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» SmaugMuds.org » General » Coding » Resetting objects that are fr...
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Resetting objects that are from other areas
< Newer Topic :: Older Topic > Bug o-rama or how we want it.

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Post is unread #1 Aug 20, 2002, 10:33 am
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Guest - (Unregistered)

I wonder why smaug is coded so if a area has a reset that is of another area you get a bug.

I understand it promotes creativity, but sometimes its annoying when its a componet to a skill or something and you want it in another area. I guess the way around it without being too lazy is just to mpoload the object.

[*****] BUG: Get_obj_index: bad vnum 3049.
       
Post is unread #2 Aug 20, 2002, 11:36 am
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Remcon
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Another way around that is to have the area with the vnum your wanting to reset in the other area load before the area with the other reset.
Example:
Lets say you want something from newdark.are to reset into newacad.are then make sure that it loads newdark.are before it loads newacad.are

You can also instead of adding the reset into the area you want it to reset into add it into the area with that vnum for it to reset in the area you want it to.
Example:
Again lets say you want something from newdark.are to reset into newacad.are. Instead of adding the reset into newacad.are add it into newdark.are it should work right as long as you get the reset set right.

Remcon
       
Post is unread #3 Aug 20, 2002, 2:22 pm
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Samson
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Another alternative approach would be to create a utility type zone to contain common items like components, quest items, mundane pieces of euqipment, etc. Then have that zone load immediately following limbo so that you can use it in resets for other zones. Either that or just expand the vnum range for Limbo if you have space to do so. Then someday down the road if you decide you no longer want Area A, Area B won't have to have dependencies resolved.
       
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