kay
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For example, and last reply ill do on this topic, in rot hell or katana quest cave as many of us use to call it... With just going up to the rots level and blocking the way to you with chests, chairs etc, it would trigger the spawn.. The the spawn used to be triggered just by that, you dont have to block the way to you. You just have to stay or move near the hole and more rots would spawn. It works but no the tibia way and in some spawns only.
It's really hard to understand what you have in mind.
Monster has to walk away from its spawn ("home" by cip naming) for certain distance ("radius") in order to trigger a new spawn. Whatever it does next is irrelevant, but it has to cross the line first.
And it won't cross the line by itself on "idle" or "fleeing" state, but only when chasing a target. That is in cip code and was proven to have been working the same back in overspawn times.
Just watch those fleeing spiders. They stop at some point and don't run further, because that'd be over the radius, which was 10 squares.
They would go further if they chased someone and that would trigger a new spawn, but not on fleeing/idle.
So staying behind the wall/boxes and watching rotworms dance did NOT work.
And if you're saying that just going up and down, so they move once, was enough - then it makes even less sense. Firstly, the gif above proves existance of 10 squares radius. Secondly, for homes that have more than one monster - they already do spawn away from home position, which is one exact [x, y, z]. They don't "remember" what square they spawned on, there's only home position and "IsMonsterhomeInRange" function. So if one square away was ever enough - that would make them trigger new spawns over and over, which obviously did not happen.
And again, if you mean going up so rotworms would come close to you - then it's correct and it does work. That's exactly the way I did it in these pics - went up and waited for the most-east rotworms to come. Because that was over 10 squares new spawn was triggered, then I only had to go away to avoid blocking respawn.
As I said, old memories tend to be crooked, but we've done a whole solid research on that matter plus reverse-engineered cip server, where big parts of the code were not changed, and I can assure you this mechanics is accurate.
I can't refer more to what you're saying because you did not care to express it clearly, but you also said overspawn doesn't work in poison spiders cave - it DOES work, with the same rules for every single spawn in game. So it's impossible to trigger only in certain places that are too small to lure the monster for over 10 squares and have no option of putting it to another floor (e.g. black knight spawn).
If I were to guess why it didn't work for you - I'd say that you unconsciously blocked the respawn, because you didn't remember that in old Tibia standing one floor above could block it too (happened to many people already).
Gif was taken from this cam:
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