* Made a few changes pertaining to timers to help improve efficiency. Fillable containers were using timer priority of 5 secs. I set them to 5 minutes. (lower the priority, more often it ticks aka cpu processing) there are a good 2000+ of these timers running. So instead of having them all tick every 5 secs, they'll only do it every 5 minutes. Fillable containers don't respawn for a while anyway.
* Recoded big parts of the spawner script. There was some WTFcode in there which made spawners act weird under certain timed conditions and not obey mindelay value.
This pertains to staff only: I combined dspawner into the spawner, so its one spawner script not two, to make a spawner act like a dspawner set felandtram to true.
You will notice that nothing will be spawned in fel or trammel, but give it time and the maps will respawn themselves over time. Fel and tram spawners have all been replaced so they need to respawn. Also the new timer setup will make spawns a bit slower, but WAY more efficient for the server.
*Jukas and meers now fight with each other if they are in range
*Fixed guile and irk polorph reversal - they won't be called "a changeling" anymore and they will only polymorph one minute since the last area check rather then one minute after the last polymorph, and the range check is higher so they will not change back when anyone is around.
*Summoned familiars are now faster and keep up with you when you run. They will also follow you if you recall away.
Archived topic from AOV, old topic ID:606, old post ID:3538
Update [May 8 07] - Mob fixes + efficiency fixes + more
- Red Squirrel
- Posts: 29209
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- Location: Northern Ontario
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Update [May 8 07] - Mob fixes + efficiency fixes + more
Honk if you love Jesus, text if you want to meet Him!
Update [May 8 07] - Mob fixes + efficiency fixes + more
My summoned familiars don't recall with me.... what's more, if I recall away, they never expire and take up a pet slot until I find them and release them.Red Squirrel wrote:*Summoned familiars are now faster and keep up with you when you run. They will also follow you if you recall away.
Archived topic from AOV, old topic ID:606, old post ID:3822
- Red Squirrel
- Posts: 29209
- Joined: Wed Dec 18, 2002 12:14 am
- Location: Northern Ontario
- Contact:
Update [May 8 07] - Mob fixes + efficiency fixes + more
Hmm was it maybe being attacked or attacking something? I worded that wrong, as this really should only apply to wisps, as others will attack stuff. The way I coded them is if they are too far off screen they "teleport" to where you are. So if you recall they'll be too off screen, but I just realized, if you recall on a different map it might not switch maps I'll have to check into that one.
Archived topic from AOV, old topic ID:606, old post ID:3825
Archived topic from AOV, old topic ID:606, old post ID:3825
Honk if you love Jesus, text if you want to meet Him!
Update [May 8 07] - Mob fixes + efficiency fixes + more
Ok, I just tried summoning a shadow wisp just outside my luna house and recalling to outside the gate library. The wisp didn't come with me. When I recalled back to my house, it was there and flew to me right away. I definitely can't outrun it though, even when mounted.Red Squirrel wrote:Hmm was it maybe being attacked or attacking something? I worded that wrong, as this really should only apply to wisps, as others will attack stuff. The way I coded them is if they are too far off screen they "teleport" to where you are. So if you recall they'll be too off screen, but I just realized, if you recall on a different map it might not switch maps I'll have to check into that one.
Archived topic from AOV, old topic ID:606, old post ID:3827