I assume you're talking about limiting the number of objects/mobs in existance. I've always had a problem with this too. The main thing is that you can define/redefine this every time you load the object in the zone file. I haven't done this yet, but planned on moving the value to the object prototype itself. This seems a lot more like the appropriate place for this. It makes more sense to me when you want to set up a system whereas there is a very limited amount of certain powerful items in the overall world scheme. In a fantasy genre, you may only want 1 of each 'artifact' or 'relic' and a limited amount of other types of items, like the infamous portable hole, mirror of mental prowess, rings of wishes, etc. As a thought, you may want to create a system file that is loaded with the booting of the mud that keeps track of the number of items that have been gotten by players so that you will have some initial values for the obj_index[x].number. This may cause problems with idle players or deleted players tho, so it may want to be decreased over time. Rick -----Original Message----- From: Fafhrd <fafhrd@greyhawk.org> To: CIRCLE@post.queensu.ca <CIRCLE@post.queensu.ca> Date: Tuesday, February 02, 1999 5:51 PM Subject: max_existance >Currently, this is giving our builders a real headache. For the life of me, >I can't come up with a better method of handling this. Has anyone else >devised something? > >Erik Madison +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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