I’ve run into this error quite a few times, now. It deals with applying variables to objects, and a ceiling in the compiler. I’ve been creating a procedurally based system that uses a lot of variables attached to objects, and am trimming them up to fall beneath this ceiling. I’ve actually gotten to the point where I don’t want to remove ANY of them for certain objects, though.
Here’s the error:
Error: Limit of property entries exceeded for this object; MAX_OBJ_PROP_COUNT is 128.
I did find a thread that had some stats with this:
Anyway, my solution for this error has been to create new classes. For example, I have an “NPC” class, that is hitting this 128 variable count. The “player” class has another set of variables. Rooms have variables attached to them, etc.
I guess the only question I have about this is – does this apply to each major object (as sort of a super class, like room), or could I attach 128 variables to a sub class, like: an NPC is a kind of person, a monster is a kind of person, and give 128 to each, creating 256 – that would still be applying 256 to the “person” super-class, so I’m assuming this would error out.
If I were to do this, instead: (and this is where I’m getting errors, now) an NPC is a kind of person, a monster is a kind of NPC, and the NPC parent class has 128 variables, then I attach another variable specifically to the monster sub-class, I get the error – because it’s going back to the NPC class, which is already at the ceiling.
Anyway – more of a report, than a question. 128 variables for each super-class seems to be enough, with the proper conservation, but having the sub-classes allow for 128 more variables, each, would be better.
I may have answered my own question. I’m using an “Avatar is a kind of person” class for the player, so it is a separate sub-class of person, so each sub-class can have 128 unique variables, which is completely awesome.