Re: [Code][DG] RandNum bug?

From: Thomas Arp (t_arp@stofanet.dk)
Date: 01/27/03


From: "Jeremy Maloney" <riodan@CYBERSPACE.ORG>
> I'm running:
>
> OasisOLC, version 2.0
> CircleMUD, version 3.00 beta patchlevel 17
> DG Scripts Version 0.99 Patch Level 7 (12/98)
>
> And I'm having problems getting the Random type scripts to
> actually work. Here's my testing script:
>
> Trigger Intended Assignment: Mobiles
> Trigger Type: Random , Numeric Arg: 100, Arg list: None
<snip>
>
> If anyone knows what's wrong, lemme know, this seems to be a common bug on
> stock releases of DGS because I know of two other muds with the same
> problems.

Try testing it with a mortal. Dg scripts (up to pl 8) will not aknowledge
your presence in a zone if you're immortal or above. Thus random triggers
will not fire. Or make the trigger both GLOBAL and RANDOM, if you don't
care about the added overhead.

btw - as of pl 9 (which as I stated earlier will be out after the new olc
is out) nohassle will decide if you're 'in the zone'.

Welcor

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