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» SmaugMuds.org » Codebases » AFKMud Support & Development » Mcreate, Ocreate
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Mcreate, Ocreate
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Post is unread #1 Jun 11, 2004, 5:41 am
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RapidRunner

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Posts72
JoinedDec 4, 2003

heh, i noticed something... You can try to create a object, or mobile that don't exist, mud will crash.. I have no idea how to fix it

Ex: ocreate 1 test Mud will just crash..
Ex: mcreate 1 test mud will appear to create the mob, then it crashes..

If anyone knows, that'd be great...

Peace, hopefully someone can help me out with this.
       
Post is unread #2 Jun 11, 2004, 7:56 pm   Last edited Nov 18, 2007, 4:54 pm by Samson
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Samson
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update.c, around line 693, you should fine this in mobile_update:

      /* NPCs belonging to prototype areas should be doing nothing */
      if( IS_NPC(ch) && IS_AREA_FLAG( ch->pIndexData->area, AFLAG_PROTOTYPE ) )
         continue;


You should add the following directly above:

      /* Mobs with no assigned area should not be updated - Samson 6-11-04 */
      if( IS_NPC(ch) && ch->pIndexData->area == NULL )
         continue;


Then in db.c, find the following in create_object:

   /* Wow. This hackish looking thing is pretty bad isn't it?
    * I thought so too, but hey. Dwip wanted to bring in a bunch of old stuff that needed to be armorgen'd.
    * This was about the only way I could think to do it.
    * Won't bother you much if you haven't set v3 or v4 on an armor though.
    * All in the name of being able to retain stats if deviating from the armorgen specs.
    * Samson 12-23-02
    */
   if( obj->pIndexData->area->version pIndexData->area && obj->pIndexData->area->version < 18 )
   {


This is caused because creating a mob or an object when you haven't used aassign to set an area pointer for yourself the mob or object is given a NULL, and the prototype flag check crashes the game.
       
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