This is a spawn system made to be as much as possible to be close to the PnP encounters. That is currently a BETA.
It contains 3 scripts:
1) plan_arrays (that's just arrays, nothing connected with the spawn)
2) z_inc_spawn (that's it, this library contains many spawn fucntions)
3) event_normalloc_enter (that's an area event, that starts a spawning)
Installation instructions are simple: import the erf, recompile the event script and place on a Client Enter area event.
Then create a number of waypoints on an area, each with the different tag. Then tou should open area Properties/Variables and enter the followings:
1) WPCOUNT - a number of waypoints yo've placed. That's an integer.
2) WP1, WP2, WP3, WP4, ... That's a strings. Enter all waypoint's tags.
3) CHANCE - the chance in % for each waypoint to create an encounter. For each hour area was not visited after the first visit this chance will grow. Positive integer. Anything greater than 100 would not differ from 100.
4) CR. Average difficulty of the area, integer from 1 to 30.
5) TABLECOUNT. Integer - the number of 2DA tables with creature lists.
6) TABLE1, TABLE2, TABLE3, ... The name for each table. For example: BEARS, WOLVES, DEERS, BADGERS for the forest.
The 0 row is the first row. The NAME column is the creature's resref. The CR column is the creature CR. The FACTOR column is the CR factor if it is lesser than 1 (CR, FACTOR 4 = CR 1/4).
The algorithm: when a player enters an area, the spawning starts. Firstly it checks the d100 for each waypoint. If the check succeeds, the encounter spawning starts at the location of that waypoint. For the first 10 seconds the system counts the encounter. There is a 30% chance of getting an easier encounter (from 1 to the given CR -1). The 15% chance of getting a harder encounter (the CR if raised by 1d4). And the 5% chance of getting a very hard encounter (currently randomised from the given CR+1 to 20). Then the script looks through the table and creates the list of creatures, whose CR is <= than the final gotten CR. It chooses the "boss" from this list and creates a second list, containing creatures, whose CR is <= than the boss's CR (including the "boss" blueprint itself). If the boss's CR is equal to the final encounter CR, it is just spawned. If not, the encounter continues to be counted. 2 creatures with a CR 3 are CR 4 encounter. 4 creatures with a CR 3 are CR 5 encounter. One creature with a CR 5 and four creatures with a CR 3 is a CR 6 encounter. That's not truly the PnP rules (In general, if a creature's Challenge Rating is two lower than a given Encounter Level, then two creatures of that kind equal an Encounter of that EL), but that's fun.
When the counting is finished, the creatures are spawned. The spawning is careful, currently it does not allows more then 10 creatures in 1 encounter, delays their spawning (all creatures should spawn in 1 minute) and commands them to run away from their spawning location to allow for the other creature to appear.
If there are no players in the area for a long time, all junk should be destroyed. Creatures are not junk though.
That's a very bad idea to pass more than a 20 waypoints, because the system could spawn for example, 200 creatures on 1 location and that would be very-very bad. 10 - 15 waypoints with a 10-20% chance should work fine.
Next updates should include the following features:
1) Encounter grouping (i.e. groups of waypoints with different spawn properties and tables)
2) Setting the maximum number of crearures for each waypoint.
3) Wand for DM's capable of spawning encounters with a given CR and a given table.
4) Working with a database instead of 2DA tables, like most mmorpg do. Optional. Encounters for single modules.
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