Of timers, and regenerating attributes. #29
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I like the idea of HP being able to regenerate on it's own with a timer. That being said I'm not well versed enough in code to understand this. If we could make this simple to code and understand while being flexible, that'd be fantastic. Limited systems are frustrating to deal with. If I'm reading this options B and D might be the more flexible options? |
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Having some form of timer that can be tied to things like energy, hp and various other pools would be very useful for RPGs. That said I agree that the number of timers that could be run per character should be limited. The most I could see cause for is perhaps... 6 if one were to implement something like survival mechanics. (Timer based/affected Health, Energy, Hunger, Thirst, Stamina, Other( |
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This has long been an omission from GPHUD, the ability to run something after a set period of time, the closest so far are Effects, Events, VisitXP and use of the at-logon / character creation script to trigger events that are not the result of a user interaction directly.
Currently almost everything GPHUD does happens off the back of a user interaction, clicking on the HUD, an object, etc, and this effectively "limits" the ammount of events generated, while automatically generated events like timers create a constant demand that isn't reliant on the user even being at the keyboard yet alone engaged/interacting with anything/caring about the results of the timer.
This is not an oversight, this has long been a deliberate decision, because I quickly see the idea of instances writing "every second" timers to recalculate things, for all their players, and this spreading across all the sims, and suddenly I have 500 events per second to handle and distribute the results of to SL if necessary.
As such some kind of "control" is necessary to force sim administrators to consider efficiency in their implementations while still providing flexibility.
Options:
Please note, this discussion is just to get ideas, not just from my own brain but to invite discussion about uses cases that sims may have and what best suits their needs, or even more usefully, what of the options above present undesirable or potentially problematic limitations versus what suits any expected use cases best.
Also note that this discussion should not be taken to imply that I'm going to implement this any time soon, it's just one of those design decisions I've been pondering for a few months and have concluded that I don't really have enough information to figure the best approach because it's rather use-case dependant; most of the approaches above cover off the safety of the system in terms of workload but they offer different options in terms of what they can achieve.
Also open to any other ideas.
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