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 Post subject: Independant NPC System
PostPosted: Tue Mar 13, 2007 8:18 pm 
Bytewise Operator

Joined: Mon Sep 18, 2006 4:00 pm
Posts: 126
Location: Somewhere in Oregano.
I was just wondering how hard it would be to make the NPCs not bound to the maps. Such as they can actually move between maps, even servers. This would probably require a large amount of work but I'm still curious as to how much would need to be changed, and other factors like how much strain it would add to the server..

I just want to hear anything you would be able to say about this Spodi. If it doesn't pile onto the server too much, this may very well be something I add to my game.


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PostPosted: Tue Mar 13, 2007 8:33 pm 
Site Admin

Joined: Fri Jul 14, 2006 4:00 pm
Posts: 11230
Location: Washington
Moving between maps... probably wouldn't be too hard. Every time a NPC moves, check if they hit a warp (just like players), then if they do, delete them from the map and re-create them on the next map in theres a valid position (all functions already part of the server).

For between servers it may be a bit harder - same sequence, but you'd have to add a packet telling the other server to tell them to create the NPC but as "thralled" since they don't want to re-create the NPC when it dies. To be safe, you may want to pass back and forth a packet confirming that the NPC CAN be created before deleting it off the one server and adding it to the new, or else you could loose that NPC until the map is reset.


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