Run Speed

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Gangrenous
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Run Speed

Post by Gangrenous » Thu Dec 26, 2019 2:14 pm

Since it has been so long that I have been on live, my memory fails me. Do all mobs run at the same speed? In EQ1 mobs definitely ran at different speeds, in WOW they all seem to run at basically the same speed. In EQ1 you really noticed since there was no leashing on mobs, if you did not make it to a zone line on a fast mob you were toast.
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Rylec
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Re: Run Speed

Post by Rylec » Thu Dec 26, 2019 3:36 pm

As in they change speed when they aggro you? I will have to test that.
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Re: Run Speed

Post by Gangrenous » Thu Dec 26, 2019 6:56 pm

I would not think every single mob in the game has the same walk or run speed, they absolutely were different in EQ1. We have no place in the database currently to differentiate in the speeds a mob what walk or run. I am just really asking if every single mob has the same walk and run speed.
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Re: Run Speed

Post by Rylec » Fri Dec 27, 2019 12:53 am

No, they don't. I found that most spawns on Live use the default speed of '2' (which you can define in the Movement Loop), but sometimes e.g. a trigger fish will speed up in the middle of its default speed '2' loop for a few seconds (for added effect if you like) on Live, and I have used that also on the EMU.

When I did the Frostfell Wonderland Village (if you want to check it out its zone 687) spawns will use different kind of speeds (the unicorn is very slow, while the skaters are very fast) - all 'speed calibrated' to mimic Live.

It's actually quite easy to set spawn movement speed on the EMU, here is a few lines from one of the trigger fish (the fifth parameter sets the speed to reach this location) :

Code: Select all

	MovementLoopAddLocation(NPC, -8.69, -12.16, 1.25, 2, 0)
	MovementLoopAddLocation(NPC, -6.66, -14.08, 2.86, 4, 0)
	MovementLoopAddLocation(NPC, -8.02, -12.61, 3.53, 4, 0)
	MovementLoopAddLocation(NPC, -7.87, -12.35, 5.74, 2, 0)
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Gangrenous
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Re: Run Speed

Post by Gangrenous » Fri Dec 27, 2019 5:19 am

But still, I am not talking about movement loops.
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Rylec
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Re: Run Speed

Post by Rylec » Fri Dec 27, 2019 6:28 am

Ah sorry, I seem to misunderstand you then.
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Re: Run Speed

Post by Gangrenous » Fri Dec 27, 2019 7:49 am

Currently, as far as I know, we only have control over the movement loop speed. Once a mob is aggrod, the speed is hard coded. If the movement speed in the live game varies, then this needs to change.
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Re: Run Speed

Post by Cynnar » Mon Dec 30, 2019 5:45 am

Yeah I see what you are talking about Gang. Rylec what he is wondering is, for example, if you attack a group of mobs and run, will they all run after you at the same speed or are some mobs faster than others.

I don't remember if they all have the same speed or not, but what I do remember is on EQ I would have to jump to get that tiny extra boost and on EQ2 I never done that. Also on EQ2 if memory serves me right, mobs loose aggro way before you have to zone out unlike EQ where the mobs had aggro if you were in the same zone.
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Gangrenous
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Re: Run Speed

Post by Gangrenous » Mon Dec 30, 2019 6:22 am

Ultimately this project is about emulating live, but an additional thing is for a person to be able to customize a server. Not a lot of OPS know how to code from what I have seen in my years, probably less than 20%. They are going to want to be able to customize things like mob walk and run speed. Just something we need to keep in mind later down the road.
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