On Thu, 6 Aug 1998, Mark A. Heilpern wrote: > >I was gonna ask the same question, and was glad someone asked it. But.... > >This answer doesn't quite clear it up for me. What other kind of events > could > >you use it for (my imagination just isn't working on this one). > I've used events to code teleporting rooms which take a while before the > teleport occurs (and the teleport only occurs if the player is in the room [...] I use an event queue system to replace most of the CPU-intensive loops that loop through everything in the world, i.e.: combat (a violence event is put on the room instead) stun/paralysis (a character can be stunned/paralyzed for just a few seconds or even fractions of a second, so a normal tick-duration affect won't cut it area reset mobprogs that trigger with a certain frequency - random and time based (rather than ask every object , mob and room every tick if it should trigger a mobprog yet) wandering/scavenging mobs skill gain (e.g. when you go up in a skill, it'll be a while before you can go up again) standing up after being bashed teaching - so that you cannot keep teaching someone a skill but must take a break occasionally death - low level characters do not die but are transported from death - but after that, they lose this special for 2 hours Lots of time based things that were before some sort of check every minute are now events - and that makes them far more precise. E.g. PK timers. falling objects and characters - rather than fall all rooms at once, you fall slowly, giving you a chance to cast e.g. feather fall to stop the fall. delayed actions - e.g. picking a lock will take N seconds after you type "pick" before you get any result. Or telekinesis which also has several stages of execution. mobprogs can also use events themselves - e.g. delay for 2 seconds before executing next statement bard songs - the effects happen every few seconds after the bard has started singing, also controlled with an event chain lightning - the chain lightning jumps from target to target with a second's delay various psi spells plant a time-delayed "mental bomb" in a character which then later hurts the target in various ways Stats: 7187 events queued (60.69 added/second). Max was 7246. I run one of those "ugly" MERC-derivatives BTW. -- ============================================================================= <erwin@andreasen.com> Herlev, Denmark UNIX System Programmer <URL:http://www.abandoned.org/drylock/> <*> (not speaking for) DDE ============================================================================= +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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