<giving the dwarf uber-barbarian a *very* heavy chest of gold coins...>
Failed.Bard wrote...
Performance drops substantially for checking the more variables are stored on an object. If the PC skin is going to be used for storing other variables that will be checked regularly, you certainly wouldn't want to put hundreds of other variables that are only occasionally checked on it.
Yep, that's my understanding, though I have yet to put enough things together to notice anything ;-/
It can actually be handled quite nicely in an IC way, in this case, by giving them an undroppable "Explorer's Journal" book item, and using that to store on.
The extra few ms needed to check it don't matter if it's accessed once per map only, but it it's checked regularly, especially in combat, it can create a serious performance hit.
Grrr, I get a bit annoyed by "undroppable, unbreakable" things. I just hate loading the PC up with all that stuff... But until I find a better way, I'll deal.
Currently, I'm thinking of storing all that stuff on tagged placeables (there-by getting the placeable that stores certain variables quickly with GetObjectByTag) in a GM Lounge that is low AI.
That is something in the (self-same) back of my mind when I am looking at inter-mod & inter-server communication. Be nice if we could attach an invis henchman "courier" for server transitions. I'm pretty sure it will work for inter-mod, but have huge doubts how to do it inter-server.
<sigh>
The actual discussion on the performance aspect of it took place in the GetObjectByTag vs GetNearestObjectByTag discussion thread.
That was one of the best tech threads I've read lately =)
<...all but the top few being painted lead>