Funky, yes, you and I have had that discussion before, and I did lean to the side of easier to manage code over that of efficiency. I've already got the framework setup to make it easy to use those heartbeats. I'd just be adding an if statement to the module heartbeat PC loop, and a Set timestamp statement in the creature heartbeat. The code running from those would be from an include.
So I think it is modular, and easy to manage. The code shouldn't be redundant beyond function calls, but the functions will be in an include and thus centrally located for bug testing etc...
Nevertheless I am still looking for a way to avoid this whole mess anyway. Perhaps I can limit some of the functionality that I am working on. Thats my first task: figuring out what I dont really need.
These are problems that I am attempting to solve:
Problem #1 is that I have enabled some familiars to carry one item (in their mouth or talons) BUT this item could be removed from the game if it is not dropped at their feet when they are unsummoned.
Problem #2 is that I am modifying the game behavior for the summoning of familiars and animal companions BUT it becomes a half-assed solution if I can't track them from summoning to unsummoning.
Modifié par henesua, 06 février 2012 - 10:08 .