RandomMonsters behavior wonky (room and area, especially area)

Please file any bug or typo reports here. Make sure to include logs!
Post Reply
User avatar
Posts: 7
Joined: Sat May 27, 2017 3:48 pm

RandomMonsters behavior wonky (room and area, especially area)

Post by Edoras » Tue Dec 05, 2017 2:26 am

This is what I would upon setting min=5 max=5 minmonsters=10 maxmonsters=30 on an area.

Expectation: Every 5 ticks, as many as 10 monsters will spawn in the affected area as long as no more than 30 monsters will exist in the area afterwards.

Result: Spawn time (according to min, max, chance params) seem to work fine.
However, regardless of what I set minmonsters or maxmonsters to, it seems that when 'spawn time' happens, the mud only spawns up to 1 monster at a time, and it stops spawning at some arbitrary point in between the minmonsters to maxmonsters range.

Included the helpfile below for reference.

Code: Select all

Behavior   : RandomMonsters
Targets    : Areas, Rooms
Parameters : [min/max ticks] [% chance] [min/max monsters] [locale mask]; [xml/filename]
Example    : min=10 max=20 chance=75 minmonsters=1 maxmonsters=10;monsters.cmare
Example    : minmonsters=10 maxmonsters=20 -ALL +CITY;criminals.cmare
Example    : minmonsters=10 maxmonsters=20 ;<MOBS><MOB>..etc..
This behavior will read a list of monsters from a CMARE file of mobs generated using the "EXPORT
AREA MOBS" or "EXPORT ROOM MOBS" command.  The path to this file should be the last parameter,
following a semicolon.  The path is considered relative to the CoffeeMud resources directory.  The
xml from such a file may also be pasted in as the last parameter instead. 

The parameters before the semicolon describe the rate and amount of monsters generated.  The room
or area will attempt to generate a monster every (min) to (max) ticks, assuming the percent chance
(chance) is made.  It will then generate at least the minimum (minmonsters) number of monsters from
the list, but never more than the maximum (maxmonsters) number of monsters.  Duplicates are
allowed.  Monsters who die will be replaced by this behavior, even if they wander out of the room
or area.  If the behavior is on a room, all monsters will be generated in that room.  If on an
area, a random room in the area will be picked for the monster. The TYPE of room in that area which
will be selected for population may also be specified. -ALL to disallow all locales, followed by
+AIR +CITY +JUNGLE (etc) to reallow certain locales.  -CITY -UNDERWATER and others may be used to
restrict certain locales.  If no locale types are specified, then all rooms in an area will be
populatable.  By default, non-flying mobs will never be generated in air rooms, nor will
non-swimming mobs be generated underwater. Valid locates include: "STONE",      "WOODEN", "CAVE",

Post Reply

Who is online

Users browsing this forum: No registered users and 0 guests