Legion implements Lair Mod v1.2 [Archive] - ForumsHQ

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Raybdbomb
Posts: 5884
Joined: Wed Mar 21, 2001 6:00 am

Legion implements Lair Mod v1.2 [Archive] - ForumsHQ

Post by Raybdbomb »

Over at legion.ws (telnet://legion.ws) we decided to implement Syntax's Lair Mod v1.2 (http://nmr.mudinfo.net/add-ons/lair_mod/index.html).



If you're on the board, tell me if you notice any bugs or problems.



If you'd like to give it a try, come on over, you can find stats on our board here (http://forumshq.com/showthread.php?t=6998) and of course download the update MMud Explorer dat file here (http://raybdbomb.com/data-Legion2.0.zip).
iNViSiGOD
Posts: 3414
Joined: Wed Jul 10, 2002 5:00 am

Re: Legion implements Lair Mod v1.2 [Archive] - ForumsHQ

Post by iNViSiGOD »

Cool, we'll be trying it out as well soon. I find any bugs ill shoot it your way ray.
Raybdbomb
Posts: 5884
Joined: Wed Mar 21, 2001 6:00 am

Re: Legion implements Lair Mod v1.2 [Archive] - ForumsHQ

Post by Raybdbomb »

we had one bug already... but it had nothing to do with the mod, more of the user



two people died right before i put the board down, one was in teh barren hills, the other in the black wasteland.



when importing the _ALL.mdb i selected update existing records, and selected rooms and monsters (not sure if i needed monsters, probably not)



after that i compiled an update, exported to mmud explorer and ran an offline recovery. when we came back up, one user had all their stuff still on the ground (in barrens) and the other didn't (in wasteland)



weird
syntax53
Posts: 2549
Joined: Wed Apr 03, 2002 6:00 am

Re: Legion implements Lair Mod v1.2 [Archive] - ForumsHQ

Post by syntax53 »

it would be wise to use the "Not Items" options underneath the rooms option on the importer (Click the "?" there). this would make it so that items on the ground and/or hidden aren't messed with.
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