#1 Coding Issue

Started by DeathCow, March 05, 2007, 05:50:28 AM

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March 05, 2007, 05:50:28 AM Last Edit: March 05, 2007, 07:46:04 AM by DeathCow












Date EnteredIssueDate FixedFix Tested By
March 5th, 2007Improper Monster Rgen For Placed NPCsN/AN/A

March 05, 2007, 05:56:57 AM #1 Last Edit: March 23, 2007, 11:27:36 PM by The Crazy Animal
Issue: Improper Monster Rgen For Placed NPCs
Although It seems as though Rgen is working, just outside of the town is a small cabin where a Placed NPC should be rgening.  This lead me to believe there is still an outstanding issue.  After review it appears that monsters with a rgen timer >0 are not rgening properly.  As evidence I produce first, the NPC Michael who should be rgening at 1/77, and secondly the breeder slime at 1/69.  The breeder slime was present at 1am, after I killed him he has not rgened and it is now 5am.  The breeder slime has a 2 hour rgen timer.  Michael, unlike the other NPCs in the town has a 1 hour rgen time instead of a 0 rgen timer.  He has not rgened. (I do not know if he ever rgened, or if a player killed him.)

Note:
ones with 0 timers rgen fine, expcept that they should only rgen A: When a user enters the room B: When a user looks into the room C: When a cleanup(or however we are handling it) occurs.


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Quote from: DeathCow on March 05, 2007, 05:56:57 AM
Issue: Improper Monster Rgen For Placed NPCs
Although It seems as though Rgen is working, just outside of the town is a small cabin where a Placed NPC should be rgening.  This lead me to believe there is still an outstanding issue.  After review it appears that monsters with a rgen timer >0 are not rgening properly.  As evidence I produce first, the NPC Michael who should be rgening at 1/77, and secondly the breeder slime at 1/69.  The breeder slime was present at 1am, after I killed him he has not rgened and it is now 5am.  The breeder slime has a 2 hour rgen timer.  Michael, unlike the other NPCs in the town has a 1 hour rgen time instead of a 0 rgen timer.  He has not rgened. (I do not know if he ever rgened, or if a player killed him.)

Note:
ones with 0 timers rgen fine, expcept that they should only rgen A: When a user enters the room B: When a user looks into the room C: When a cleanup(or however we are handling it) occurs.
There's something odd with content here.  The perm NPC in that cabin (1/77) is Michael (mob # 2065) and the mob has a max limit of 1, however room 1/10758 also has the same perm NPC of 2065.


TGS v1.0 (coming soon)

Yeah, I noticed that a while back and forgot to input that(when was the last time you loaded an update i sent you?).  Just so you know it should place monsters in the lowest room numbers first if they assigned to multiple rooms.  Otherwise mmud content will not be right.  Majormud places monster map1 room1 first, then map2 room1..i know i know its a pain.  I think you could safetly just do map1 room1, map1 room 2..etcetc map 2 room 1 etctetc until the last room with out it changing how mmud normally is.

Quote from: DeathCow on March 24, 2007, 10:38:40 AM
Yeah, I noticed that a while back and forgot to input that(when was the last time you loaded an update i sent you?).  Just so you know it should place monsters in the lowest room numbers first if they assigned to multiple rooms.  Otherwise mmud content will not be right.  Majormud places monster map1 room1 first, then map2 room1..i know i know its a pain.  I think you could safetly just do map1 room1, map1 room 2..etcetc map 2 room 1 etctetc until the last room with out it changing how mmud normally is.
I believe with the current implementation it is working this way and I believe we've worked out this placed NPC regen thing?  Fixed?


TGS v1.0 (coming soon)