[MUD-Dev] Re: MUD Design doc - Combat
T. Alexander Popiel
popiel at snugharbor.com
Tue Jan 12 07:37:15 New Zealand Daylight Time 1999
In message: <011901be3d8c$29ed0eb0$55e5edd0 at dev-18.chilisoft.com>
"Caliban Tiresias Darklock" <caliban at darklock.com> writes:
>This may no longer be the case, but Tiny used to come out of the box
>charging 1/64 of a penny for each and every command, no matter what it was.
>With the generally-instituted "maximum" bankroll of 10,000 pennies, that
>gives you a maximum of 640,000 commands at any time.
Err, no. Tiny (and Penn, and MUX) come out of the box charging
1/64 of a penny for queueing, not the commands themselves. There
is also a 10 penny deposit on each queue entry, which is refunded
when the queue entry is executed. Note that commands entered
directly from sockets do not get queued (although their only
effect may be to cause _something_else_ to queue commands).
Nearly all coded objects work by reactively queueing commands,
hence my statement that your nifty coded objects stop working
when you run out of money. Note that it is technically possible
to make an object that does all its work through the synchronous
lock and function language subset, avoiding the queue entirely,
but I've never seen that done. (Prolly because nobody has
advertized that it is possible, with instructions on how...
the initial linkage is pretty arcane.)
More information about the MUD-Dev