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Fledgling

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Posts22
JoinedNov 19, 2005
This modified SWR mud is my baby. Every time I use hotboot mob resets are used to spawn mobs even when the mob already exists. Also after the installarea command is used there are duplicate mobs in the newly installed area. I can pay for help fixing the bug.



Geomancer

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Posts1,992
JoinedJul 26, 2005
sometime soon I need to do some work on stuff anyways, ill try to get to it this weekend sometime. If you want some help message me and ill let you know where to email me a copy of your mud and ill take a look at it for you and send it back after fixing it as well. Personally though since I do tend to have time issues I would suggest trying it on a normal swrfuss and seeing if the issue is fixed there and fix yours in a similar fashion




Magician

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Posts239
JoinedJun 13, 2008
What version of SWR are you using? There's been a lot of discussions about resets here on these forums. However, before one goes about slinging links, best to know if your running a FUSS codebase or not.
ayuri
ayuri



Conjurer

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Posts395
JoinedMar 8, 2005
Sounds to me like resets are being run after the copyover/installarea, without actually checking their parameters (assuming they HAVE them).
IE: you code a reset to load mob 3411 to room 2333 if it isn't there. Either the copyover screws up the game's knowledge that the mob is indeed already there, or the reset doesn't check and just blindly loads the mob there, present or not.
IE: you code a reset to load mob 3411 to room 2333 if it isn't there. Either the copyover screws up the game's knowledge that the mob is indeed already there, or the reset doesn't check and just blindly loads the mob there, present or not.



Fledgling

GroupMembers
Posts22
JoinedNov 19, 2005
The code is based on stock swr and includes most swrfuss fixes and enhancements. Also, the swrfuss reset system fix is installed.
ayuri said:
What version of SWR are you using?
ayuri
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