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Quests::Submissions This is where you submit your quests for review |

07-28-2006, 02:40 AM
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Discordant
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Join Date: Sep 2004
Posts: 253
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Hmm, okay, well, then we're both wrong in our solution. Apparently, the respawn time on his PH is 74 seconds and not immediately. So, 1 minute and 14 seconds.
So technically it's possible to have this guy's corpse on the group 6-7 times before his first corpse disappears?
That sounds entirely wrong, but okay. =)
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07-28-2006, 03:10 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by Sarepean
Hmm, okay, well, then we're both wrong in our solution. Apparently, the respawn time on his PH is 74 seconds and not immediately. So, 1 minute and 14 seconds.
So technically it's possible to have this guy's corpse on the group 6-7 times before his first corpse disappears?
That sounds entirely wrong, but okay. =)
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There would have to be a flag of some sort, becuase I don't think no one ever has seen two Quillmanes at one time.
This guy may be right, or just thought he was right - hard to tell, because trying to figure out spawns like Quilmane, has gone on for years now.
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07-28-2006, 03:28 AM
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Discordant
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Join Date: Sep 2004
Posts: 253
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Well, I'm not completely positive on that one.
I used to do a lot of Multi-questing on the Journeyman's Boots--- was lucrative business; 2000 platinum per multiquest had me all my equipment when I needed it for all of my characters. The trick to spawning the AC was to kill a few oddly named creatures. Most people would kill EVERYTHING and I'd watch as they camped the Ancient Cyclops for days and never see him where I could spawn him in two game days reliably.
I'm fairly positive that the respawn time on his placeholders was a little lower then normal, too. In fact, it's quite possible that it may have been between 30 seconds and 4 minutes, but definitely not the slightly over 10 minutes that PEQ has most spawns for. However, I never saw this guy pop more then once per game night.
I'm thinking that maybe we should (in the database), lower the spawn time, SERIOUSLY decrease his chances (I've got him and Grizzleknot both as 5% now) and set a Spawnlimit 1 flag on their spawngroup. It's not quite live, but at least we won't be seeing more then one of him at a time and the spawn times will be closer to accurate.
So, on your quest files, implement a timer before the spawn to tick off 74 seconds, and then randomly spawn one of your PHs, but I'd lower the chances of getting a Quillmane. There'd be nothing worse then having one of his corpses lying on the ground and one of him spawned.
You could set a death flag for Quillmane and, as long as he has a corpse, it doesn't remove his spawn flag?
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07-28-2006, 05:47 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by Sarepean
Well, I'm not completely positive on that one.
I used to do a lot of Multi-questing on the Journeyman's Boots--- was lucrative business; 2000 platinum per multiquest had me all my equipment when I needed it for all of my characters. The trick to spawning the AC was to kill a few oddly named creatures. Most people would kill EVERYTHING and I'd watch as they camped the Ancient Cyclops for days and never see him where I could spawn him in two game days reliably.
I'm fairly positive that the respawn time on his placeholders was a little lower then normal, too. In fact, it's quite possible that it may have been between 30 seconds and 4 minutes, but definitely not the slightly over 10 minutes that PEQ has most spawns for. However, I never saw this guy pop more then once per game night.
I'm thinking that maybe we should (in the database), lower the spawn time, SERIOUSLY decrease his chances (I've got him and Grizzleknot both as 5% now) and set a Spawnlimit 1 flag on their spawngroup. It's not quite live, but at least we won't be seeing more then one of him at a time and the spawn times will be closer to accurate.
So, on your quest files, implement a timer before the spawn to tick off 74 seconds, and then randomly spawn one of your PHs, but I'd lower the chances of getting a Quillmane. There'd be nothing worse then having one of his corpses lying on the ground and one of him spawned.
You could set a death flag for Quillmane and, as long as he has a corpse, it doesn't remove his spawn flag?
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Could probably just figure out how long it takes the corpse to expire and stall the $variable cancellation with a timer.
But what I have now is, the two cycles of PH, that are ona one out of three chance to spawn, then if the proper npc spawns, he has a small chance to spawn Quillmane elsewhere in the zone. Might be able to get away with lowering the chance for the Ph to spawn, if I lower spawn time.
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07-28-2006, 05:50 AM
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Discordant
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Join Date: Sep 2004
Posts: 253
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The corpse decay time is 10 minutes, I believe. That's gamewide as long as the corpse has something on it and isn't a player's corpse.
An average respawn time is 10 minutes and 40 seconds for that spawngroup, if I read it right.
Pretty much, the idea is to just keep from having the corpse and the creature up at the same time, so, however you solve that... -shrugs-
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07-28-2006, 06:23 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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reading all this over again, I guess my Quillmane idea was too exagerated for what was needed , like you said , the same thing or better might well be accomplished with some well placed spawns , maybe a script to delay anymore quillmanes while the corpse is on the ground. Those scripts do serve as a examples for something else though.
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07-28-2006, 06:25 AM
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Discordant
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Join Date: Sep 2004
Posts: 253
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Yeah, I'm still all for the database idea. I do agree that they should be left up in the message for other people to see and learn from. Hell, maybe it'll even inspire someone else to come along and do something. Who knows?
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