Is there a way to open one world multiple times? I have a world called "leveling" where i have my leveling triggers. If i have to level 4 chars at once, I have to copy the world 4 times and open it, and then delete it again. What I'm proposing is for a world to have an option to be "opened multiple times". That way i could open the same world say, 5 times.
Opening a world multiple times
Posted by Poromenos on Thu 19 Jun 2003 04:07 PM — 4 posts, 11,056 views.
Couldn't you just put your levelling triggers into a plugin and use it when needed, then uninstall it?
But I would still need to copy an existing world file 5 times to open 5 characters, or create 5 new worlds and set the options from scratch to each one... Doesn't mushclient check if the world is already loaded when it opens the file, and then switches to it instead of creating a new one? Wouldn't it be a simple task to implement a world opening multiple times?
Wasn't this asked recently? Can't you just use an <include ...> directive in the worlds to copy your standard attributes?
As for doing it, the default behaviour with MFC is that an attempt to open the same file more than once simply activates the existing copy. Imagine what would happen if you had multiple copies, all identical, then you made a minor change to each one and saved it. Which change would prevail? If they each had the same world ID, and they used plugins that saved state, then there would be clashes with the plugin state files. Then there would be the issue of "getworldbyID" which assumes each world has a unique ID. A whole heap of problems as far as I can see.
As for doing it, the default behaviour with MFC is that an attempt to open the same file more than once simply activates the existing copy. Imagine what would happen if you had multiple copies, all identical, then you made a minor change to each one and saved it. Which change would prevail? If they each had the same world ID, and they used plugins that saved state, then there would be clashes with the plugin state files. Then there would be the issue of "getworldbyID" which assumes each world has a unique ID. A whole heap of problems as far as I can see.