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prompts https://www.wocmud.org/forum/viewtopic.php?f=7&t=165 |
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Author: | Gobo [ Wed Aug 17, 2005 4:22:34am ] |
Post subject: | prompts |
I was thinking if it wud possible to be able to add the time into the prompt. This is quite helpful especially for vamps. ![]() |
Author: | Blobbie [ Wed Aug 17, 2005 11:54:11am ] |
Post subject: | |
Doesn't seem like a bad idea ![]() |
Author: | Grael [ Wed Aug 17, 2005 11:57:02am ] |
Post subject: | |
Quote: Doesn't seem like a bad idea
Told ya he'd prolly go for it Gobo. Doesn't help the charactor any, just the player ![]() ![]() |
Author: | Torak [ Wed Aug 17, 2005 1:21:56pm ] |
Post subject: | yeah |
I support Gobo's idea, sounds nice. It would also help on timing spells and on doin quests that are marked by time, midnight,etc. You will have a better playing experience than typing time a lot. |
Author: | Grael [ Wed Aug 17, 2005 2:50:35pm ] |
Post subject: | Re: yeah |
Quote: I support Gobo's idea, sounds nice. It would also help on timing spells and on doin quests that are marked by time, midnight,etc. You will have a better playing experience than typing time a lot.
Good thinking. And since we can build custom prompts, those who don't desire such things can choose to omit them.Now if only we could somehow figure out how micro ticks are timed .. ![]() |
Author: | Blobbie [ Wed Aug 17, 2005 4:51:05pm ] |
Post subject: | Re: yeah |
Quote: Quote: I support Gobo's idea, sounds nice. It would also help on timing spells and on doin quests that are marked by time, midnight,etc. You will have a better playing experience than typing time a lot.
Good thinking. And since we can build custom prompts, those who don't desire such things can choose to omit them.Now if only we could somehow figure out how micro ticks are timed .. ![]() ![]() |
Author: | Grael [ Wed Aug 17, 2005 8:13:25pm ] |
Post subject: | Re: yeah |
Quote: Approximately every 6 seconds... but I'm sure you meant "when they are going to occur" and not "how they are timed"
The word approximately leaves it abstract enough.
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Author: | Blobbie [ Wed Aug 17, 2005 8:59:45pm ] |
Post subject: | Re: yeah |
Quote: The word approximately leaves it abstract enough.
The mud handles internal events 10 times per second-- at least that is how it is supposed to handle them. This means for each event cycle (mob AI, combat, script, etc) .1 seconds are alotted. Occasionally this time is exceeded and so the tick will skew. I'm sure everyone has noticed this at times. We've always had a 60 second tick, but at some point the tick will float off to 61 seconds or 62 seconds and then revert back to 60. This is a fact of even timing. It could be made to be more tolerant, but then the system would have to drop cycles to accomodate the time skew. So it's a trade off... perfect cycle occurrence or perfect ticks. Personally I don't think anyone would be happy if their combat round suddenly just disappeared ![]() |
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