> Asa far as making it check only that zone.... consider this. You have a > badass mob, we'll call him 'Bad assd unique mob'. Now for some reason he > gets out of the zone, wether he's been sumoned, wanders out or hunted > someone out of the zone. Now the zone repops. He's not in there to be > counted, hence he loads again. Now you have *2* 'Bad assed unique mob's > running around. > Yes, that's the worst point of my idea. And I suppose I can't check if there was reset command matching to the mobile lurking around in the other zone just beside the one we were resetting. Possible in fact, but produces lotsa lag I fear. > The max_existing works pretty well IMHO, and if you are worried about it > counting ALL the mobs in the game when a zone resets (thus lagging the mud > and creating undue cpu useage) it doesnt. It runs through the mobile_index, > No, I was worried about the builders that must calculate the max field in reset cmd when we got about one thousand copies of a long sword in the whole world. btw, what's IMHO? Was it the mobile counting system you are talking about? Yes, that's pretty nice a solution with its prototypes and counters but that wasn't the point I asked about. I suppose I have to add a variable to the mob structure to show the zone number a the mob belongs to. This would prolly help it. peace, margus -- Speak softly and carry a +6 twohanded sword.
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