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  • cabfever
    • Status: Awaiting Feedback
      Main Category: Core / Mangos Daemon
      Sub-Category: Profession
      Version: 22.1 Milestone: 22 (Next) Priority: Normal
      Implemented Version: Unset

    Herb nodes

    Herb nodes are spawning incorrectly. Right now there seems to be a constant of nodes up at any given time. Picking one node I had one just next to me spawn immediately. What should be happening is the nodes each having a separate respawn timer based on the herbalism level required to pick it. That timer should be randomized within these numbers:
    Herbalism level 1-99: 8-22 minutes. (Briarthorn, Earthroot, Mageroyal, Peacebloom, Silverleaf)

    Herbalism level 100-199: 23-37 minutes. (Bruiseweed, Fadeleaf, Goldthorn, Gravemoss, Khadgar's Whisker, Kingsblood, Liferoot, Wild Steelbloom, Wintersbite)

    Herbalism level 200-299: 38-52 minutes. (Arthas' Tears, Blindweed, Dreamfoil, Firebloom, Ghost Mushroom, Golden Sansam, Gromsblood, Icecap, Mountain Silversage, Plaguebloom, Purple Lotus, Stranglekelp, Sungrass)

    Leaving us only with Black Lotus, which should be 53-67. It could also be done without the randomizing, just making it 15, 30, 45 and 60 minutes would work, but as is, Herbalism is an absolute pain.

    I see mining veins on nearly every possible spawn, could it be that the two systems have been mixed up?



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    The herbalism nodes I updated a long time ago. I'm not sure about the mining nodes if those are still faulty.

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    Ok the problem with randomizing respawn times with Plants and Mineral is this. They are treated as a GameObject Chest. If we were to apply some randomizing algorithm to respawn times we would first have to need to create:

    GAMEOBJECT_TYPE_PLANT

    GAMEOBJECT_TYPE_MINERAL

    So we can apply a randomization algorithm for those affected GameObjects only.

    The other option would be to add another spawntimesecs2 field in the GameObject DB and to random between the two values given the second one is set. However by doing this it would add a redundant data field to all the gameobjects that dont require randomized times.

    The third option is to just randomize the GAMEOBJECT_TYPE_CHESTS, but that will break fixed times on all chests.

     

     

     

    Edited by Langerz82

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