To assess what the DreamMaker compiler is spitting out, given your code. It's mostly a learning tool, as someone explained earlier, to help understand how your code might be executed by BYOND.
Oh I think I understand now. Basically, the fewer the steps, the faster it runs.
Kinda ... some of the opcodes are faster/slower than others. It takes a certain amount of learned experience, if you're going to use it for optimisation per-say. Like I said, it's more of a learning thing, to help give you a better, lower level understanding.
Really the only time opcode-level optimization (as opposed to general algorithmic optimization) is worthwhile is in extremely CPU-heavy work (advanced math, etc) or in high-traffic code.

All of which is normally rather rare in BYOND game code.
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