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

