im editing in rooms just south of the intersection of oak st and sovereign st. in that room(the intersection), an ogre spawned for no good reason. any idea why? i looked at the monster index and i dont see why he should be there. here is a capture of what happened, not that it's of any use.
Attempting to sneak...
[HP=7]:w
Sneaking...
Intersection of Sovereign St. & Oak St.
Also here: fat guardsman, ogre.
Obvious exits: north, south, east, west
[HP=7]:bs o
*Combat Engaged*
You swipe at ogre!
The ogre goes berserk on you for 30 damage!
Exodus drops to the ground!
You have been killed!
But, due to a miracle, you have been saved.
You have 7 lives left.
[HP=84]:
Temple, Halls of the Dead
Obvious exits: up
[HP=84]:x
You will exit after a period of silent meditation.
................
Your character has been saved. If you have any comments or suggestions, please
leave them in E-mail to Sysop. Thanks.
[MAJORMUD]: [Session ended (09:39 pm)]
weird monster spawn in silvermere
-
exodus
Re: weird monster spawn in silvermere
THIS IS EVEN WORSE!!
Adventurer's Guild, Offices
Obvious exits: closed door east, down
[HP=24]:pi e
You successfully unlocked the door.
[HP=24]:op e
The door is now open.
[HP=24]:e
e
Guildmaster's Office
Obvious exits: open door west
[HP=24]:l
Guildmaster's Office
This office is lavishly decorated, with everything made out of precious
polished woods and glimmering gold. A huge oaken desk dominates the east wall,
behind which sits a large, confidant-looking man. At your entrance, he nods
towards you and grins. You can leave the room through the door to the west.
Also here: acid slime.
Obvious exits: open door west
[HP=24]:sea
The acid slime flails at you!
[HP=24]:Your search revealed nothing.
The acid slime lashes at you, but you dodge out of the way!
[HP=24]:
Adventurer's Guild, Offices
Obvious exits: closed door east, down
[HP=24]:pi e
You successfully unlocked the door.
[HP=24]:op e
The door is now open.
[HP=24]:e
e
Guildmaster's Office
Obvious exits: open door west
[HP=24]:l
Guildmaster's Office
This office is lavishly decorated, with everything made out of precious
polished woods and glimmering gold. A huge oaken desk dominates the east wall,
behind which sits a large, confidant-looking man. At your entrance, he nods
towards you and grins. You can leave the room through the door to the west.
Also here: acid slime.
Obvious exits: open door west
[HP=24]:sea
The acid slime flails at you!
[HP=24]:Your search revealed nothing.
The acid slime lashes at you, but you dodge out of the way!
[HP=24]:
-
exodus
Re: weird monster spawn in silvermere
ok so i think i figured it out. i think my min and max indexes are screwed.
anyone know if this is why?
anyone know if this is why?
-
PeterParker
- Posts: 95
- Joined: Sat Aug 30, 2003 5:00 am
Re: weird monster spawn in silvermere
What version MMUD are you running? It is a known issue in MMUD version p beta.
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PeterParker
- Posts: 95
- Joined: Sat Aug 30, 2003 5:00 am
Re: weird monster spawn in silvermere
I don't remember if they had the same issue with o or not....
Re: weird monster spawn in silvermere
they are not known issues in v1.11o or v1.11p beta. they are installation issues by sysops. try running an offline recovery, if that doesn't fix you'll need to reinstall v1.11o. i'm guessing you probably double-converted your room database. check this thread: http://www.forumshq.com/showthread.php?t=6436
Re: weird monster spawn in silvermere
they are not known issues in v1.11o or v1.11p beta. they are installation issues by sysops. try running an offline recovery, if that doesn't fix you'll need to reinstall v1.11o. i'm guessing you probably double-converted your room database. check this thread: http://www.forumshq.com/showthread.php?t=6436
well apparently i am wrong, as indicated by the quote below. but we have not seen any of this on morbid, and i haven't heard any problems like this from people with good installs.
Just an FYI that this was released to all sysops today (dos and mbbs versions to be out shortly). This version does not fix all of the regen related problems, but it fixes several of them, including monsters regenning out of place. Please let your sysops know they can download this in the usual place, and that they have to be running 1.11o or higher before they can install it, because of the map file conversion.
Shannon
well apparently i am wrong, as indicated by the quote below. but we have not seen any of this on morbid, and i haven't heard any problems like this from people with good installs.
Just an FYI that this was released to all sysops today (dos and mbbs versions to be out shortly). This version does not fix all of the regen related problems, but it fixes several of them, including monsters regenning out of place. Please let your sysops know they can download this in the usual place, and that they have to be running 1.11o or higher before they can install it, because of the map file conversion.
Shannon