MrZork wrote...
First, I should just say that I actually didn't think that there was a Take 20 for trap detection. That doesn't mean that there isn't one, because I certainly learn new things all the time. But, the wiki[/iurl] doesn't mention it. You might want to do some more testing to make sure that this is really a problem that you need to solve.
Hm... strange. I can't find the source where I read about that, but I see the wikia denies it. However, I played around with my little testmodule a lot, and it seems to be much harder to find traps using my setup than before. It takes much longer, and sometimes only 2 of the 4 traps are detected. Without the script, the PC detects 3 of them more or less quickly - and sometimes from quite some distance. The 4th trap is out of reach for my character anyhow.
So, I guess there
is some kind of penalty when in combat, but I'm not shure which one. Range, may be?
The approach of using triggers seems workable. But, if you intend to have whole areas (maps) be inhibitive of Take 20s, then it seems like your earlier approach of checking the area names (or checking a variable set for each area) may be an easier approach than drawing a bunch of large triggers.
You are right, but it gives me better control of the things; that's worth the work.
You didn't post the code that was not working for that approach, but I wonder if perhaps you weren't passing the right parameter to GetArea?
I got GetArea to work, it was GetMyArea that did nothing at all. You are right again, the way you described it was the solution for GetArea. However, both are no longer needed for the script to work. All that is required is the event that a PC entered or exited an area.
Modifié par Belushi1965, 09 février 2014 - 03:53 .