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» SmaugMuds.org » Codebases » SWFOTE FUSS » Funky reset's with NPC's
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Funky reset's with NPC's
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Post is unread #1 Apr 20, 2010, 3:40 pm
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ayuri
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JoinedJun 13, 2008

Standard disclaimer this is in swfote2.1.5 from swfote.sf.net with quite a few FUSS fixes in.
Stock (from 2.1.5) reset.c with no fixes from FUSS (Why? To help isolate and test and because I'm not to sure where to start).

This one has bugged me for a while and I'm hoping the community can shed some light on this. Off to the details:
So, I have three npc's - lets make them customs mobs for sake of argument - vnum 1098 (should be stock vnum).
I load them into three rooms. Lets say 1051, 1050 (both room are in same area) and lets say vnum 7609 (or any room off in a different area).

So, I put just one of my npc's there, my red rlist shows for all three rooms
1) imperial customs officer (1098) -> Customs Checkpoint Room: 7609 [2]
1) imperial customs officer (1098) -> Bulova Spaceport Room: 1051 [1]
1) imperial customs officer (1098) -> Bulova Main Landing Pad Room: 1050 [3]


Also, the above values in square brackets seem to relate to the number of mob's to spawn total? Game wide?

Now, lets say I kill 1 of the npc's, in room 1051, then go to vnum 7609 and do a reset area. Next thing you know, I have two custom's mobs in 7609. Ok, fine. Lets go back to 1051 and the npc is still dead, do a reset area and he will not come back, while his buddy up in 1050 is just sitting there like nothing happened and 7609 still has two npc's. So, I kill the npc in 1050, do a reset area and then I end up with only 1 npc in 1050, nothing in 1051 and two in 7609.

Since the same mvnum is being used in two diffrent areas, it just seems to be who died first and what are reset appears to happen before the others and the lower vnum if its reset first gets all the mobs. This can be fixed by using different mvnum's for the npc's but that could get annoying since most of the npc's are just copies of themselves (within an area)

I've not had the chance to test this out on the FUSS side of things, was wondering if anyone else has noticed this before. I'll try to test this out on FUSS and see what comes of it.

As always I could be really off on this so, yeah...

ayuri
       
Post is unread #2 Apr 20, 2010, 6:28 pm
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Keberus
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JoinedJun 4, 2005

Tried it on my MUD, my issue was slightly different, after slaying one it would still repop after a reset area, but if I went to another where the reset had a 2 in the square brackets I could make 2 show up, the number in brackets shows the count of mobs for the entire mud, but works as a room max on my game. So I am gonna add in a count to the instaroom command to fix this issue.
       
Post is unread #3 Apr 20, 2010, 8:22 pm
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dbna2
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I believe there was an issue on this before, a topic should be somewhere..... But the reset fix, caused this to happen, and then there was an argument on how to fix it, which lead to the affects discussion....
       
Post is unread #4 Apr 20, 2010, 8:44 pm
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ayuri
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I see:
http://www.smaugmuds.org/index.php?a=topic&t=3568
and
http://www.smaugmuds.org/index.php?a=topic&t=3597
but do not think that it would effect 2.1.5, as always I could be very very wrong. We'd have to ask Keb if he put in FUSS' reset system into 2.1.5. I kinda doubt it, as 2.1.5 was last updated around the end of October of 2006.

Don't you guys just love all of us running this old outdated hacked together code?
ayuri
       
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