Finding out the value of timers for named spawns?

A forum for the general posts relating to MacroQuest. *DEPRECATED: This forum is no longer in public use, but remains here for your reading pleasure. Enjoy

Moderator: MacroQuest Developers

EQBot_man
a ghoul
a ghoul
Posts: 111
Joined: Mon May 17, 2004 6:35 pm

Finding out the value of timers for named spawns?

Post by EQBot_man » Sat Jun 12, 2004 3:19 pm

I've used the search to try to find somethign on extracting information from timers but I was unsucessful so I'll ask the question here:

The HoH trials all have timers found from /who timer. Is there a way to see via /echo ${Target.whathere?} to see what the timer is and when exactly the dood will spawn? I'm sure there are other times I'm going to searcht he zones now. Maybe some timers in PoFire and PoTime, but I need to know what value the timer is at to accurately predict whent he spawn will precisly spawn. There a way to do this?

Caladine
a hill giant
a hill giant
Posts: 164
Joined: Fri Feb 13, 2004 9:29 pm

Post by Caladine » Sat Jun 12, 2004 3:39 pm

I seriously doubt that kind of information is sent to the client. There's no reason the client would need to know.

Oid
a snow griffon
a snow griffon
Posts: 416
Joined: Thu Oct 17, 2002 3:26 am
Contact:

Post by Oid » Sat Jun 12, 2004 7:41 pm

Not sent to client hehe.
Smokey the Lax says only you can prevent reproduction.

User avatar
SirCodeAlot
a lesser mummy
a lesser mummy
Posts: 71
Joined: Sat Feb 28, 2004 5:29 pm
Location: Don't Really Know...
Contact:

Post by SirCodeAlot » Sun Jun 13, 2004 7:59 am

This isn't sent to the client, however, you might be able to code a plugin that keeps a watch on the spawns. Then again, I am not sure if you mean just being able to pop in to a zone and check out the status on a MOB you have never seen or killed or had your plugin analyze before. That would be basically impossible because, as the people before me have said, it isn't sent to the client.

Mimatas
a hill giant
a hill giant
Posts: 262
Joined: Wed Mar 10, 2004 4:22 pm

Post by Mimatas » Mon Jun 14, 2004 3:50 pm

I agree that being able to pop into a zone and see timers for all the mobs wouldn't be possible... As I understand it, not even SEQ can get that kind of info. SEQ does, however, use prediction timers... when you kill a mob, it keeps track on when that spawn point repops... the longer you stay in the zone killing, the more accurate the timers get, since it uses an average of each spawn time to do the calculation. At least this is what I was told.

A plugin that could do this would be incredible... and even more incredible if you had the ability to output/read in a datafile containing the previously discovered spawn info (by zone, or overall). If only I knew more about how to write plugins, I'd get started on this... unfortunately, I'm still trying to get a good handle on macros. I'm sure this would be a welcome addon if someone took the time to do it.

Oid
a snow griffon
a snow griffon
Posts: 416
Joined: Thu Oct 17, 2002 3:26 am
Contact:

Post by Oid » Mon Jun 14, 2004 7:40 pm

it just watches when it dies, when it respawns and when it dies again, then figures "it was 18 minutes last time, it will be 18 minutes this time"
Smokey the Lax says only you can prevent reproduction.

Drumstix42
a grimling bloodguard
a grimling bloodguard
Posts: 808
Joined: Mon May 03, 2004 4:25 pm

Post by Drumstix42 » Mon Jun 14, 2004 9:08 pm

Yeah, what happens if it spawns, someone kills it 2 minutes later.

Mimatas
a hill giant
a hill giant
Posts: 262
Joined: Wed Mar 10, 2004 4:22 pm

Post by Mimatas » Mon Jun 14, 2004 9:34 pm

if someone kills it 2 minutes later, is has no effect on the timer.. the timer keeps track of how long it takes for the mob to repop after it dies.. not how long the mob stays alive.

anonymoose
orc pawn
orc pawn
Posts: 19
Joined: Wed Aug 06, 2003 3:20 pm

Post by anonymoose » Mon Jun 14, 2004 9:36 pm

with SEQ and with macroquest (I believe) mobs in the zone all have unique IDs assigned to them. So it doesnt matter if you kill a mob, it respawns, you kill it instantly, it respawns then you wait 10 minutes to kill it. It detects the x/y/z location of a spawnID and when that spawn ID goes poof it waits to see another spawn at location x/y/z. SEQ makes a spawn point list that has those coords and records mob names that spawn there and time between spawns at that point in order to do its predection.

At least that is my understanding (and quite possibly lack thereof) of how it works.

Pigeon
orc pawn
orc pawn
Posts: 22
Joined: Fri May 16, 2003 9:43 pm

Post by Pigeon » Tue Jun 15, 2004 10:04 am

Drumstix42 wrote:Yeah, what happens if it spawns, someone kills it 2 minutes later.
I'm not sure I get your point.

SEQ works something like this- mob spawns at 374,-823. It gets pulled. At 2:34:12 it dies. At 2:54:12, another mob spawns at 374,-823. SEQ says Ok- spawn time on the spot at 374,-823 is 20 minutes, and draws a + on the screen there. At 2:57:15 the mob gets killed again. SEQ says ok, mob will spawn at 3:17:15 at 374,-823. As that time approaches, the + deliminiating the spawn point turns various colors and starts flashing etc. to notify the player the mob will be spawning soon. It isn't perfect, because spawn times in EQ aren't exact down to the second, so prediction is mostly impossible, but it's quite accurate.