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#1
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![]() 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_everl...astdCC52F2.htm They dropped pixie dust and gems that helped newbie enchanters such as lapis and malachite. Thanks. -xvirus2501 | ||
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#2
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![]() 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.
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#3
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![]() Quote:
Pending update: -fixed pixie loot. Their table didn't include all the low lvl cash drops and appropriate %s for wings/dust. Quote:
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#4
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![]() 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 | ||
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#5
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![]() Quote:
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... Code:
#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 | |||
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#6
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![]() I look forward to seeing that in action--make a lot of open areas truly 'open'.
Danth | ||
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#7
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![]() 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 | ||
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#8
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![]() 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.
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