Room Attributes

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DeathCow
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Joined: Sat Sep 06, 2003 5:00 am

Room Attributes

Post by DeathCow »

Ok I'm working on something and I have a question reguarding room attributes. If there is a link somewhere that explains them I'd gladly take information off there. This mostly concerns attribute 8. I'm getting the idea that its used to signify where a npc should rgen first after a recovery if the npc has multiply rooms he/she can rgen in. I was kinda wondering if anyone knew if this had any other effects or if they know when this attribute is checked? Oh since im alrdy typing here does any have any knowledge of how exactly the shop item rgen timers work? Ya'll are the greatest and i wuv woo.
Sean
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Joined: Sat Dec 07, 2002 6:00 am

Re: Room Attributes

Post by Sean »

No.. sorry, no knowledge here.
DeathCow
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Joined: Sat Sep 06, 2003 5:00 am

Re: Room Attributes

Post by DeathCow »

I knew *you* wouldn't know :)
syntax53
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Joined: Wed Apr 03, 2002 6:00 am

Re: Room Attributes

Post by syntax53 »

i'm typing this just to inform everyone else. demosthenes, deathcow and i did some testing on this (well demosthenes did the testing, we just threw out theories :)). what we've come up with is attribute 8 (or bit 4 of the attribute bitmask) is applied when a monster is spawned in a room. so if you had an attribute of 0 for a room with an NPC assigned to it, when the NPC spawned mud would change the 0 to an 8 (or more precisely, add 8 to the value). when the monster is killed, it subtracts 8. where this would come into play is an NPC that was assigned to multiple rooms and had a game max > 1. we think this is how mud keeps track of whether or not it has spawned the NPC in that room so that if it were lured out, another wouldn't regen.



as for the monsters popping up only in certain regen rooms when it's assigned to more then one; it appears that some background process in mud pops NPCs into rooms before users actually enter the room. this process picks the lowest assigned room usually. so hanging tree usually spawns in 17/728, midnight unicorn in 17/959, gnome merchant in 16/1250, etc. -- all these rooms are the lowest numbered room that they are assigned to. if a user were to walk into one of the other ergen rooms before this background process took place, the monster would spawn there instead.





edit:

actually, it effects more than just game max > 1. using the cave worm insta regen for example; mud sets the attributes in that room to 8 when it spawns. this way if the worm is lured out, another doesn't regen in its place until the first worm is killed.
DeathCow
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Joined: Sat Sep 06, 2003 5:00 am

Re: Room Attributes

Post by DeathCow »

gnome merchant is map 16...but yeah..you got it :)
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