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  1. #1171

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    Ok, as I understand in the readme, I have to set the GUID and the account number of my current character and his account. When I do this, I have items in the auction house, but I cannot buy or bid on anything. Seller and Buyer in the config are both enabled.
    Even if i don't give an GUID and a account number I have items, but cannot buy or sell anything.
    I will soon test out the backup function of the launcher a little bit more , .net 3.5 or newer is clean installed

  2. #1172
    Ok, as I understand in the readme, I have to set the GUID and the account number of my current character and his account. When I do this, I have items in the auction house, but I cannot buy or bid on anything. Seller and Buyer in the config are both enabled.
    Even if i don't give an GUID and a account number I have items, but cannot buy or sell anything.
    I will soon test out the backup function of the launcher a little bit more, .net 3.5 or newer is clean installed.

  3. #1173


    Join Date
    Jan 2019
    Location
    rural America
    Posts
    292
    Quote Originally Posted by Ravoz View Post
    Is there someplace to adjust the respawn time for mobs? I find they respawn too quickly, often times making it tedious to exit an area you just cleared. I have searched through the world config, but I wasn't able to find this setting?

    If this is not an option, can it be implemented?
    Yes, worldserver.conf
    Corpse.Decay.NORMAL
    Corpse.Decay.RARE
    Corpse.Decay.ELITE
    Corpse.Decay.RAREELITE
    Corpse.Decay.WORLDBOSS

    I have mine set to 2 hours (7200) and love it! It leaves behind the carnage of battle

  4. #1174
    Ok, as I understand in the readme, I have to set the GUID and the account number of my current character and his account. When I do this, I have items in the auction house, but I cannot buy or bid on anything. Seller and Buyer in the config are both enabled.
    Even if i don't give an GUID and a account number I have items, but cannot buy or sell anything.
    I will soon test out the backup function of the launcher a little bit more , .net 3.5 or newer is clean installed

  5. #1175
    Quote Originally Posted by vratam View Post
    Yes, worldserver.conf
    Corpse.Decay.NORMAL
    Corpse.Decay.RARE
    Corpse.Decay.ELITE
    Corpse.Decay.RAREELITE
    Corpse.Decay.WORLDBOSS

    I have mine set to 2 hours (7200) and love it! It leaves behind the carnage of battle
    If i'm not mistaken, that is the time for decay before being looted. I'm curious if there is a way to delay the respawn time after already being looted?

    Thanks!

  6. #1176
    Quote Originally Posted by Ravoz View Post
    If i'm not mistaken, that is the time for decay before being looted. I'm curious if there is a way to delay the respawn time after already being looted?
    In the world.creature table of the database. The field name is spawntimesecs.

  7. #1177


    Join Date
    Jan 2019
    Location
    rural America
    Posts
    292
    Quote Originally Posted by Ravoz View Post
    If i'm not mistaken, that is the time for decay before being looted. I'm curious if there is a way to delay the respawn time after already being looted?

    Thanks!
    These are the way.

    EDIT: A little more explanation:

    Re-spawn times can be modified in two places:
    - DB "world.creature.spawntimesecs" (only for that single GUID of the creature)
    - worldserver.conf file "Corpse.Decay.[rank]" (for ALL creatures of the same rank)

    The default "spawntimesecs" for all spawned creatures is 300 seconds (5 minutes).

    Using ".npc add" command to spawn a "Normal" NPC, for example, will give it a default respawn time of 6 minutes; i.e., spawntimesecs + Corpse.Decay.NORMAL (default value equals 60 or 1min).

    The creature must decay first before it can re-spawn. For this reason, the Corpse.Decay.[rank] time of the creature is also its minimum re-spawn time, since setting the creature's creature.spawntimesecs=0 will remove the default re-spawn time. Therefore, setting a Normal NPC's spawntimesecs=0 means the creature's re-spawn time decreases from 6 minutes to 60 seconds (i.e., applying only the corpse.decay.[rank] default).

    What this all boils down to is simple: increasing the Corpse.Decay.[rank] value means longer re-spawn rates. As I've said, I have mine currently set for 2 hours. My decay rate, therefore, is actually 2 hours 5 minutes (since I've not modified my DB).

    -----

    The worldserver.conf parameter, Rate.Corpse.Decay.Looted, affects the decay rate AFTER the corpse has been looted. I have mine set to 0.1 (default equals 0.5). I haven't figured out this parameter completely, but I can confirm that setting its value too high, say 9, will cause some creatures, not all, to re-spawn immediately after being looted.

    My initial aspiration was to have long re-spawn times with immediate decay after looting, like when skinning, but, after maintaining a high re-spawn rate for many weeks now (I initially set it for one hour but that wasn't long enough for me), I find I greatly prefer having the looted corpses remain. It gives a wonderful feeling of satisfaction after decimating an area

    -----

    Personally, I think increasing the re-spawn rate not only allows for a more plotted, more deliberate style of combat execution (for single players), but I also find it, more than any other single modification, redefines the game world into feeling more like a single player game, rather than a MMO.

    One caution: a high re-spawn rate may not be acceptable for multi-players because there may not be enough mobs to acquire quest objectives. In fact, I myself had to re-spawn mobs (twice) using the GM command because I didn't get what I needed and there were no mobs left alive, lol. For me, this is a small concern for something that otherwise grants me much greater enjoyment.

    EDIT2: I think you have to clear your cache for any Corpse.Decay.[rank] value changes to take affect. FYI.
    Last edited by vratam; 08-14-2019 at 07:33 PM.

  8. #1178
    Ok, as I understand in the readme, I have to set the GUID and the account number of my current character and his account. When I do this, I have items in the auction house, but I cannot buy or bid on anything. Seller and Buyer in the config are both enabled.
    Even if i don't give an GUID and a account number in the config I have items, but cannot buy or sell anything.
    I will soon test out the backup function of the launcher a little bit more , .net 3.5 or newer is clean installed

  9. #1179
    Quote Originally Posted by vratam View Post
    These are the way.

    EDIT: A little more explanation:

    Re-spawn times can be modified in two places:
    - DB "world.creature.spawntimesecs" (only for that single GUID of the creature)
    - worldserver.conf file "Corpse.Decay.[rank]" (for ALL creatures of the same rank)

    The default "spawntimesecs" for all spawned creatures is 300 seconds (5 minutes).

    Using ".npc add" command to spawn a "Normal" NPC, for example, will give it a default respawn time of 6 minutes; i.e., spawntimesecs + Corpse.Decay.NORMAL (default value equals 60 or 1min).

    The creature must decay first before it can re-spawn. For this reason, the Corpse.Decay.[rank] time of the creature is also its minimum re-spawn time, since setting the creature's creature.spawntimesecs=0 will remove the default re-spawn time. Therefore, setting a Normal NPC's spawntimesecs=0 means the creature's re-spawn time decreases from 6 minutes to 60 seconds (i.e., applying only the corpse.decay.[rank] default).

    What this all boils down to is simple: increasing the Corpse.Decay.[rank] value means longer re-spawn rates. As I've said, I have mine currently set for 2 hours. My decay rate, therefore, is actually 2 hours 5 minutes (since I've not modified my DB).

    -----

    The worldserver.conf parameter, Rate.Corpse.Decay.Looted, affects the decay rate AFTER the corpse has been looted. I have mine set to 0.1 and I would suggest you do the same. I haven't figured out this parameter completely, but I can confirm that setting its value too high, say 9, will cause some creatures, not all, to re-spawn immediately after being looted.

    My initial aspiration was to have long re-spawn times with immediate decay after looting, like when skinning, but, after maintaining a high re-spawn rate for many weeks now (I initially set it for one hour but that wasn't long enough for me) I find I greatly prefer having the looted corpses remain. It gives a wonderful feeling of satisfaction after decimating an area

    -----

    Personally, I think increasing the re-spawn rate not only allows for a more plotted, more deliberate style of combat execution (for single players), but I also find it, more than any other single modification, redefines the game world into feeling more like a single player game, rather than a MMO.

    One caution: a high re-spawn rate may not be acceptable for multi-players because there may not be enough mobs to acquire quest objectives. In fact, I myself had to re-spawn mobs (twice) using the GM command because I didn't get what I needed and there were no mobs left alive, lol. For me, this is a small concern for something that otherwise grants me much greater enjoyment.
    This is incredibly helpful! Thanks so much!

  10. #1180


    Join Date
    Jan 2019
    Location
    rural America
    Posts
    292
    Quote Originally Posted by Ravoz View Post
    This is incredibly helpful! Thanks so much!
    You're welcome

    BTW - I was just reviewing my personal notes: you do not have to clear your cache for changes to the worldserver.conf; the "rank" I was thinking of was that for world.creature_template.rank, which is mostly visual (i.e., does not affect health, damage, loot, etc.) and does require clearing the cache to see changes. I was playing around with world.creature_template.rank values recently while making custom NPC's and that was on my mind.

    EDIT: Just to clarify, changing world.creature_template.rank can change which Corpse.Delay.[rank] is being applied; e.g., changing a normal NPC to a rare.
    Last edited by vratam; 08-14-2019 at 07:53 PM.

  11. #1181

    Ahbot

    Quote Originally Posted by BrooksTech View Post
    For the AHBot, 'account' and 'GUID' are not required. Did you alter the database table fields for the AHBot?

    For the launcher, it runs on .net 3.5 (newer versions work fine too). Try to reinstall your .net framework.
    Could you explain how to get the AH working? I add items but get them back in the mail. How do I set it up to buy my items?

  12. #1182
    Quote Originally Posted by Shadowmonkey View Post
    Could you explain how to get the AH working? I add items but get them back in the mail. How do I set it up to buy my items?
    Santos416 covered this really well on page 72:

    Here is his post:
    In the db world.auctionhousebot there are columns with multipliers named buyerprice[white|green|blue|purple]. This is the multiplier to the sell price that the AHbot will buy items.

    As an example, say a blue item drops and it has a sell price of 1g. The default multiplier for a blue item (buyerpriceblue) is 12. You need to auction that item for LESS THAN 12g (11g 99s 99c will do) and the AHbot will buy it up.

    I would also suggest you set MailDeliveryDelay = 0 in worldserver.conf to get rid of the 1hr delay on mail.

  13. #1183
    Playing this for few months now (casually) And having great time, Hope you don't mind me sayin' but main issue for me is
    that only few classes are actually viable for raids, i'm referring to Wotlk ones.
    I have succeeded to solo ICC 10m norm as DK and paladin, (had few issues here and there with LK and orbs but got through it)
    I'm thinking maybe shaman could as well but, most of them are simply to squishy to survive boss encounter. Mobs are okay tho.
    About dungeon there is no issues, i increase difficulty by changing offset to 2 players and becomes far more rewarding.
    Still it's amazing work, my question will you implant system to make other viable for raid bosses?
    Last edited by Leevere; 08-15-2019 at 03:09 AM. Reason: typos

  14. #1184

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