Quote:
Originally Posted by m0oni9
I hadn't thought of Lurker's idea. If the script timers are working well, that doesn't sound bad at all. We could export a variable that would say whether the mob was engaged or not, and when EVENT_TIMER was triggered, it could disable based on that.
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Or an EVENT_HEALTH (as opposed to EVENT_HP so you could report mana etc too) as you suggested, but incorporate Lurker's idea of a timer. In other words, once the event is triggered, start a timer that won't allow it to be triggered again for a few seconds.
Wouldn't that satisfy both the need for the event and the concern for cpu/bandwidth conservation?
Also, although this has been discussed from a perl quest point of view, I would like to note that both formats are supported and any changes should work in both.