Re: chipchip on mauve herbs
Posted: 16 Apr 2013, 19:07
I have looked at the spawn definitions of Mauve Plants ("MauvePlant" is the value given in mob_db.txt), and found
- "Mauve Herb" 11 times
- "Mauve" 2 times
- "Mauve Plant" 3 times
In magic.conf there is
I'm not sure if I understood correctly, but does the magic spell check if the monster's spawn name given in the spawn definition matches target or target2? If so, then there are only the two spawns called "Mauve" which can work, unless it ignores whitespaces in the name.
I also noticed that some of the other calls use a whitespace in their name, e.g.
Overall, I'm confused about this, can someone explain how which name depends on what?
- "Mauve Herb" 11 times
- "Mauve" 2 times
- "Mauve Plant" 3 times
In magic.conf there is
Code: Select all
PROCEDURE shear-drop(target, target2, item, prob) =
IF (target = name || target2 = name)
THEN (IF (score < prob)
THEN drop_item_for(place, item, 1, 60000, caster, 5000);)
[...]
CALL shear-drop("Mauve", "MauvePlant", "MauveHerb", 700);
I also noticed that some of the other calls use a whitespace in their name, e.g.
Code: Select all
CALL shear-drop("SpikyMushroom", "Spiky Mushroom", "HardSpike", 250);
Did I accept that patch, or someone else? Because if I did, I might have overseen your suggestion, or didn't understand it. Because usually I try to address that kind of suggestion in some way... If you have the impression of being ignored, please feel free to ask again, sometimes things just slip the attention.tsukinokage wrote:Long ago, I submit a commit and fixed the problem of #chipchip not working on the newly added maps for mouboos because of typo in the spawn area name. That commit was accepted, but my suggestion in the pull request about changing the server code so that it won't depend on the name of the spawn area(which I think is a really bad idea, since we can use any string in the spawn area name) is just ignored.