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Question IDNUMs

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15 May 2013 19:18 #2288 by rudeboyrave
Replied by rudeboyrave on topic IDNUMs
stat player for idnum

CyberASSAULT
www.cyberassault.org
cyberassault.org 11111
A post-apocalyptic, sci-fi MUD.

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15 May 2013 19:43 - 15 May 2013 19:46 #2289 by JTP
Replied by JTP on topic IDNUMs
I have tested the code alot and i have remade/deleted the same char name "tests" like 50 times, NeXT time i make the "tests" char it gets the NeXT number in line, ie 51 instead of last time that was 50, i dont have this issue with players.



Items however: VNum: [ 99], RNum: [ 87], Idnum: [1315226], Type: WEAPON, SpecProc: None

Insane high idnums.
Last edit: 15 May 2013 19:46 by JTP.

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15 May 2013 20:18 #2291 by thomas
Replied by thomas on topic IDNUMs
That is by design.
Code:
/* player id's: 0 to MOB_ID_BASE - 1 * mob id's: MOB_ID_BASE to ROOM_ID_BASE - 1 * room id's: ROOM_ID_BASE to OBJ_ID_BASE - 1 * object id's: OBJ_ID_BASE and higher */ #define MOB_ID_BASE 50000 /* 50000 player IDNUMS should suffice */ #define ROOM_ID_BASE 1050000 /* 1000000 Mobs */ #define OBJ_ID_BASE 1300000 /* 250000 Rooms */

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15 May 2013 20:21 #2292 by JTP
Replied by JTP on topic IDNUMs
Does it then on each reboot reset items to start from 1,3 mill ?

Cus while game runs it goes up and up ?

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16 May 2013 00:19 #2300 by Vatiken
Replied by Vatiken on topic IDNUMs
The only other thing I can think to ask is if you increased the index size from ush_int to int (or larger). If you did and you are using the default ID system set points as in post #2291 by thomas, you may run into erratic idnum issues.

Unless you can duplicate this on stock tbaMUD or provide a larger amount of info, I don't know how else we can really help.

tbaMUD developer/programmer

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16 May 2013 22:15 #2331 by thomas
Replied by thomas on topic IDNUMs
Yes, the idnums are "instance numbers" - they only make sense for each run.
They're not correct from one server run to the next.

As long as you're not going over a million mobs per reboot, or ~three million objects, you're good.

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