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| Question about Item Types http://miragesource.net/forums/viewtopic.php?f=201&t=4595 |
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| Author: | deathknight [ Mon Oct 20, 2008 10:08 am ] |
| Post subject: | Question about Item Types |
Even though in the title I put question about item types, this really could be applied to everything, tile attributes, etc. So I was writing the first little bit of my fishing system into a vanilla MS4 engine, and here is my case Item_Type_Pole SPOILER: (click to show)
Now my question is, would it be faster to leave this code here, or move it into its own sub, and call it when Item_Type_Pole is used? Right now I don't see it making TOO big of a difference, but it may make a difference when I have 1/2 of my fishing code hard coded into a single case for an Item Type. |
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| Author: | William [ Mon Oct 20, 2008 10:31 am ] |
| Post subject: | Re: Question about Item Types |
It won't make it faster. But it would make things more organized. |
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| Author: | deathknight [ Mon Oct 20, 2008 10:37 am ] |
| Post subject: | Re: Question about Item Types |
Yeah, I wasn't sure if it would make it faster, but it would sure help keep it organized. I'm almost finished with my enchanting skill, I just need to add in a stat for it and update the sub to use that stat, but I expect my fishing code to be alot bigger. I move all of the larger codes to subs, and start modTileTypes, modAttributes, etc. Just a little thought I had while programming this in. |
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| Author: | William [ Mon Oct 20, 2008 3:42 pm ] |
| Post subject: | Re: Question about Item Types |
Thats a good idea since apparently a module shouldn't exceed 67kb of size or something like that. |
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| Author: | deathknight [ Mon Oct 20, 2008 9:12 pm ] |
| Post subject: | Re: Question about Item Types |
Is this one of those things that is a predefined limit, or just you CAN exceed it, but you start getting wierd RTEs ? |
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