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Lyrehca

Lyrehca

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Looking forward to the Catherby rework coming next week. Hopefully we'll get some new traps to use.

As for the White Wolf Mountain rework, "to navigate on to the mountain, you have to navigate into a cave", according to the Developer Q&A broadcast last week published on Aug 18, 2016 (time stamp 29:15). I took this to mean wwm rock would remain trapped on the mountain, as penguins don't use cave entrances transitioning to other areas.

When asked about the MegaDuck, Mod Ramen sounded uncertain but said "there will be a way" (time stamp 31:04) and Mod Shauny followed up by saying they will "get that double checked and then we'll be good to go."

As for whether the unmentioned solution will work for the penguin too, we'll have to wait and see. Hopefully this doesn't mean the end of long distance and multi herds over the mountain.

27-Aug-2016 19:50:00 - Last edited on 27-Aug-2016 21:57:00 by Lyrehca

Termluke
May Member 2008

Termluke

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Penguins as of today can No longer Cross WWM, therefore spiltting the shared roam range of 25 penguins into 3 groups (west, east and wwm itself)

As for traps:

Shady Guy said :

Catherby Docks, south side -ST -M

No longer a self-trap, now 1/2 ST and the entire dock is the trap

Shady Guy said :

Catherby Archery Shop -ST -S

No longer ST

Shady Guy said :

Behind Vanessa, Catherby farm store -moving

Dead.

New traps

South-east of wwm's cathbery entrance cave - ST - S

East of Camalot's Castle, North end - ST - M - UB
>
beware of wwm...

//
\
Team Penguin Capt / Doomsayer / Herder
:P
v_
/
_

30-Aug-2016 17:15:27 - Last edited on 30-Aug-2016 17:21:14 by Termluke

Terror Dogs

Terror Dogs

Posts: 58 Iron Posts by user Forum Profile RuneMetrics Profile
Hi,

Got a bit of a request for you, not sure if this is the right place. Would any of you be able to investigate the movement, herding and trapping of the wilderness team cape sellers? They are especially useful for ironmen in order to bank their cursed energy, but it's often tricky to get them in a good spot.

Here's some info to start you off:

They are 2x2 NPCs

Their movement can instantly be stopped by talking to them

They move non stop until someone talks to them

They don't move if someone is talking to them

(Not sure about this one) They can't move if someone stands under them.

Thanks so much if you're willing to take this up.

02-Feb-2017 20:24:06

Lyrehca

Lyrehca

Posts: 1,855 Mithril Posts by user Forum Profile RuneMetrics Profile
Terror Dogs said :
Hi,

Got a bit of a request for you, not sure if this is the right place. Would any of you be able to investigate the movement, herding and trapping of the wilderness team cape sellers? They are especially useful for ironmen in order to bank their cursed energy, but it's often tricky to get them in a good spot.
. . .
Thanks so much if you're willing to take this up.

Sounds like a challenge!

I know the one nw of kbd has a very limited roam range while others can roam quite a bit.

There is already some information on the RS wiki about where each merchant can be found, some in more than 1 place.

But if there is any logic or way to herd these cape merchants, someone on the team is sure to figure it out.

04-Feb-2017 22:24:47 - Last edited on 04-Feb-2017 22:42:45 by Lyrehca

Heaven Sent

Heaven Sent

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They can indeed be herded and trapped, but not anywhere beneficial to skilling in the wilderness to the best of my knowledge. We've moved and trapped a few cape sellers a few years back, and the best place we found to put one and have it last was the Red Dragon Isle.

All of the information you've posted with the exception of one thing is true, also.
Terror Dogs said :
(Not sure about this one) They can't move if someone stands under them.

This is partly true, but to explain it correctly:

If a player is standing under an NPC larger than 1x1 when they pick a direction to move:
1. The server checks to see if the NPC has room to move in the direction randomly chosen.
2. The server sees a player is standing within the 2x2 area the NPC is wishing to move.
3. The server does not allow the NPC to move onto the chosen map tile.

So if a player is standing on the northwest corner of a 2x2 or larger NPC, the NPC is not allowed to move north, west, or northwest by the server as long as the player continues to occupy that game square with the server.

05-Feb-2017 03:26:47

Terror Dogs

Terror Dogs

Posts: 58 Iron Posts by user Forum Profile RuneMetrics Profile
Heaven Sent said :
They can indeed be herded and trapped, but not anywhere beneficial to skilling in the wilderness to the best of my knowledge. We've moved and trapped a few cape sellers a few years back, and the best place we found to put one and have it last was the Red Dragon Isle.


They can roam towards the cursed energy rift, which is super useful considering you can bank the energy and memories then in your own time use cache boost to convert the memories outside of the wilderness. Problem is we currently just rely on them roaming to the rift, rather than herding them there, so we want to develop a strategy to reliably herd them instead of waiting for them to get in position. The cape seller of interest that roams to the crater is Edmond.

Heaven Sent said :
All of the information you've posted with the exception of one thing is true, also.
This is partly true, but to explain it correctly:

If a player is standing under an NPC larger than 1x1 when they pick a direction to move:
1. The server checks to see if the NPC has room to move in the direction randomly chosen.
2. The server sees a player is standing within the 2x2 area the NPC is wishing to move.
3. The server does not allow the NPC to move onto the chosen map tile.

So if a player is standing on the northwest corner of a 2x2 or larger NPC, the NPC is not allowed to move north, west, or northwest by the server as long as the player continues to occupy that game square with the server.


That's actually rather useful. So combining this information with the fact you can stall them from moving by talking to them, 2 people can quite easily herd the cape seller by influencing the directions they can move in. The main barrier for 1 person to solo herd is that they don't pick a direction to move after you talked to them until you move something like 2 tiles away, any solution for this?

10-Feb-2017 17:51:48

Heaven Sent

Heaven Sent

Posts: 902 Gold Posts by user Forum Profile RuneMetrics Profile
Terror Dogs said :
The main barrier for 1 person to solo herd is that they don't pick a direction to move after you talked to them until you move something like 2 tiles away, any solution for this?
There are some methods to stall talk actions on NPCs, but once a player has claimed an NPCs attention by speaking with them most continue to stand by in an idle-state until the player relinquishes that state with the server; this is normally done by walking out of an NPCs range, but some NPCs have scripted timers that states how long they'll wait before taking their next action — think of Max in Varrock. The scripted timers seem to vary wildly from as little as a few ticks to several thousand game ticks.

As far as I remember, the cape sellers will wait around indefinitely for the player to finish interacting with them; they're bankers now also, and to the best of my knowledge all bankers behave this way by default, including ones which roam around — think the TzHaar Fight Cave banker.

EDIT:
Another point I should bring up that has escaped me until now — Most NPCs have a hard limit on what we call their "roam range"; how far away from their initial spawn points they're allowed to wander on their own. Some NPCs, such as Bob the cat and penguin spies have an infinite roam range, while some NPCs such as most bankers have a zero radius range, and will constantly reset their map occupation flag with the server each movement cycle they take. I'm not sure if cape sells have a defined roam radius or not, but it's something to keep in mind.

Another thing to be aware of is that in the last few years Jagex's environmental developers have been hard coding boundary tiles around environments instead of assigning these values to 3D objects to prevent blocking. This means that while it might look like an NPC can walk through a certain path a player may be able to talk, the NPC could be hard restricted from entering.

14-Feb-2017 16:33:37 - Last edited on 14-Feb-2017 16:47:24 by Heaven Sent

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