Originally posted by [b]theultramage[/b]
http://www.eathena.ws/board/index.php?autocom=bugtracker&showbug=653
I just had a look at the npc-timer system, because I was trying to correct the script engine documentation (see bugreport
#373). And I saw things that I didn't want to see...
We have an addtimer/deltimer mechanism that runs timers that are stored in a player data structure. Yet these do not attach the player to the script once it executes. How come?
Then we have initnpctimer & co., which either deal with a single npc timer (the original way), but since
r5167 these can also be stored in the player data structure, totally changing the original behavior. Both can run with or without a player attached, and have very confusing semantics when multiple people are working with the same npc. This sounds like a case of
scope creep.
Shouldn't this thing be done so that it has a clearly defined and documented behavior? Currently noone can be really sure if their script will actually work or not...