this is a feature of stock rom, if you check the reset_room function, you 
should see where it loops through the room's resets and checks the 
pReset->command letter to see if it's 'M', 'O', 'E', etc... go down to the O 
and the P resets and you should find a check in there for a limit, it's like 
arg3 or something, i can't remember off the top of my head... i had to trace 
through all that stuff when trying to figure out why i wasn't having items load 
inside of container objects on the ground at one point, and it turned out that 
ivan's olc which i had installed, didn't take an argument for a global limit, 
it just set that portion of the reset to whatever the amount you had loading 
was in that particular reset... meaning that if you set a reset in one room to 
load 3 of an item, it would set the limit to 3 also, and then in another room 
if you set 1 more of that item to load, it would set the limit to 1, and when 
the first room reset, it would load 3 because that's the limit... in the next 
room, it wouldn't load any because 3 would already exist, exceeding the limit 
of 1 on that room's reset... if you want to set global limit variables on 
resets, you should probably write something into the oedit function that allows 
you to set it there in the pIndexData...
 
wavewave
Richard Lindsey.
 
p.s. i'm in the middle of typing up an emailing pertaining to your other 
question, but this seemed the quicker one to answer so i switched over to it :)

        -----Original Message----- 
        From: Alderon [mailto:[EMAIL PROTECTED] 
        Sent: Mon 10/18/2004 2:09 PM 
        To: [email protected] 
        Cc: 
        Subject: Load Limits
        
        

        Hey,
        
        Ok..I've also been asked to imp in "load limits" by some of the other 
morts.
        They ask that object resets behave like mobile resets.  They want to 
put a
        MAX_OBJ field into the resets, so that the mud will check the world to 
see
        how many objects are out in the world before loading another one. Has 
anyone
        tried this?? If so, was it a good thing, or a disaster??
        
        I'm not sure I like this change, but I'm told it will give the mud the
        ability to have "rare" objects...but somehow it just doesn't sound 
right.
        
        And if I do choose to do this...what's the best way to attack it in the
        code?
        
        Thanks,
        
        Alderon
        [EMAIL PROTECTED]
        
        
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