Hello,

I'm looking to modify resets to add a world maximum limit to all of the object
loading reset types and I also want to add a % chance for a particular item to
load so that, should an item not exist x number of times in the world, it will
be loaded y% of the time on a reset (to potentially increase the length of time
between specific resets).  I know that there is an unused value (always 0) in
the resets currently that I can hijack for one of the other values while still
allowing for backward compatibility with my current areas (0 will be either no
limit of load 100% of the time).  But I'm worried about what will happen if I
have resets that can have different numbers of arguments and how I can handle
both of them since it dosent look like fread_number will tell you if it hits a
newline.  Another option could be cloning the current resets and making a
special reset that naturally contains this value, but that seems like more of
an extreme option.  So, if anyone could shed a little bit of light on this for
me, of if the know of another place in area files (I looked in pfiles) where
something can have a variable number of args that I can use to learn from, I'd 
greatly appreciate it.

Also, with the global limit on the number of items to load, would I better off
just utilizing a form of the current 'count' system akin to the one used for
mobs or would it be easier/ more effective to, when checking the reset of an
item with a world limit, simply loop through the currently existing items and
count them until you've either met the limit or reached the end of the item
list.  I can't imagine that there would be a large number of items with world
limits so I do not see the CPU overhead as being that great (on a reset).

Thanks,

Brian

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