Are you setting quest areas through an area flag and are you using olc? If
you are, you can pick a random number and then check the area associated
with that number to see if it has the quest flag and then cycle through
that area's lvnum and uvnum to find everything else you need.

I rewrote my get_random_room function in the same way since we use
unlimited vnums and have found it to be much faster and in my opinion,
much better.

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On Tue, 5 Nov 2002, Dale Kingston wrote:

>  Ok, kind of have a question on what might be the wisest way to implement
> part of my new quest system. Right now you can select a list of areas that
> it will assign quests in. My problem is like with the mob quests I picks a
> mob and then does its various checks including a loop through all the areas
> in it's list and will continually loop until it picks a valid mob that fits
> all the checks. And same with objects it does get_random_room and then sees
> if it's area is in this list (looping through the list to check) and well
> their a lot of rooms out their esp with the large overlands we have.
>  When I added this in and was testing I notice some times it took like 2 - 5
> seconds of 'lag', before it would give me a quest. Now granted I only have 2
> areas in the list for it to use out of like the 100 we have. But we plan on
> having a large world and having the quest mobs very specific to the areas
> around them. So what would be a wiser way if any to implement this to save
> all that CPU usage it's eating up?
>
>
> Thanks for your thoughts a head of time!
>
>
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