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» SmaugMuds.org » Bugfix Lists » SmaugFUSS Bugfix List » [Bug] Deathtraps do not extra...
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[Bug] Deathtraps do not extract mobs properly
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Post is unread #1 Nov 26, 2005, 11:04 pm
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Samson
Black Hand
GroupAdministrators
Posts3,643
JoinedJan 1, 2002

Bug: Deathtraps do not extract mobs properly
Danger: Low - Produces a nuisance to players at the death location
Found by: Zeno
Fixed by: Samson

---

act_move.c, move_char
Locate:
   /*
    * Put good-old EQ-munching death traps back in!     -Thoric
    */
   if( IS_SET( ch->in_room->room_flags, ROOM_DEATH ) && !IS_IMMORTAL( ch ) )
   {
      act( AT_DEAD, "$n falls prey to a terrible death!", ch, NULL, NULL, TO_ROOM );
      set_char_color( AT_DEAD, ch );
      send_to_char( "Oopsie... you're dead!\n\r", ch );
      snprintf( buf, MAX_STRING_LENGTH, "%s hit a DEATH TRAP in room %d!", ch->name, ch->in_room->vnum );
      log_string( buf );
      to_channel( buf, CHANNEL_MONITOR, "Monitor", LEVEL_IMMORTAL );
      extract_char( ch, FALSE );
      return rCHAR_DIED;
   }


Change to:
   /*
    * Put good-old EQ-munching death traps back in!     -Thoric
    */
   if( IS_SET( ch->in_room->room_flags, ROOM_DEATH ) && !IS_IMMORTAL( ch ) )
   {
      act( AT_DEAD, "$n falls prey to a terrible death!", ch, NULL, NULL, TO_ROOM );
      set_char_color( AT_DEAD, ch );
      send_to_char( "Oopsie... you're dead!\n\r", ch );
      snprintf( buf, MAX_STRING_LENGTH, "%s hit a DEATH TRAP in room %d!", ch->name, ch->in_room->vnum );
      log_string( buf );
      to_channel( buf, CHANNEL_MONITOR, "Monitor", LEVEL_IMMORTAL );
      if( IS_NPC( ch ) )
         extract_char( ch, TRUE );
      else
         extract_char( ch, FALSE );
      return rCHAR_DIED;
   }


When an NPC ventures into a deathtrap, naturally they should end up dead. Since the function of most DT's ( old school feature ) is to destroy the equipment and corpse of the victim, an NPC has no reason to be transferred out. They should be removed from play immediately. Under worst case scenarios, the death room for players could fill up with mobs if a DT is in a heavily trafficed area. Although amusing for admins to see, it's not much fun for players :)
       
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