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Báo cáo lỗi dịch thuật
I feel a better idea would be to integrate an additional setting into the main npc list that allows players to simply set a spawn cap for each kind of npc:
so for instance, much like the health setting, you could have a number box that allows you to set the maximum possible amount of npcs for that particular entry in the list, with 0 being an infinite amount (default as it is now).
So i could have for instance an entry in the list that is npc_alyx spawning with weapon_smg1 with the maximum being set to 1, this is essentially the exact same thing as your hero system but it is more modular, as i am also able to set damage multiplier, scale, etc.
Just below this entry i could have npc_citizen with weapon_shotgun and a maximum of 30, so only 30 of those npcs can be spawned at any given time.
And just below that i could have npc_zombie with a cap of zero (default) which is only limited by zinv_maxspawn.
This allows for player to fine tune spawns a lot more. Where as before to limit the amount of npcs you have, you need to set the % chance really low (which is unreliable), now you can have the percent chance be say 10%, with a max of 5 npcs, so although you can have up to 5, it is unlikely that that many will spawn.
or you could have a particular npc set at 100% with a cap of 1, for when you want a particular npc ALWAYS in the field, but only 1 of them.
I'll have a think about making the system a bit more intuitive.
Btw, heroes are counted like normal NPCs so zinv_max_spawn caps them as well.
Do consider it though.