Quote
Originally posted by GrahamVH:
The ways I see will not cary on through the different areas. As in the timer would start over once the player exits the area. A timier that will not do this would be an evant and a spell. the spell would be set to have the duration you want the timer to be set for the remove effect ould activate the event where you would have the action and if you wanted the timer to be repeated you just have the event cast the spell.
GrahamVH,
Actually, the timer does carry over. That is what step #3 does; load the timer in the area what the player walks into it. Since the timer code utilizes globals as a counter, when the new timer is loaded it retains the previous value and continues counting from there.
I have a timer working in several different Coldstone items, and it works very well. The problem with using a spell is that there is a bug with spell removal effects if you cast multiple spells at the same time(ie, if you have a resident spell timer that when the duration expires it fires itself off again, and then you cast a different spell that has a duration, one of the spells will cease to expire and become permanant).
If you have not looked at how the timer code works you can read about it (url="http://"http://stark.evula.net/plugin_faq.htm#tiptimer")here(/url).
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(This message has been edited by Stark Bledfast (edited 11-14-2002).)