Delaytime

Posted by Xinphinity on Wed 21 May 2003 05:26 PM — 2 posts, 13,875 views.

USA #0
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
USA #1
Sounds like what you want, is a modified version of 'timers'. The stock way it works wouldn't quite work for what you want to do, because you can't do anything while the timer is in affect. Search the forums on timers, you should find a number of posts regarding them.