Issue information

Issue ID
#8657
Status
Fixed
Severity
None
Started
Anisotropic Defixation
Apr 29, 2015 17:22
Last Post
Haru
Feb 11, 2017 15:17
Confirmation
N/A

Anisotropic Defixation - Apr 29, 2015 17:22

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.[code=auto:0]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; } [/code]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.

This post has been edited by Anisotropic Defixation on Apr 29, 2015 22:11

Dastgir - Apr 30, 2015 2:56

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)
[code=auto:0] callmonster nydmapname RHYNCHO "Rhyncho" 200 92 180 80 1[/code]


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

Anisotropic Defixation - Apr 30, 2015 4:00

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.

This post has been edited by Anisotropic Defixation on Apr 30, 2015 4:00

Dastgir - Apr 30, 2015 5:12

[quote name="Anisotropic Defixation" timestamp="1430366413"]
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.[/quote]
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 .

Anisotropic Defixation - Apr 30, 2015 20:04

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

MordekaiserGod - Jun 22, 2015 4:08

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.

Haru - Feb 11, 2017 15:17

Handled in [url="https://github.com/HerculesWS/Hercules/pull/1559"]https://github.com/HerculesWS/Hercules/pull/1559[/url] (commit 0489997985b5aaa46567087a9fd2f10bf99370ef)