Shattered Kingdoms

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PostPosted: Fri May 26, 2006 5:03 am 
Morovik wrote:
Konge wrote:
As far as I understand, an entire mud also has a set number of vnums which is why things can get a little messy when it's evolved too much. No room for new areas etc.

I could be wrong, of course - I'm not exactly a code wiz.


Of course as a program the mud needs a set amount of memory to allocate but I think that is not the issue here, I think the max is close to infinite.


Max is determined by space avaliable and load time. The more vnums used, the more space the mud will occupy on any give server, and the longer it takes to load up. And there is no such thing as close to infinite.


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PostPosted: Fri May 26, 2006 11:54 am 
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Has anyone also mentioned that vnums and how they are handled depends on how Dulrik set up the code?

It could be that 1 vnum such as 0001 can be split so that there is an obj 0001, a room 0001, and a NPC 0001. Or it could be that each room, item, and NPC has a different vnum entirely.

But yes, each area is split into so many vnums and now and then objects outnumber the rooms as do NPCs, so items from other areas might have to be loaded into that one.


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PostPosted: Fri May 26, 2006 8:15 pm 
From what I believe I remember

a Vnum is pretty much an Array that holds three values. One value is the room, another is a NPC, and the third an item. Though I could be wrong, been over 10 years since I played with a mud of my own.


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PostPosted: Sat Jun 17, 2006 6:00 am 
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Chemhound2003, I think you may be right. I fooled around with the Deku sorce maybe 5 years ago and that was the same thought that came to my head.


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PostPosted: Sat Jun 17, 2006 2:58 pm 
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yes, Chemhound is correct.

For example, Craeftilin was assigned 200 vnums. This means I could have made 200 rooms, 200 objects, and 200 NPCs. I ended up building about 120 rooms, 200 objects, and 80 NPCs (as I recall).

Typically, there is about a 3 to 2 to 1 ratio in vnums (three objects for every two rooms for every one NPC). That is why objects are typically the most difficult for a builder to grant at a player's request: they tend to be scarce.


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PostPosted: Sat Jun 17, 2006 6:19 pm 
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Maybe I read that wrong, but that would make it seem like objects were the most COMMON items in an area, with three objects for every two NPCs, for every one room.


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PostPosted: Sat Jun 17, 2006 6:48 pm 
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Tioras wrote:
Maybe I read that wrong, but that would make it seem like objects were the most COMMON items in an area, with three objects for every two NPCs, for every one room.


Objects being the most common parts to an area, the available vnums for new ones are the most scarce. Therefore it is more problematic for a builder to make a new object than it is to make a new NPC. Thus the scarcity of new object availability.

If you have 200 vnums to use, the fact you only have 100 rooms built while you have 200 objects means you can add more rooms but you can't add more objects. The only way you could add another object would be to destroy one that already exists and replace it with the new one.


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PostPosted: Sun Jun 18, 2006 5:56 am 
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Pushing40 wrote:
Tioras wrote:
Maybe I read that wrong, but that would make it seem like objects were the most COMMON items in an area, with three objects for every two NPCs, for every one room.


Objects being the most common parts to an area, the available vnums for new ones are the most scarce. Therefore it is more problematic for a builder to make a new object than it is to make a new NPC. Thus the scarcity of new object availability.

If you have 200 vnums to use, the fact you only have 100 rooms built while you have 200 objects means you can add more rooms but you can't add more objects. The only way you could add another object would be to destroy one that already exists and replace it with the new one.


Yes, correct.


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