Just realized I forgot to put in more detail about my implementation...
when I said I put in the new timer, I made it in the form of this:

ch->pcdata->skill_wait[MAX_SKILL]

which holds values like:

ch->pcdata->skill_wait[gsn_clan_skill] = 2;

and on each tick, cycles through the list, decrementing any non-zero
values to UMAX(0,--ch->pcdata->skill_wait[x]) just in case anything
weird happens and a value gets to -1 and keeps decrementing because it's
non-zero...

Richard Lindsey.

-----Original Message-----
From: Richard Lindsey 
Sent: Wednesday, April 13, 2005 9:36 AM
To: Brinny; [email protected]
Subject: RE: :) skill question

The way I accomplished this was to put in a new timer state on the
player, similar to wait_state and daze, which keeps track of how long
until the player can use the skill, without actually lagging them in
game time... you could also put in a check for if the player is
affected, like Cyhawk suggested, but the reason I did it this way was
for clan skills, I wanted them to only be used once every 2 ticks, and
some of them do things like mass healing in the room, but for
hp/mana/move at the same time... you can't really check for an affect in
those cases, so I just put the timer on and check for the timer, and to
cut down on the amount of things being checked on a per-pulse basis, I
just made mine count it in ticks, so I set my timer for 2 ticks on each
of the clan skills I want it for, and during that time, I place a check
in the command function that tells them something like "You're too tired
to do that again!" or something...

Richard Lindsey.

-----Original Message-----
From: Brinny [mailto:[EMAIL PROTECTED] 
Sent: Tuesday, April 12, 2005 10:42 PM
To: [email protected]
Subject: :) skill question

While I'm on a roll here.... How would I make it so a
skill can only be used every 15 minutes or so? Thanks.

Brittany.


                
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