1) have lore masters for your world that are scripted via global_npc to query the character table via the DBI::mysql module. possibly enforcing limits to successive requests for updated info per client or account via qglobals to keep numb-skulls from hammering your database just because they can.
2) single qglobal with serialized info regarding the top 10 characters with characterid and max level being stored. check and update as required each time EVENT_LEVEL_UP is triggered in global_player script. could also use 10 separate qglobals and just check them all via looping through an array, i suppose. would have more room for data in each to deal with things like multiple entries (ties).
i'm probably only going to come up with more convoluted suggestions from this point... :|
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I muck about @ The Forge.
say(rand 99>49?'try '.('0x'.join '',map{unpack 'H*',chr rand 256}1..2):'incoherent nonsense')while our $Noport=1;
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