When we put a mob in resets, there's a limit setting for the number of mobs in that room. But what about if a mob moves out of the room?
Example: I am coding my guard mob. This mob will gen from guard posts around the area, one, maybe two, from each guard post. From there, thay are going to wander to do their job.
Does the fact that they have wandered from their reset room mean that another one pops up? Or does the game code keep track of the alive mobs that have come from that room?
Obviously, if I'm missing something, I don't want to end up with like 30 guard mobs roaming around.... then again, maybe I do
mob resets and non-sentinel mobs
mob resets and non-sentinel mobs
"There is no safety for honest men except by believing all possible evil of evil men."
Kregor - Ranger of Tangled Trees
Rozor - Lady Luck's Duelist
Tygen - Ranger-Bard of Mielikki
Kregor - Ranger of Tangled Trees
Rozor - Lady Luck's Duelist
Tygen - Ranger-Bard of Mielikki
- Andreas
- Sword Grand Master
- Posts: 720
- Joined: Fri Aug 01, 2003 4:55 am
- Location: Mobile, Alabama
- Contact:
Trouble with OLC Resets
I was having some trouble with resets in OLC last night.
I'd minvoke m13070 where I wanted to set his start location. I'd oinvoke a few items for him to sell, give them to him then instaroom and save area. I habitually check to make sure everything is working right, so I'd use rat to purge my area then resetarea to make sure the mobs were loading up the way I wanted them. Unfortunately... they weren't.
Mari came on and tried to help and the best we could figure is that OLC was being fussy at that time.
I'd minvoke m13070 where I wanted to set his start location. I'd oinvoke a few items for him to sell, give them to him then instaroom and save area. I habitually check to make sure everything is working right, so I'd use rat to purge my area then resetarea to make sure the mobs were loading up the way I wanted them. Unfortunately... they weren't.
Mari came on and tried to help and the best we could figure is that OLC was being fussy at that time.
Helm keep thee.