Yes. For any realm which gives you permission to view its source you
can also view its index. This is the index generated by Inform 7.
Under the world tab you can see the PC-corral object that contains a
number of objects of the PC kind. It is the number of these that sets
the limit. (Note that a realm's source could create objects of a
sub-kind of PC and possibly create these outside of the PC-corral and
move then into the PC-corral at run time in which case you'd need to
look elsewhere on the World Index page.)
E.g.:
http://cp.guncho.com/ViewIndex.aspx?realm=The+Outer+Realm&file=World.html
> MMORPGs sometimes use
> something called 'instancing' to deal with this problems for quests
> and regions but it isn't without its disadvantages.
Currently this could be emulated by duplicating (cut-n-pasting) the
realm source code under more than one realm name and either having the
player select the appropriate transport mechanism or having the code
doing the transportation make the decision. E.g.:
[I7 code]
Instead of going northwest in beach, send the player to "FooRealm1".
Instead of going southwest in beach, send the player to FooRealm2.
Instead of going west in beach:
if a random chance of 1 in 2 succeeds:
send the player to "FooRealm1";
otherwise
send the player to "FooRealm2";
[/I7 code]
Ideally Guncho will grow support for creating new instances of realms,
either by specifying a realm should have N instances or at run-time with
the equivalent of a 'fork' call.
http://www.freebsd.org/cgi/man.cgi?query=fork&sektion=2&format=html
> When I
> unexpectedly linked to another realm, however, I noticed I dropped
> them and left them behind.
This is the default as provided by 'the drop possessions when leaving
rule'. This rule can be overridden/replaced by a realm with whatever
they want. Objects could be dropped, returned to their starting
locations, moved off-stage with information about who possessed them and
return to that same player when/if they rejoin, or any combination of
these based on whatever conditions the author should choose to use.
I'm planning on providing support for this in an extension that can be
added to any realm. More on this once the competition is over (as my
focus will be on a comp entry until then).
> If a realm wants to allow players to customize their PC's, like with
> the box of costume bits,
Note that the purpose of the costume box was most likely to provide some
toy props to play with as opposed to PC customization.
> I think there should be a system for
> generating copies of objects on demand and remembering which ones a
> player was wearing. This way unused duplicates can be destroyed or
> created only as they are needed.
This is up to the realm author. As mentioned above the author can do
whatever they want with a PC's possessions. The only difficulty comes
with duplicating objects. Inform 7 does not provide native support for
doing this. There is an extension, Dynamic Objects by Jesse McGrew (the
author of Guncho as it happens). However, when I last tried this with
Guncho it appeared to not only crash my own realm but all of Guncho. I
was planing on waiting until Guncho is upgraded to the latest version of
Inform 7 before re-trying this.
http://inform7.com/extensions/Jesse%20McGrew/Dynamic%20Objects/doc_0.html
On Wed, Apr 29, 2009 at 03:13:30AM -0700, PaulDV wrote:
> There is a mechanism built into Guncho (storage slots) to allow the
> persistence of data from one playing session to another - MUD2.5 uses
> this to store persona details, and there's no reason as to why it
> can't be used to store inventory as well (although MUD2.5 is
> specifically designed not to do this - if you quit, your loot is
> dropped where you last stood).
Just to clarify, storage slots provide for persistent storage across
realm/Guncho restarts. They are not needed for simple player
reconnection persistence (e.g. by default if you move an object in a
Realm it stays where you left it until the realm is restarted).
> Guncho, to my knowledge, doesn't support the
> creation and destruction of objects.
As above, this isn't a Guncho issue, it's an Inform issue.
--
Dave Chapeskie
OpenPGP Key ID: 0x3D2B6B34