eniac
Junior Member
Posts: 83
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Post by eniac on Nov 13, 2008 12:22:36 GMT -5
I recently fixed a bug that opened up a bit more functionality for the load on death procedure. That bug fix will be coming with my next release. I'm not quite sure what documentation if any some of you builders are working on but I thought I would go ahead and update you of the changes and the new functionality.
load on death depends percentage that the item will load, the vnum of the item to load, an in game limit and in rent limit.
Here is a visual code example: <SPECIAL> load_item_on_death 75 0 20 2 4 </SPECIAL>
The result of this code snippet causes item of vnum 20 to load at a 75% chance with the condition that there are less than 2 in the game currently and less than 4 in rent.
I hope this helps and opens up many more possibilities for interesting zones and quests.
-e
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eniac
Junior Member
Posts: 83
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Post by eniac on Nov 13, 2008 13:58:58 GMT -5
I should also add that the load_mob_on_death also will handle the number in game check as well.
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Post by Tarbal on Nov 13, 2008 21:07:42 GMT -5
being a huge fan of the load on death proc....i must say that i LOVE this change.....one question about load on death....what is up with the requirement of being grouped to get it to fire? this came up as a problem for a quest that i ran las year...and i was just curious....
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eniac
Junior Member
Posts: 83
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Post by eniac on Nov 14, 2008 10:48:50 GMT -5
being a huge fan of the load on death proc....i must say that i LOVE this change.....one question about load on death....what is up with the requirement of being grouped to get it to fire? this came up as a problem for a quest that i ran las year...and i was just curious.... Without going into the boring details it was a code miracle that the load_on_death_proc was working under any conditions. But the specific must be grouped bug you are talking about was the reason that it caused me to look into the procedures in the first place. -E
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Post by ching on Nov 14, 2008 17:04:42 GMT -5
That really rocks, my statue can actually work properly.
That load max in rent is handy, so you could make say "Thor's hammer" so that only 1 in game ever. but if it is DTed it could load again. Very nice.
VERY VERY nice for "controls" in quests.
Good Job.
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Post by Aneyou on Nov 15, 2008 23:23:12 GMT -5
Very very nice work Eniac. I would like to commend you on all the good work you've been doing. This load on death proc working will be amazing for future quests but I have only one concern with the "in rent" option for blocking loads. It's hard to explain how I feel about this, but let's say a mob can only load an item once, so the in rent limit is 1. One person loads this item and then hides it in rent so it can never load again. Now this is all well and good but what I am against is the waste of time by other players trying to run this mob. I would really hate for me, or anyone else, to be wasting time running something that will never load. For example, if the admin removed the philo load and never told anyone ever, it would kinda suck. I guess some people might not care but that in rent limit should be used very carefully...
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eniac
Junior Member
Posts: 83
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Post by eniac on Nov 17, 2008 11:47:53 GMT -5
First off the rent and in game controls were coded by Unicorn - I just fixed a bug that made them available so I don't want to take credit for his work.
Second off I think the rent check is mainly to be used for quests - so quest makers. I hope that builders will use these new controls appropriately I think for the most part that the limited in game control will be the primary use for zone builders.
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