> > - zone resets; i don't want to force a zone through _x_ resets and > > _y_ mob_activity turns each time they return to active status. However, > > if I don't, things from spec_procs, mob_progs, or simple random > > distribution of mobs (wanderers) will be messed up. I could just reset > > the zone once and give it a number of mob turns, which would get most of > > it running. Wouldn't exactly be true to form though. > > I would save positions and anything else you feel is important to a seperate > file. Also great for a little world persistance across reboots. World persistance I'm not quite as worried about - it sounds fun to put in, and an interesting challenge, but I'm not sure how much players would care - or even notice. I've still got to fix up the database access. > > - commands which depend upon a mob/obj/room's existance. goto, > > where, and locate being forefront in my mind. How could you tell that the > > silvery shield was held by the grey warrior unless I loaded every zone > > into memory, ran though the zone reset, and then looked for it? > > Modify the spells to have a limited range, so locate object and similar > effects only work if you're near the zone (assuming you load them up by > proximity of players). If you need the search capability for immortals (do > they really need to access a zone they aren't building in?), I'd probably use > an index file with names and locations and/or an online hash index. Now that you mention it, they don't need that ability really. Having a hash ability should be enough when they aren't in the zone themselves. > > > - ? something else i've missed perhaps? > > If you switch out objects, you either need to make standalone instances of > players' equipment, do selective object switching, or leave objects completely > in memory. I haven't made up my mind about this. I was tempted to go with standalone instances. It does make much of life easier, and I prefer to think that I'm saving enough memory elsewhere to have the liberty to spend it here. This will be slightly modified by a suggestion from the same people who introduced me to the idea of the binary tree world structure, a new field - number of items. That way, if you have 20 waybreads, it's merely one item with an additional field, combined in the same way the mob/obj stacking snippets do. It was pointed out that aside from 12-20 items for worn equipment, a small number of collected items from the current zone, most of an adventurer's inventory is food, drink, copies of scrolls/potions/etc. Most characters do not hold 100 unique items. We'll see. > > I'm sure someone else has had to deal with this before; how have > > you handled it, or how do you think it should be handled? > > If you want more bang for the buck, switch out room and mob long descriptions. > That's where most of your memory will be recovered, and you don't generally > search descriptions anyway. > Another teriffic idea. I'll have to see how this works - though, aren't mob long descs still just pointes to the original string? PjD +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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