Alain Delocke
Wanderer
Awesome, thanks a lot!
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Sorious' Ingame Forums
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Gustin said:About the rummaging issue, is it possible to set a flag if the monster has rummaged, and use that flag to determine if he should be deleted? Does this mean that if I was just running as fast as I could through an area, anything that spawned (and I subsequently ran away from) would be there forever, until of course some other player came along to kill it?
Gustin said:And on a side note, the flexibility of the system is one of the primary reasons I am so interested. I am developing a very in-depth race system for my server (which is 100% RP) and being able to use this to custom tailor PvM to those races will be a huge boon.
Courageous said:Not exactly.
I've been forgetting something.
There is a timer, that sweeps them under certain conditions (e.g., not if they are engaged with the player). That's what the cleanup timer does. However, if the shard restarts, they are not swept.
Items are.
So a few can be widowed and become permanent after a shard restore, that's all. As I said, it's an easy mod to make. I'll look into it.
Remembering all this, I'm not sure why I have the persistent tag for items, and not for mobiles. I guess it was because some of the items spawned (treasures chests) and what not were not deleteable by the player. That would lead to ever increaing permanent shard pollution, and so had to be fixed.
C//
Yes. That would be possible. The question is not whether or not it is possible, because plainly it is, but rather whether or not that should be a feature of RandomEncounters, and if so, how should that feature be applied.I'm not a coder so I apologise if this seems a strange question. Is it possible to have action/events attached to a random encounter? As an example, if my random encounter spawned a demon, would it be possible to immediately apply some fire damage to player mobiles in a certain range?