Quote:
Originally Posted by Skyld
In this instance, loading things from text files is more CPU cycles and memory overhead than is required than directly accessing a flag would produce.
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not really, no.
your loading a file as you are loading a flag, sure it'll take a little more CPU but not a substantial amount though.
Quote:
Originally Posted by Skyld
How are they void? You are clearly not focusing enough here on performance.
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please try to create a system that has alot of information in each flag
currently, my item system contains the following flags, make try make them into a flag with less than 255 chars.
HTML Code:
#The archetype name
realname=Fung Si Yan
#The file location
archetype=equipment/shields/
#The Display Name
displayname=Fung-Si-Yan Shield
#The Display Icon
itemimage=Shield-FungSiYan
#Item Description
itemdescription=Forged by the almight Stefan at birth!
#The Weight [kg]
weight=10
#The Value [Rupees]
value=5
#Can Be Traded
candrop=true
#base, agility, magic, mental, personality, physique, wisdom
reqlevels={0, 0, 0, 0, 0, 0, 0}
#strength, dexterity, vitality, intelligence, wisdom, power, charm
reqstats={0, 0, 0, 0, 0, 0, 0}
basestats={3, 3, 3, 0, 0, 0, 0}
#Item Data [+Melee weapon functions]
itemname=+Shields
itemequip=true
itemganis=fungsiyan
#Can The Shield Break
canbreak=true
#Amount Of Hits Taken Then It Breaks
breakamount=750
Quote:
Because GK actually has a proper mudlib library available in the NPC-Server which means that script CPU cycles are not being used instead.
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didn't know this, release to servers that want a mudlib to solve the CPU issue?
