06 October 2010

Home Alone

I spent some time today fixing (gulp) a housing bug.  Housing scripts continue to intimidate me because of their complexity and the volume of their numbers (there are a dozen core scripts which manage the various operations of housing).

The bug in which I addressed was an odd problem: monsters were being lured into players' homes and were then wreaking havoc within neighboring homes.  Some may not consider it a problem when the monster is a rat or a vermine, but it's a very different problem when the monster in question is an olive arachnoid.  That is a problem.

I had been thinking about how ways to resolve this bug.  The obvious approach would be to set up some sort of filtering system which would prevent monsters from entering the housing buildings.  The ServerGM came up with a simpler, more elegant solution: allow monsters into the housing areas, but if they're left home alone, then eject them.

I have updated my copy of the related script to boot "home alone" monsters, but I need to test it before committing the changes.  Rangers will have the remainder of V669 to cause mischief!

13 comments:

  1. err.. this may be an ranger trying to save a befriend for later?

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  2. i was hoping to do it when i got a befriend...

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  3. Actually I thought that it was already the case (and used an alt to keep one in a house not that long ago). Or is there something I don't get ?

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  4. Magnic - since the critter ends up 'escaping' to other houses, you wouldn't be able to save it for befriend anyway.

    Gremlins - they don't get ejected currently, they just get into other homes (when no one is in them). Keeping an alt to keep your house 'active' so the critter doesn't end up rampaging someone else's home is one way to prevent it, but as soon as your alt leaves, the critter has a chance of getting into other people's homes. (This has to do with how housing is configured - they basically reuse the same areas for different houses, so what is your house now might be someone else's house later.)

    I enjoy the ejecting solution.

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  5. i understood that the area become some else once the house is no longer "active" (probably some thing to do with bandwith(saver) for the server.

    but is there any way to keep them in an item such as a cage witch could be made or bought?

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  6. e.g. when house no longer is active it removed the monster/beast but when you had returned(to your house) it would simply respawn in its "cage"

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  7. As Xepel explained, housing flats are recycled and reused. When a player leaves a flat and it is no longer occupied, then it becomes available for use by the next resident. Everything in the room gets put into storage – everything, that is, except for monsters. The next individual entering the home would be in for an unpleasant surprised.

    If there is enough interest in monster cages, then I will give that idea some consideration. Maybe this idea could work in conjunction with player-controlled invasions. But housing is, in my opinion, an inappropriate place for monster storage.

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  8. then my question is wheres an appropriate place to store them?

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  9. I don't think there's "supposed" to be an appropriate place to store them. People don't like animals wandering around town and will kill them if they find them.

    I suppose you could make sure you win the Clan House rent and put stuff in there, since the Clan House isn't like other houses (I think). Or you could stick it in a hut around town and hope that no one goes in it (and since there are tons of abandoned huts no one goes in, you might even get away with it).

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  10. @xepel i know there not supposed to be one. and that why the question was asked.

    and who want keep trying to win the clan house, that thing is just a joke.

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