Understanding how creatures spawn is essential for a Tamer, be it to train
skill, to hunt or to tame highly desired pets. The following paragraphs
explain the three standard types of spawns but do not include the champion
spawn - that one is outlined in great detail
here.
The spawn engine keeps the servers populated with NPCs (Non Player
Characters, which can be humans, animals or monsters). To avoid over- or
underpopulation, it performs checks every so often to see if the set number of
creatures is present in a certain area and replaces what's missing. To create
diversity in population of the landmass and the dungeons, NPCs are spawned in
three different ways.
Let's take a sheep as an example. For the forest Northeast of Yew the spawn
engine is programmed to keep the area populated with a total of X NPCs from a
predefined list of types. Among grizzly bears, cougars, cows, goats, hind,
timber wolves and others, sheep are one of them. Checks for the number of
creatures present are performed at certain intervals and missing ones (killed
or removed from the subserver) are replaced. Let's say you kill the sheep: with
the next routine check, the spawn engine realizes that the set number of
animals in the area is X - 1 and it will queue one creature to spawn. The
creature that replaces the missing one can be a grizzly bear, cougar, cow,
goat, hind, timber wolf or whatever else is on the list set for the area. This
type of spawn can be blocked as long as data of a creature from this spawn is
present on the subserver it spawned on, but blocking only effects the
overall number of creatures in that area, not the type of
creatures present at any given time. Say someone tames all the sheep
present in these woods and locks them into their house. While this person
reduces the number of creatures that can spawn, the type is not affected. You
could kill all the remaining animals and the respawn would be random, including
sheep. Other examples for this spawn type are all the forest areas of
Britannia, Ice Island and Moonglow.
If you travel to Yew, have a look at the sheep pens there. The spawn engine
is set to keep each pen populated with X sheep. If one or more of them are
killed or removed from the server, the spawn engine replaces them until the set
number of sheep is reached once again. No other creatures will spawn
instead. This type of spawn is blocked as soon as a creature from that
particular spawn point is tamed and not removed from the subserver at least for
a short time, the spawn engine can not detect a difference between tame or
wild. If someone takes all these sheep and locks them into their house on the
same subserver, no more will spawn until they are moved to another subserver or
killed.
This is the type of spawn that causes problems for us tamers. Tame a unicorn in
Ilshenar and take it hunting without removing it from the subserver for
a moment, a new one will not spawn to replace the missing one until you leave
the subserver. This type of spawn is mostly used for dungeons (Destard's
dragons and drakes, nightmares in the terrathan keep, blood- and poison
elementals in shame etc.), but also for all those creatures you always find in
or close to one particular spot (ridable llamas, forest ostards, horses...).
The last stop for sheep and an example on spawn mechanics is the Delucia
healer's hut. Sheep spawn in little flocks there, along with groups of goats
and cows with one bull. This type of spawn is not permanent and vanishes after
a short while (if not killed) to be replaced almost immediately by a fresh set
of animals in the same general area. Due to this special characteristic, camp
spawns can not be blocked. Even if you tame e.g. a bull from a camp spawn and
stable it, it will eventually vanish. This is not a "stable
bug". Examples for this spawn type are orc-, ratmen- and lizardmen camps,
brigand and gypsy camps or the groups of hinds with a great hart that are very
common in T2A.
How long it takes the spawn engine to replace a certain creature can range
from instantly to a few minutes, provided it's not blocked by data of the
particular creature present on the subserver.
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