Dcave.ase.spm
Thanks Bob,
I need to do modify this for all *.ase.spm?
I'll say again. .spm = monsters that spawn on that .ase, .spp = Array of spawn points X, Y, Z, .spc = binary NPC spawn details for that .ase.
Therefore, you only need to change the .spm / .spp for the maps which are spawning too fast, or have too many spawn points.
If there are lots of red flags clustered together, this is what P-Servers often do to create "hell spawns". (great for fast levelling with AOEs, bad for smaller players.)
Found this translation you posted on another thread bobsobol,
Can I get some clarification on which value needs to be modified to change the time before respawns? At the moment I can't keep up with all the mobs, as soon as you kill them there back again.
//The emergence of Monsters
*Max_Concurrent_Spawns 110
//Spawn range of every 9-1 2 per 1 difference between each ship quickening
*Spawn_Rate 5 14
*Spawn_Chance 1
// Monster Name Spawn_Rate
*Actor "래비" 40
*Actor "토비" 10
*Actor "머쉬" 20
*Actor "젤디" 22
*Actor "노쓰고블린" 8
//*BossActor "미니산타고블린" 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
I'm not sure about this but when i change this line : *Spawn_Chance 1 the respawn will be slower
*Spawn_Chance 1 = 1 means 1 sec after mob dies
If you change it to *Spawn_Chance 5 the respawn should be about 5 secs after the mob died..
But im not 100% sure about this..
Just test , make it 2,3,4,5,6,7,8,9,10 and check ingame what changed
My translation from this post?
The comment is a pretty bad translation, "Actor" is more like "Character" / "Creature" / "Kind". Strictly speaking what PT players call "Monsters" are just NPCs (non-player characters), the difference between them and a vendor or quest giver is that they are "hostile" NPCs.
Better would be "Range between 1 and 9, with a 2 in 1 chance of spawning twice as fast" I think.
But that is based on the original template file. Which I guess was like this:-So... 1 is the soonest they spawn, 9 is the greatest wait for a spawn and you have a 50% chance of it being half of that.Code:*출현간격 1 9
*출현수 2
If you add up the values for each monster.(from Caspers' example)Code:*출연자 "위치" 9
*출연자 "쏜 크로울러" 15
*출연자 "마이어 키퍼" 25
*출연자 "나이트메어" 10
*출연자 "다크 나이트" 10
*출연자 "둠 가드" 11
*출연자 "헤비 고블린" 12
*출연자 "스톤 고렘" 8
They should = 100.
9 + 15 + 25 + 25 + 10 + 10 + 11 + 12 + 8 = 100
It doesn't have to be, and between Gregoo and I we figured it could add up to about 2147483647 if you like. The problem is that the way the code works is like each monster putting that number of balls with its' name in a bag and the server plucking out a ball, reading the name and that's who spawns next. So if they add up to 100, then the value is an exact percentage of the chance that any particular spawn on the map will be that "type" of monster.
If they add up to 10,000 then the number divided by 100 is the percent... so 4000 is 40.00 % chance of spawning... if you see what I mean?
In any case... the higher the "Max_Concurrent_Spawns" the more monsters will be sitting around the flag waiting for you, and the more monsters the server will keep spawning as you kill them before it decides the flag is over populated and stops spawning any more. The lower the "Spawn_Rate" start and end the faster they will re-appear, and the lower the "Spawn_Chance" the more likely the delay will be "sooner rather than later".
So:-If you understand. It's not how we'd write it in English... but I guess it makes sense in Korean. XDCode:*Spawn_Rate sooner later
*Spawn_Chance likelihood_of_later