Details
| Participant | Role | Time Spent | Comments | Latest Comment |
|---|---|---|---|---|
| Author | 35m | 2 | I've made both changes you suggested. The third patch is ... | |
| Moderator | ||||
| Reviewer - 0% complete | ||||
| Reviewer - 100% complete | 15m | 3 | Remove negation and check for equality with LairTemplate:... | |
| Reviewer - 0% complete | ||||
| Reviewer - 0% complete | ||||
| Reviewer - 0% complete | ||||
| Reviewer - 0% complete | ||||
| Reviewer - 5% complete | 1m | |||
| Total | 51m | 5 |
- Files: 18
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Patches:
- npc_lairs.patch: (anchored to swgemu : core3/branches/unstable/MMOCoreORB/ )
- npc_lairs2.patch: (anchored to swgemu : core3/branches/unstable/ )
- npc_lairs3.patch: (anchored to swgemu : core3/branches/unstable/ )
Objectives
[Fixed] NPC lairs (missions) to no longer spawn additional mobs when the lair is attacked. Increased the number of initial spawns slightly at NPC lairs.
In order to accomplish this I added a new member to LairTemplate.h in order to distinguish between a creature lair and an NPC lair. I figured this was a better solution than looking at the mobiles attached to the lair because there can be multiple mobiles and there can even be a mix of creatures and NPCs attached to a lair. The spawner tool will probably need to be updated to allow the lairType to be set when generating a lair.
I also added a check to the observer that should have been added with my last lair patch to prevent a lair from spawning mobs beyond the spawnLimit.