[FIXED] TOTAME error.

Here we stuff all the bugs we've managed to squash/squish/squelch.
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stranf
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TOTAME error.

Post by stranf »

I'm using Grimson's recent experimental build:


Some monsters, namely dragons and wyverns, I can not tame. I have the TOTAME tag set. For example here is my wyvern.dfn entry:

Code: Select all

[wyvern]
{
NAME=a wyvern
ID=0x003e
DIRECTION=N
BACKPACK
GOLD=100 200
LOOT=midlevelscrolls
LOOT=midlevelscrolls
LOOT=midlevelscrolls
STR=100 150
DEX=153 172
INT=51 90
HPMAX=175 250
KARMA=-4000
FAME=4000
MAGICRESISTANCE=651 800
TACTICS=800 900
WRESTLING=550 650
SWORDSMANSHIP=550 650
POISONING=601 800
POISONSTRENGTH=1
EQUIPITEM=DRAKETALON
DAMAGE=20 30
DEF=15
NPCWANDER=4
FX1=-1
FY1=-1
FZ1=-1
FX2=20
NPCAI=2
CARVE=96
RACE=12
FLAG=NEUTRAL
TOPROV=750
TOPEACE=750
TOTAME=925
}
Even with a GM tamer, if I click on the wyvern it says "That dosen't look much like an animal". Is there another flag somewhere that needs to be set in order to tame creatures? If not, then this is a bug.
Grimson
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Post by Grimson »

From the taming.js:

Code: Select all

		else if( !ourObj.isAnimal ) //as per defined in creatures.dfn
			pSock.SysMessage( "That doesn't look much like an animal." );
So it's no bug.
stranf
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Post by stranf »

Ah...creatures.dfn!

Thanks Grimson, I will go update it.

What I meant to say by "bug" is not that the code is wrong, but that the definition in creatures.dfn or the code you posted in taming.js is innaccurate.

According to OSI and the monsters in the .dfn entry, these creatures should be tamable.

So it seems that bug is that creatures.dfn should include these animals as tamable.

Thanks for showing me the location though, it will be a simple thing to rectify on my shard.
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Xuri
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Post by Xuri »

In my opinion we should change the taming.js script to not perform this "animal"-check, rather than to start classifying a bunch of monsters as animals. If the DFNs for an NPC contains a TOTAME tag, the NPC should be tameable. *shrug*
-= Ho Eyo He Hum =-
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Post by giwo »

I'd have to agree with Xuri. That "ANIMAL" flag could change the way other areas behave (IE Tracking). Server operators should be able to make a creature (any creature) tamable just by setting the TOTAME flag.
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Xuri
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Post by Xuri »

Alright, removed that particular check from taming.js (and also updated some of the system messages to use GetDictionaryEntry instead of custom text in the script). Calling it a fix :)
-= Ho Eyo He Hum =-
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