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View Full Version : NPC Spawn Issue: No Pixie Tricksters in Gfay


xvirus2501
02-22-2010, 09:01 AM
Been playing on the server lately and noticed there are no pixie trickers spawning around newbie area of kelethin or felwithe. I strictly remember them spawning on live classic. I have research to backup claims.

http://mikcro.kilu.de/6_BKP_Of_everlore_1999/www.everlore.com/bestiary/beastdCC52F2.htm

They dropped pixie dust and gems that helped newbie enchanters such as lapis and malachite.

Thanks.

-xvirus2501

drplump
02-22-2010, 09:48 AM
Gfay has a lack of level 2-3 mobs in general. It needs more orc pawns and the spiders poison needs to be fixed. Currently level 3 in gfay takes forever.

nilbog
02-22-2010, 11:57 AM
Been playing on the server lately and noticed there are no pixie trickers spawning around newbie area of kelethin or felwithe. I strictly remember them spawning on live classic. I have research to backup claims.Checked spawns.. there were 18 up in gfaydark.

Pending update:
-fixed pixie loot. Their table didn't include all the low lvl cash drops and appropriate %s for wings/dust.

Gfay has a lack of level 2-3 mobs in general. It needs more orc pawns and the spiders poison needs to be fixed. Currently level 3 in gfay takes forever.If this is a bug report, please post it in a relevant thread. This was specifically about pixie tricksters in gfay.

Danth
02-22-2010, 02:52 PM
A fair number of pixie tricksters spawn in Greater Faydark. Mostly they appear along the southern third of the zone but they can be found elsewhere.

In *many* zones, mobs don't path quite the same as they did on live. That's not so much a bug, really, as the reality of trying to rebuild countless pathing nodes from the limited sources available.

Danth

nilbog
02-22-2010, 03:04 PM
In *many* zones, mobs don't path quite the same as they did on live. That's not so much a bug, really, as the reality of trying to rebuild countless pathing nodes from the limited sources available.There's a new method to pathing.. where I could choose a large enough area for them to spawn, and it would include specified x/y/z coordinates of the zone. The pathing can be random though, which might even be better in cases like this.

Will definitely be experimenting with this, so newbie zones and large areas will look better in the future.



Very nice plugin from eqemulator.net written by Trevius. For those who care about scripts...

#NOTE: These functions require the globals.pl file for use of the val() plugin

#Usage: plugin::RandomRoam(MaxXVariance, MaxYVariance);

sub RandomRoam {

my $npc = plugin::val('$npc');
my $MaxXVariance = $_[0];
my $MaxYVariance = $_[1];

# Don't try to roam if already engaged in combat!
if ($npc->IsEngaged() != 1) {

#Get needed Locs
my $CurX = $npc->GetX();
my $CurY = $npc->GetY();
#my $CurZ = $npc->GetZ(); #Not currently required by this plugin
my $OrigX = $npc->GetSpawnPointX();
my $OrigY = $npc->GetSpawnPointY();
my $OrigZ = $npc->GetSpawnPointZ();
my $GuardX = $npc->GetGuardPointX();
my $GuardY = $npc->GetGuardPointY();

if ($CurX == $GuardX && $CurY == $GuardY) { #If the NPC has finished walking to the previous given Loc

#Get a random X and Y within the set range
my $RandomX = int(rand($MaxXVariance - 1)) + 1;
my $RandomY = int(rand($MaxYVariance - 1)) + 1;
my $PosX = $OrigX + $RandomX;
my $PosY = $OrigY + $RandomY;
my $NegX = $OrigX - $RandomX;
my $NegY = $OrigY - $RandomY;
my $NewX = quest::ChooseRandom($PosX, $NegX);
my $NewY = quest::ChooseRandom($PosY, $NegY);

#Check for LoS and Z issues before moving to the new Loc
my $NewZ = $npc->FindGroundZ($NewX,$NewY, 5) + 1; #Add 1 to the new Z to prevent hopping issue when they arrive
if ($NewZ > -999999 && $OrigZ > ($NewZ - 16) && $OrigZ < ($NewZ + 14)) {
my $LoS_Check = $npc->CheckLoSToLoc($NewX, $NewY, $NewZ, 5);
#Check LoS to the new random Loc
if ($LoS_Check) {
quest::moveto($NewX, $NewY, $NewZ, -1, 1);
}
}
}
}
}

#Usage: plugin::StraightPath(MaxXVariance, MaxYVariance);

sub StraightPath {

my $npc = plugin::val('$npc');
my $MaxXVariance = $_[0];
my $MaxYVariance = $_[1];

# Don't try to roam if already engaged in combat!
if ($npc->IsEngaged() != 1) {

#Get needed Locs
my $CurX = $npc->GetX();
my $CurY = $npc->GetY();
#my $CurZ = $npc->GetZ(); #Not currently required by this plugin
my $OrigX = $npc->GetSpawnPointX();
my $OrigY = $npc->GetSpawnPointY();
my $OrigZ = $npc->GetSpawnPointZ();
my $GuardX = $npc->GetGuardPointX();
my $GuardY = $npc->GetGuardPointY();

if ($CurX == $GuardX && $CurY == $GuardY) { #If the NPC has finished walking to the previous given Loc

#Get a random X and Y within the set range
my $RandomX = int(rand($MaxXVariance - 1)) + 1;
my $RandomY = int(rand($MaxYVariance - 1)) + 1;
my $PosX = $OrigX + $RandomX;
my $PosY = $OrigY + $RandomY;
my $NegX = $OrigX - $RandomX;
my $NegY = $OrigY - $RandomY;
my $NewX = quest::ChooseRandom($PosX, $NegX, $OrigX, $OrigX);

if ($NewX == $OrigX) { # If we are using the orignal X, then chose a random Y to go to
if ($CurX == $OrigX) { # If they are moving on the same Axis they are currently on
my $NewY = quest::ChooseRandom($PosY, $NegY);
#Check for LoS and Z issues before moving to the new Loc
my $NewZ = $npc->FindGroundZ($NewX, $NewY, 5) + 1; #Add 1 to the new Z to prevent hopping issue when they arrive
if ($NewZ > -999999 && $OrigZ > ($NewZ - 16) && $OrigZ < ($NewZ + 14)) {
if ($NewY > $OrigY) { # Checking which direction we are moving in
# Adjust the LoS Check to check further than how far we are traveling so we stay away from walls
my $LoS_Check = $npc->CheckLoSToLoc($NewX, $NewY + 2, $NewZ, 5);
#Check LoS to the new random Loc
if ($LoS_Check) {
quest::moveto($NewX, $NewY, $NewZ, -1, 1);
}
}
else {
# Adjust the LoS Check to check further than how far we are traveling so we stay away from walls
my $LoS_Check = $npc->CheckLoSToLoc($NewX, $NewY - 2, $NewZ, 5);
#Check LoS to the new random Loc
if ($LoS_Check) {
quest::moveto($NewX, $NewY, $NewZ, -1, 1);
}
}
}
}
else { # If not moving on the same Axis they are already on, just return them to their Spawn Point
quest::moveto($OrigX, $OrigY, $OrigZ, -1, 1);
}
}
else { # If we are not using the orignal X, then use the original Y instead
if ($CurY == $OrigY) { # If they are moving on the same Axis they are currently on
#Check for LoS and Z issues before moving to the new Loc
my $NewZ = $npc->FindGroundZ($NewX, $OrigY, 5) + 1; #Add 1 to the new Z to prevent hopping issue when they arrive
if ($NewZ > -999999 && $OrigZ > ($NewZ - 16) && $OrigZ < ($NewZ + 14)) {
if ($NewX > $OrigX) { # Checking which direction we are moving in
# Adjust the LoS Check to check further than how far we are traveling so we stay away from walls
my $LoS_Check = $npc->CheckLoSToLoc($NewX + 2, $OrigY, $NewZ, 5);
#Check LoS to the new random Loc
if ($LoS_Check) {
quest::moveto($NewX, $OrigY, $NewZ, -1, 1);
}
}
else {
# Adjust the LoS Check to check further than how far we are traveling so we stay away from walls
my $LoS_Check = $npc->CheckLoSToLoc($NewX - 2, $OrigY, $NewZ, 5);
#Check LoS to the new random Loc
if ($LoS_Check) {

quest::moveto($NewX, $OrigY, $NewZ, -1, 1);
}
}
}
}
else { # If not moving on the same Axis they are already on, just return them to their Spawn Point
quest::moveto($OrigX, $OrigY, $OrigZ, -1, 1);
}
}
}
}
}

#Usage: plugin::RandomSwim(MaxXVariance, MaxYVariance, WaterSurfaceZ);

sub RandomSwim {

my $npc = plugin::val('$npc');
my $MaxXVariance = $_[0];
my $MaxYVariance = $_[1];
my $WaterSurfaceZ = $_[2];

# Don't try to roam if already engaged in combat!
if ($npc->IsEngaged() != 1) {

#Get needed Locs
my $CurX = $npc->GetX();
my $CurY = $npc->GetY();
#my $CurZ = $npc->GetZ(); #Not currently required by this plugin
my $OrigX = $npc->GetSpawnPointX();
my $OrigY = $npc->GetSpawnPointY();
my $OrigZ = $npc->GetSpawnPointZ();
my $GuardX = $npc->GetGuardPointX();
my $GuardY = $npc->GetGuardPointY();

if ($CurX == $GuardX && $CurY == $GuardY) { #If the NPC has finished walking to the previous given Loc

#Get a random X and Y within the set range
my $RandomX = int(rand($MaxXVariance - 1)) + 1;
my $RandomY = int(rand($MaxYVariance - 1)) + 1;
my $PosX = $OrigX + $RandomX;
my $PosY = $OrigY + $RandomY;
my $NegX = $OrigX - $RandomX;
my $NegY = $OrigY - $RandomY;
my $NewX = quest::ChooseRandom($PosX, $NegX);
my $NewY = quest::ChooseRandom($PosY, $NegY);

#Check for LoS and Z issues before moving to the new Loc
my $NewZ = $npc->FindGroundZ($NewX,$NewY, 5) + 1; #Add 1 to the new Z to prevent hopping issue when they arrive
if ($NewZ > -999999 && $NewZ < $WaterSurfaceZ) {
my $SwimZ = int(rand($WaterSurfaceZ - $NewZ)) + $NewZ; #Use a random Z between water surface and floor
my $LoS_Check = $npc->CheckLoSToLoc($NewX, $NewY, $SwimZ, 5);
#Check LoS to the new random Loc
if ($LoS_Check) {
quest::moveto($NewX, $NewY, $SwimZ, -1, 1);
}
}
}
}
}

return 1; #This line is required at the end of every plugin file in order to use it

Danth
02-22-2010, 03:20 PM
I look forward to seeing that in action--make a lot of open areas truly 'open'.

Danth

xvirus2501
02-23-2010, 04:09 PM
Thanks Nilbog. I appreciate your time looking into this matter.

As for lack of level 2-3 in zone, I agree. Would make leveling 1-3 less of a hell level and more classic like but I do not have research to backup my statement for that as thats just how I remember it.

Im glad the newbie zones will eventually be worked on some more. If I find anything more Ill be glad to post. Thanks again!

-xvirus2501

Cubehacker
02-23-2010, 06:31 PM
Realistically, it depends on the newbie zone. Some have a very vast area where finding mobs might be difficult (Gfaydark), and other areas have a ton of mobs in a small confined space (Qeynos, front of Kaladim, etc). Levels 1-4 have always meant to be fairly easy, even in classic EQ. Its after that where you are forced to move on from the newbie area and explore uncharted territory, where mobs aren't so tightly packed and the level of mobs vary more.