Ok, kind of have a question on what might be the wisest way to implement
part of my new quest system. Right now you can select a list of areas that
it will assign quests in. My problem is like with the mob quests I picks a
mob and then does its various checks including a loop through all the areas
in it's list and will continually loop until it picks a valid mob that fits
all the checks. And same with objects it does get_random_room and then sees
if it's area is in this list (looping through the list to check) and well
their a lot of rooms out their esp with the large overlands we have.
 When I added this in and was testing I notice some times it took like 2 - 5
seconds of 'lag', before it would give me a quest. Now granted I only have 2
areas in the list for it to use out of like the 100 we have. But we plan on
having a large world and having the quest mobs very specific to the areas
around them. So what would be a wiser way if any to implement this to save
all that CPU usage it's eating up?


Thanks for your thoughts a head of time!


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