Quote:
Originally Posted by Thrawn2
This is a bit lacking it seems. As i am currently writing something very similar myself (actually rewriting psyRTD with the suggestions in the thread) i'm pretty much into the topic currently. A few questions/notes/hints: - How does a gift-plugin know that sm_gifts_lifetime is over?
- Also: not every effect might be able to obey the lifetime rule, so you need another type of gift that notifies the core that the effect is over.
- What happens when someone is picking up a second gift while still under the effect of the first? Does both effects happen at the same time (it is safe to assume there will be incompatibilities between effects)?
- What happens when an effect has to be stopped ahead of time? E.g. when a player disconnects or dies - how does the plugin know to stop the effect?
- It might be easier for players to understand what's going on if effects have a name (or even a short description).
- Plus: all the suggestions i've made on the linked thread.
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lifetime is the time before the gift disappears if noone picks it up, also i think the individual presents can take care of the end of the effect, but adding a few natives to report when an effect has worn off seems reasonable, also maybe a cvar to set whether more gifts can be picked up by the same person while an effect is active
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