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    trial of duty (quest for 2.rd part 1.)

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    DanielaCZ

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    trial of duty (quest for 2.rd part 1.)

    Post  DanielaCZ on 20th February 2013, 19:56

    Hi,
    today I went through quests to 2 transfer. (Paladin and Avanger) everything was fine until the moment when a player is killed by tree hangman tree from it then appears to ghost spirit of Sir talianus. Unfortunately, two hours we killed hangman tree. Spirit is no spawn. is needed for it to pass.

    mob: vuku orc fighter id: 5054
    mob: umbar orc id: 17
    They're out spawm.
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    DnR
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    Re: trial of duty (quest for 2.rd part 1.)

    Post  DnR on 22nd February 2013, 00:34

    Alright, i guess it' s just missing in quest.
    I' m going to test it as soon as possible.
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    DnR
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    Re: trial of duty (quest for 2.rd part 1.)

    Post  DnR on 22nd February 2013, 01:35

    DanielaCZ wrote:Hi,
    today I went through quests to 2 transfer. (Paladin and Avanger) everything was fine until the moment when a player is killed by tree hangman tree from it then appears to ghost spirit of Sir talianus. Unfortunately, two hours we killed hangman tree. Spirit is no spawn. is needed for it to pass.

    mob: vuku orc fighter id: 5054
    mob: umbar orc id: 17
    They're out spawm.

    Spawn chance for ghost spirit was increased.
    What' s wrong with umbar orc and vuku orc fighter?
    Please explain.
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    DanielaCZ

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    Re: trial of duty (quest for 2.rd part 1.)

    Post  DanielaCZ on 22nd February 2013, 01:51

    Mobs not spawn
    mob: Vuk orc fighter id: 5054
    mob: Umbar Orc id: 17

    roko91

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    Re: trial of duty (quest for 2.rd part 1.)

    Post  roko91 on 22nd February 2013, 02:17

    I checked Vuku Orc Fighter recently and I found that it does not spawn when it should be:



    I guess spawnlist is from C1 or C2.
    Correct me of I am wrong.
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    DanielaCZ

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    Re: trial of duty (quest for 2.rd part 1.)

    Post  DanielaCZ on 22nd February 2013, 02:34

    I think that you speak correctly. Enough people confirmed to me from spawms agree with c1 c2 and c3 sometimes

    roko91

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    Re: trial of duty (quest for 2.rd part 1.)

    Post  roko91 on 22nd February 2013, 02:37

    I don't know if its a good idea but I think we should take completed spawnlist from any Interlude project and just cut the Interlude spawns from it.
    I will do experiments these days to see if it works Wink

    roko91

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    Re: trial of duty (quest for 2.rd part 1.)

    Post  roko91 on 22nd February 2013, 02:53

    Sorry for the bad suggestion now I see that its not so easy but I will keep trying to fix it somehow cause its one of the most important things.
    If I have progess I will share the result with you Wink
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    xlinkinx

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    Re: trial of duty (quest for 2.rd part 1.)

    Post  xlinkinx on 22nd February 2013, 05:15

    roko91 wrote:Sorry for the bad suggestion now I see that its not so easy but I will keep trying to fix it somehow cause its one of the most important things.
    If I have progess I will share the result with you Wink
    best move spawn with interludes squares as I did, or write to those locations that you do not seem to be true and I'll try to cut myself.

    roko91

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    Re: trial of duty (quest for 2.rd part 1.)

    Post  roko91 on 22nd February 2013, 06:02

    I noticed that interlude npc template id's are different but they follow simple pattern:
    for example if idTemplate in C4 is 79, in interlude it would be 20079,
    if it is 12004 in C4, in interlude it would be 29004 and so on.
    I decided to use this pattern in order to make huge fix for the spawnlist Smile
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    xlinkinx

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    Re: trial of duty (quest for 2.rd part 1.)

    Post  xlinkinx on 22nd February 2013, 06:12

    roko91 wrote:I noticed that interlude npc template id's are different but they follow simple pattern:
    for example if idTemplate in C4 is 79, in interlude it would be 20079,
    if it is 12004 in C4, in interlude it would be 29004 and so on.
    I decided to use this pattern in order to make huge fix for the spawnlist Smile
    first Ocheret not forget that some locations are different from c4 interludes and your new spawn may be worse than the old for example you can see even in the outpost at Goddard textures themselves and placing NPC differs from c4. same waiting and other locations, as well must take into account the fact that only spawn interlude bad copy PTS and this can not solve all problems.

    roko91

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    Re: trial of duty (quest for 2.rd part 1.)

    Post  roko91 on 22nd February 2013, 06:20

    for now i will experiment only with certain kind of monsters because monster locations in basic towns like gludin, gludio, dion, giran in interlude are closer to retail C4 than current spawns
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    DnR
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    Re: trial of duty (quest for 2.rd part 1.)

    Post  DnR on 22nd February 2013, 12:02

    If they all followed this pattern it would be easier, but unfortunately they don' t.
    There are npcs with completely different ids. For instance, baium id is 12372 instead of 29025 and so on.
    As xlinkinx said, you have to be careful as some spawns are different from C4 to Interlude.

    Good luck.
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    DanielaCZ

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    Re: trial of duty (quest for 2.rd part 1.)

    Post  DanielaCZ on 22nd February 2013, 12:11

    Yes, yes, a lot is different. :-) So I did not dream tried.

    roko91

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    Re: trial of duty (quest for 2.rd part 1.)

    Post  roko91 on 22nd February 2013, 14:10

    I carefully checked and noticed that over 70% of monsters are in npc template id interval from 1 to 1500 (also in that interval there has only monsters).
    Also checked cerefully if there is any differences and from npc id 1 (in interlude 20001) to 1822 (in interlude 21822) didn't found any Wink

    roko91

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    Re: trial of duty (quest for 2.rd part 1.)

    Post  roko91 on 22nd February 2013, 14:56

    Now is way more easier for regular players to do Artisan class quest Wink




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