zarqon
Well-known member
Unfortunately, while slyz's version is much more conservative with server hits, mine is still more optimal from a player standpoint.
A player with none of the items running slyz's script would use 16 chewing gums, and if the player lacked the requisite 800 meat the script would abort. A player running my script would use 1 chewing gum, and if it got a worthless item (which it might after just one gum use), it would try to exchange it at the hermit. If that succeeded, it would try again, and again, until it failed. This costs more in server hits but is optimal for the player.
Most of the other game changes TPTB have made have been to reduce server hits (macros in particular), but this change necessitates that picky players (most of us scripters, I'd wager) use more. Boo. But yay for making my clover function tiny. Efficiency of any kind is appreciated, I suppose.
A player with none of the items running slyz's script would use 16 chewing gums, and if the player lacked the requisite 800 meat the script would abort. A player running my script would use 1 chewing gum, and if it got a worthless item (which it might after just one gum use), it would try to exchange it at the hermit. If that succeeded, it would try again, and again, until it failed. This costs more in server hits but is optimal for the player.
Most of the other game changes TPTB have made have been to reduce server hits (macros in particular), but this change necessitates that picky players (most of us scripters, I'd wager) use more. Boo. But yay for making my clover function tiny. Efficiency of any kind is appreciated, I suppose.