Creatures Scripts
NWN Script: mob_respawn_002.htm
| Author | Sticky: Post Working Scripts Here |
| Segado | Posted: Tuesday, 02 July 12:51PM |
| <b> Dynamic Respawning </b> Using the heartbeat and some creative variable creation, this script will allow provide great respawning with very low overhead. Each object records its location on spawn. When it dies, it sets a few variables, its spawn location, its tag, and how many heartbeats before it should respawn. The heartbeat script runs like a queue, with 40 slots available for spawning. If 40 mobs have been killed before any could respawn, killing a 41'st mob would force pop the first mob in the queue. I have this running and I think it works great. I have a forest and I had no static mobs, only Single Shot encounters spawning mobs with my onspawn/ondeath. Now they are static mobs until the server goes down, and they respawn every 2 minutes. And the boss mob repawns every 8. Any mobs's OnSpawn:
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All Creatures Scripts
📄 apply_spell_effect
📄 aurak_draconian
📄 baaz_draconian
📄 boss_spawner
📄 change_light_spawn_pt_on_death
📄 clone_mob
📄 collect_loot
📄 create_unique_objectIDs
📄 creature_proc
📄 explode_ondeath
📄 explode_ondeath_002
📄 explode_ondeath_003
📄 exploding_chickens
📄 fire_death
📄 inverse_mob
📄 iron_statue
📄 lich
📄 lootable_corpse
📄 lootable_corpse_002
📄 lootable_corpse_002a
📄 lootable_corpse_oo2
📄 mob_respawn
📄 mob_respawn_002
📄 multi_creature_spawn
📄 night_time
📄 random_death_effect
📄 random_drops
📄 random_drops_002
📄 random_drops_003
📄 random_enc_onrest
📄 random_hps
📄 sivac_draconian
📄 spawn
📄 spawn_on_hearbeat
📄 summon_last_hostile
📄 summon_mob
📄 trolls
📄 trolls_002
📄 vampire_coffin
📄 werewolf