I don't do circle but this does apply anyway. The technique of saving players to prevent duplication or other difficulties does work but there's a slightly different way to do it rather than saving EVERYONE at the same time whether thats based on a timer or the save command. The theory here is that there are only a few ways to move items to and from players.. right? Get, drop, give, steal, and load are the most common. However, all of these functions rely upon a standard function to do the real work. At the lowest level these functions are probably called obj_from_char(...) and obj_to_char(...). So, with this knowledge, add in a save to both of those functions AFTER the obj had been added/removed from the inventory list and whammo, you've just implemented a fool proof item duplication system that in most cases, uses less cpu cycles than saving all the players every time and more fool proof than the timer based save routine <though possibly more cpu cycles>. --Paul pcole@ccwf.cc.utexas.edu -- shameless plug Stil @ Forbidden Lands <mud.cyberspace.com 5000/6000>
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