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➜ Question about Rom 2.4 pc_race_table[]
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Question about Rom 2.4 pc_race_table[]
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| Posted by
| Baron Sengir
USA (29 posts) Bio
|
| Date
| Reply #15 on Wed 11 Nov 2009 04:52 AM (UTC) |
| Message
| Thanks for the encouragement! It's always satisfying when you get to the bottom of a problem, especially a bug that is getting in the way of progress for a MU*. I am hoping that with more usage of gdb that it will allow me to become more familiarized, and help me track down the bugs much quicker. I suppose it is like anything, I just need to use it more and use your guide as a reference, then ask questions for the really sticky parts, eh?
As for the bug itself, yes it was quite subtle. And it was even more confusing as I changed the values a few times to get varying results (although that should have clued me in to the applies in the first place, live and learn). I didn't put a check in there yet, but I will admit that I thought about it last night as I was fixing it. However, I was debating the best way to handle dropping if it was a NULL room for the character. The only time the room should be NULL and the possibility of dropping the item will be during creation, I think.
I was toying with the idea of setting the ifcheck to check "CON_STATE", and if it is less than CON_PLAYING to drop the offending item in the creation room, because if you are set as CON_PLAYING you would have to be in a room already. Of course I could always put the extra ifcheck that if CON_PLAYING, and room is NULL, drop the item at the recall room. Any suggestions or tweaks as to which may be the best way to go about this? |
Baron Sengir
aka Co-Admin/Head Coder of "Dark Ages: Legendary Secrets"
Currently in R&D Phase | | Top |
|
| Posted by
| Nick Gammon
Australia (23,173 posts) Bio
Forum Administrator |
| Date
| Reply #16 on Wed 11 Nov 2009 05:39 AM (UTC) |
| Message
| Well, you don't really want the creation room to be littered with dozens of items, one for each character that is created.
Perhaps just don't drop it, and log the event, so you can look into it.
Or somewhat more preferably, have a better mechanism - rather than giving something to someone and then immediately dropping it because they can't carry it, don't give it to them in the first place. |
- Nick Gammon
www.gammon.com.au, www.mushclient.com | | Top |
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| Posted by
| Baron Sengir
USA (29 posts) Bio
|
| Date
| Reply #17 on Wed 11 Nov 2009 06:46 AM (UTC) |
| Message
|
Nick Gammon said:
Well, you don't really want the creation room to be littered with dozens of items, one for each character that is created.
I wholeheartedly agree with that. To avoid this problem, I changed my apply tables to have the values for "1" to be roughly equivalent of stock ROM "10" statistic for strength. I then worked my way upwards for weight allocation from there (managing to keep it almost spot on for the system I am basing everything off of).
As for logging the event in case it does happen again... Brilliant!!! Ok, sorry, had to get that out. Seriously though, I probably wouldn't have thought to write a little bit to log it as a bug in the log in case it -does- happen again. I'm looking into logfile writing now.
I was actually trying to avoid 'taking away' the item completely, as it is intended to be the starting weapon you create with. But it -does- beg the question of having some form of control over giving the item during creation -just in case-. Perhaps not giving the item, then notifying the player that they must acquire one. Gonna brainstorm more on that one too. |
Baron Sengir
aka Co-Admin/Head Coder of "Dark Ages: Legendary Secrets"
Currently in R&D Phase | | Top |
|
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