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» SmaugMuds.org » Codebases » SWFOTE FUSS » supermob not being fully rele...
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supermob not being fully released?
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Post is unread #1 Jan 26, 2009, 6:06 pm   Last edited Jan 26, 2009, 6:08 pm by ayuri
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ayuri
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JoinedJun 13, 2008

Dealing with player homes when they log in I've noticed that the supermob isn't returning to 'supermob'.

Example: player logs in - their home data gets loaded. Supermob takes name of their home, and keeps it.
I'm not 100% sure if this is a bug or not. Also, swfotefuss seems to have several instances of supermob in rvnum3

Name: Storage.
Area: Limbo  Filename: limbo.are.
Vnum: 3.  Sector: 1.  Light: 0.  TeleDelay: 0.  TeleVnum: 0  Tunnel: 5152.
Room flags: nomob private remove_this_flag norecall plr_home empty_home
Room flags2:
Description:
This room is reserved for storage of polymorphed players.
Characters: supermob supermob supermob supermob Ayuri test.
Objects:   .

Room #1083Test is in perfect health.

Character Data for test
+------------------------------------------------------------------------------+
| Name: test             Lastname: (none)            Clan: (none)              |
|  Str: 10  Int: 10  Wis: 10  Dex: 10  Con: 10  Cha: 10  Lck: 10  Frc: 0       |
|  Sex: Neuter               Vnum: 3               InRoom: 3                   |
+------------------------------------------------------------------------------+
|       Gold: 10000               Race: Human              Hit:  1260/1260     |
|       Bank: 0                     AC: -214              Mana:     0/0        |
|   TopLevel: 104                 Align: -1000             Move:  1000/1000     |
+------------------------------------------------------------------------------+
|    Hitroll: 23            Mentalstate: 0            Fighting: (none)         |
|    Damroll: 21         Emotionalstate: 0              Master: (none)         |
|   Position: 8                   Wimpy: 0              Leader: (none)         |
| AffectedBy: detect_invis detect_hidden true_sight                            |
+------------------------------------------------------------------------------+
|      Count: 5                               Killed: 0                        |
|   Hit Dice: 21d10+1050                    Dam Dice: 10d4 +2                  |
| Saving throws: 0 0 0 0 0                                                     |
+------------------------------------------------------------------------------+
|     Speaks: 1           Speaking: 1                                          |
|  Languages:  basic clan                                                      |
+------------------------------------------------------------------------------+
|  NumAttacks: 0                                                               |
|     Attacks:                                                                 |
|     Defense:                                                                 |
|       Parts:                                                                 |
+------------------------------------------------------------------------------+
Act flags: npc polyself secretive
VIP flags:
    Names: test
ShortDesc: test
 LongDesc:


Ideas?
Ayuri
       
Post is unread #2 Jan 26, 2009, 7:53 pm
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Samson
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Supermob retaining the name of the last place/object he was is normal behavior. Nothing to worry about.
       
Post is unread #3 Jan 26, 2009, 8:20 pm
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ayuri
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Thank you Samson.
I was under the impression that it should be released and returned to its original name.

Still learning as I go along. Asking stupid questions. Please pay no mind to the girl in the corner with a DUNCE cap on.

Ayuri
       
Post is unread #4 Jan 26, 2009, 8:26 pm
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David Haley
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I think that the supermob is indeed "supposed" to return to its original name, the keyword being "supposed"... :tongue: There are plenty of places where it's set to a room/object, but never released.

Then again, there isn't really any point in releasing it, other than letting it have a normal name.
       
Post is unread #5 Jan 26, 2009, 8:40 pm   Last edited Jan 26, 2009, 10:57 pm by ayuri
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ayuri
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True.
Take into the situation where a player names their home after themselves.
Now, anytime you go to tell them you have to do 2.name. Kinda annoying at times. I know, flog the players who do such things. :)
**EDIT**
I should point out the above has never happened to myself. I've heard players complaining about 'beeping' someone and it not hitting the right instance of the named player/supermob

Ayuri
       
Post is unread #6 Feb 2, 2009, 9:38 pm
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Rojan QDel
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If you have programs in a home, I would do mpat <vnum> rather than mpat 2.$n, it is more foolproof.
       
Post is unread #7 Feb 3, 2009, 11:23 am
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ayuri
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When ever I do progs I always do vnum. But then again, I rarely do progs :)

As to doing progs in a home, you'd have to use vnum anyhow, I think. My brain isn't wrapping around the idea of mpat 2.$n (Its 2:17pm I just woke up and haven't had any coffee). Not all cases is the person in the home the person who's home is named after them. So, in thoes rare instances - it could fail.
Example: Bob's home. Inside Bob's home is Jack and Jill. Bob isn't online. Any progs ment to execute at Bob would utterly fail.
If thats what your talking about.

If the above makes any sense - YAY!
If not, well, sorry.

Ayuri
       
Post is unread #8 Feb 3, 2009, 2:34 pm
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Conner
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By using the $n part of that the progs will target whoever rather than Bob, whether he's home or not.
       
Post is unread #9 Feb 3, 2009, 9:27 pm
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Rojan QDel
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That too.
       
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