mob
verb
Say(msg as text)
view(3,src) << "[Name]: [html_encode(msg)]"
OOC(msg as text)
world << "[src]: [html_encode(msg)]"
Perception()
for(var/t/turf in view(5))
if(t.hidden)
if(src.Perception => t.UnrevealPoint)
This is how im doing my perception checks. But im unsure on how to make the wall appear to the player that it is hidden. I'm not sure what to do, wether to delete the wall (but letting other people see it), or make it that only the person who has high enough perception ability to see it and let them to travel through it.
So you want a verb that effectively allows users to pass through a dense object if the perception is high enough?
As maybe using the enter proc maybe better in this situation on the desired turf.
You could use the Move() proc to execute something if you just want to make the turfs appear. If so though, you should not be using turfs. As you will just have black spots were the turfs that remain hidden are. As turfs do not fall on top of each other but instead replace each other.
Also out of curiosity if anyone reads this knows, does view() generate turfs in its list? Some reason I believe its only mobs and objs.