- Joined
- Jul 7, 2011
- Messages
- 504
- Reaction score
- 109
Found another bug, related to mapping:
I was messing around with msmonster_random and tl;dr I made this monster:
{
"spawnstart" "0"
"random_1_scriptfile" "monsters/hungryrat"
"random_1_reqhp" "0;499.99"
"random_1_params" "set_die_nt;15"
"random_2_scriptfile" "monsters/rat_fangtooth"
"random_2_reqhp" "500"
"random_2_params" "set_die_nt;15"
"spawnarea" "spawn_red"
"spawnchance" "100"
"delayhigh" "2"
"delaylow" "1"
"lives" "1"
"classname" "msmonster_random"
}
The goal is obvious: Below 500 HP I want a hungry looking rat to spawn, above 500 HP I want a fang tooth to spawn.
Now I noticed two things:
1) If the random spawner chooses a monster that falls out of the current total HP range (50% chance of this happening, in this case), nothing happens. To be honest, I was kind of hoping that the random spawner would keep looking (cycling?) until it found a monster that *could* spawn.
Or, in this particular situation: If the total HP in the server is 300, and the fang tooth is "rolled" (which can not spawn, due to the 500 HP requirement), why not keep "rolling" until a spawnable mob is found?
2) If the above actually happens (if a monster is selected that can not spawn), the ms_monsterspawn breaks. No matter how many times you retrigger it, no matter in which HP range you are (tested with the ". fakehp #" command), no other mob will spawn ever again. Ever.
The changelog says:
I was messing around with msmonster_random and tl;dr I made this monster:
{
"spawnstart" "0"
"random_1_scriptfile" "monsters/hungryrat"
"random_1_reqhp" "0;499.99"
"random_1_params" "set_die_nt;15"
"random_2_scriptfile" "monsters/rat_fangtooth"
"random_2_reqhp" "500"
"random_2_params" "set_die_nt;15"
"spawnarea" "spawn_red"
"spawnchance" "100"
"delayhigh" "2"
"delaylow" "1"
"lives" "1"
"classname" "msmonster_random"
}
The goal is obvious: Below 500 HP I want a hungry looking rat to spawn, above 500 HP I want a fang tooth to spawn.
Now I noticed two things:
1) If the random spawner chooses a monster that falls out of the current total HP range (50% chance of this happening, in this case), nothing happens. To be honest, I was kind of hoping that the random spawner would keep looking (cycling?) until it found a monster that *could* spawn.
Or, in this particular situation: If the total HP in the server is 300, and the fang tooth is "rolled" (which can not spawn, due to the 500 HP requirement), why not keep "rolling" until a spawnable mob is found?
2) If the above actually happens (if a monster is selected that can not spawn), the ms_monsterspawn breaks. No matter how many times you retrigger it, no matter in which HP range you are (tested with the ". fakehp #" command), no other mob will spawn ever again. Ever.
The changelog says:
I'm not sure if "counted as slain" also means that the ms_monsterspawn is supposed to be reusable again, but this definitely isn't the case, sadly.Thothie said:- If a randomly selected mob doesn't meet the spawn requirements, it will not spawn, and be counted as slain. (As per normal msmonster_xxx behavior.)