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Bug Tracker Migration

June 3rd
Good news everyone! The staff has decided that it is time to slowly kill off this Bug Tracker. We will begin the process of slowly migrating from this Bug Tracker over to our Github Issues which can be found here: https://github.com/HerculesWS/Hercules/issues

Over the next couple of days, I will be closing off any opportunity to create new reports. However, I still will keep the opportunity to reply to existing Bug Reports. Doing this will allow us to slowly fix any bug reports we have listed here so that we can easily migrate over to our Issue Tracker.

Update - June 7th 2015: Creating new bug posts has been disabled. Please use our https://github.com/HerculesWS/Hercules/issues tracker to post bugs. Users are still able to reply to existing bug posts.

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Issue Information

  • #008657

  • 0 - None Assigned

  • Fixed

Issue Confirmations

  • Yes (0)No (0)
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Nydhogg's Nest

Posted by Anisotropic Defixation on 29 April 2015 - 05:22 PM

This has been an issue for quite a long time for both rAthena and Hercules scripts, all of the monsters during the second phase spawn in the middle of the map instead of being spread around the maze.
2@nyd,1,1,0	script	ins_nyd2_spawn_mobs	-1,{
OnInstanceInit:
	.@map$ = instance_mapname("2@nyd");
	areamonster .@map$,200,92,180,80,"Rhyncho",2020,40,instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyRhynDead";
	areamonster .@map$,200,92,180,80,"Phylla",2021,40,instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyPhyDead";
	areamonster .@map$,200,92,180,80,"Dark Shadow",2023,40,instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyDarkshaDead";
	areamonster .@map$,200,92,180,80,"Dark Pinguicula",2015,40,instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyPingDead";
	end;

OnMyRhynDead:
	areamonster instance_mapname("2@nyd"),200,92,180,80,"Rhyncho",2020,1,instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyRhynDead";
	end;

OnMyPhyDead:
	areamonster instance_mapname("2@nyd"),200,92,180,80,"Phylla",2021,1,instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyPhyDead";
	end;

OnMyDarkshaDead:
	areamonster instance_mapname("2@nyd"),200,92,180,80,"Dark Shadow",2023,1,instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyDarkshaDead";
	end;

OnMyPingDead:
	areamonster instance_mapname("2@nyd"),200,92,180,80,"Dark Pinguicula",2015,1,instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyPingDead";
	end;
}
I wonder what would be the best way to spread them around evenly. OnInstanceInit part is simple enough but randomizing the consequent spawns? Can't just make it random as they would spawn inside the boss room.

Yup, they are spawned in middle, and that's the expected behavior as kRO does that.(so that you need to kill them before reaching center and activating the baphomet)
callmonster nydmapname RHYNCHO "Rhyncho" 200 92 180 80 1


Just replace coordinates with 0,0,0,0 and it will spawn randomly, if you want to do it.

changed status to: Started
changed status to: Working as Intended

Uuh, aren't you talking about a different instance (Sealed Shrine)?

All the 160 monsters are spawned on the same spot, which is the middle of the maze, a spot you never walk over to begin with. This means the maze is completely empty and you don't have to kill anything.

Randomizing it with 4 zeroes will make mobs spawn inside the Nydhogg's room.

Edited by Anisotropic Defixation, 30 April 2015 - 04:00 AM.


changed status to: New

Uuh, aren't you talking about a different instance (Sealed Shrine)?

All the 160 monsters are spawned on the same spot, which is the middle of the maze, a spot you never walk over to begin with. This means the maze is completely empty and you don't have to kill anything.

Randomizing it with 4 zeroes will make mobs spawn inside the Nydhogg's room.

Ahh sorry, but the script part was of nydhogg(the co-ordinates were correct)
I am just checking if aegis have circular or rectangular area .

Anyway, OnInstanceInit spawns can be spread around manually, the issue are the consequent spawns from OnMyMobDead.

Bump.

This makes Nidhoggur's Nest too easy. Plus, for pre-renewal, there is no good way of farming Dark Shadows because they spawn 160 in 1 cell in this maze.  Maybe the reason for this is because Aegis is multi-server, so they actually can roam around when the moment you start the instance. But here, its just stupid and unbalanced.

Handled in https://github.com/H...cules/pull/1559 (commit 0489997985b5aaa46567087a9fd2f10bf99370ef)

changed status to: Fixed