When I had data like that to save - like I tracked total # kills
<Elrahc> m hm
<GrinningFool> - I would do it as part of the 'save character record' call
<GrinningFool> And that would run ~once per two minutes
<GrinningFool> Or whenever the PC transitioned, whichever came first
<Elrahc> So what happens when a creature is killed, is it stored on the character locally meanwhile?
<GrinningFool> Yep
<GrinningFool> You can store it by resref, or by the value returned from GetCreatureType (I think that's the rigth call)
<Elrahc> So it's the DB writing, not a local variable writing, that's the killer in lag terms during combat?
<GrinningFool> though that value might be too general
<GrinningFool> right
<Elrahc> Alright, thanks. That helped a lot
<GrinningFool> If you have a /huge/ number of local variables it will also slow things down
<Elrahc> Should be the only ones
<GrinningFool> I like to keep it under a couple dozen; but I've read that folks keep it under a coupe hundred and are OK
<Elrahc> alright, good thing to know
<GrinningFool> You can also get tricky in how you store the info. You don't need one variable per creature type
<Elrahc> Can't you just add a creature_type variable for each creature, and a number in it, then delete them as they're written to the DB?
<GrinningFool> Yep could do that
<Elrahc> Ok
<GrinningFool> That's a valid point, it's not like you'd have to constantly store counts for every creature type, all the time
<GrinningFool> on the PC
<Elrahc> Jea, and with being deleted as soon as it's DB transferred, should keep the variables stored pretty low