Quote:
Originally Posted by cavedude
Because the database is wrong! That's the problem. The slots need to be in order, that's the correct way of doing things. We're just lucky the code doesn't actually use the slot to place the item, otherwise we'd see gaps on the merchants in-game.
The only reason why it is so bad is because items have been removed over time that do not belong. Now that all of the bogus items from vendors have been removed in PEQ, it has increased the gap problem considerably. Once all merchant's slots are in order starting at 1, we will no longer have a problem. The PEQ Editor, and I'm sure any other editor that works with merchantlists will automatically put any new items in order by slot. It is up to the world builder to make sure this happens.
Of course I'd like to see the code check a slot to make sure it isn't in use first before assigning it, but fixing that and then ignoring the gaps in the database is just plain lazy. If something is going to be done, it needs to be done right.
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ok i guess i don't fully comprehend the entire mechnics of the system that why its somewhat confusing to me.
so merchant has item list
some items he has on his list are NOT supose to be there
those items were removed
removal created GAPS in the list
question - isn't server restart supose to reorder the list automaticly? I guess not.
In any way, from what i see the problem that merchant list in Db is been adress by some sort of internal id - (table row id#?)
and when items gets removed, the number secuence gets screwed up, right?
in this case i have stupid question: the way i understand the server boot up logic:
-server starts
-server load items and vendor info in memory
-server BUILDS vendor list based on data in DB - from my understanding- every time server starts vendor list is build from the scratch!!! this means gaps can ONLY occur if in real in ram vendor list gets altered.
In other words I don't understand how could there any sort of problem at all with thsi appraoch
