Greets;
I'm working on some skills like foraging and such that will allow the user to perform some pretty complex actions. However, I don't just want them to be able to do them, move on to the next thing as if the action was instant.
I'm trying to implement a skill-wide 'DelayTime' or, Round time, if you will, system.
Here is an example of how it might look.
>forage weed
You dig around in the soil for a bit but don't manage to find anything.
Delaytime: 6 seconds.
>forage weed
You can't do that yet.
Most things would be prevented during this time, but talking, most emotes, etc, would be fine.
Any ideas folks have on how this might work I'd like to hear them, good or bad.
~Xin
I'm working on some skills like foraging and such that will allow the user to perform some pretty complex actions. However, I don't just want them to be able to do them, move on to the next thing as if the action was instant.
I'm trying to implement a skill-wide 'DelayTime' or, Round time, if you will, system.
Here is an example of how it might look.
>forage weed
You dig around in the soil for a bit but don't manage to find anything.
Delaytime: 6 seconds.
>forage weed
You can't do that yet.
Most things would be prevented during this time, but talking, most emotes, etc, would be fine.
Any ideas folks have on how this might work I'd like to hear them, good or bad.
~Xin