so then the only way to truely disable this is to use titanium?
gonna do some playing around and see. Demonstar, is that code bracket i put in, the actual spot handling the regen thing im working on? Since you know more about it obviously lol |
Ok that snippet is the code. I deleted it all out and the inventory stats tab still scales but the #showstats is sitting at 7hp. Client always lies like you say. I dunno how to put a rule in, i never bothered with making those before so i dunno if i would need a pull request on that. I imagine most people are fine with that scaling i just didnt see a point with all the extra regen. You got ooc regen and doubling hp regen lol.
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Have you played with your expansion settings, by chance?
Some features are enabled/disabled in the client by setting expansion bits. I don't know if that would apply here..was just curious if you had modified that value. |
Have not yet Uleat. I will give that a shot right now.
Good call! Will update |
I dropped expansions all the way down to 0 and the regen still goes up. It must be coded in client as well.
Any other ideas? Atleast so far removing that code is keeping the serverside regen down. Not the clientside/replicated The total hp seems to be working as well, it ticks on regen to the client side upped regen but then drops down to the actual value. |
Character:RestRegenTimeToActivate ?
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Eitherway i have..... Character:RestRegenPercent - 0 - Set to >0 to enable rest state bonus HP and mana regen. ...to remove all ooc and any type of none classical speed up regens |
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changed... Character:RestRegenRaidTimeToActivate to 30000 Character:RestRegenTimeToActivate to 30000 went to a raid zone and still no change, hp regen still increased while sitting altered Character:HPRegenMultiplier to 25 from 100 and it reduced the amount of regen from the base but the hp regen value still increased. So far nothing i can find will change the visual value of hp regen from increasing, but, have fooled it on serverside to not calculate. It must be coded into client like demonstar mentioned and they just coded the server to match. Only thing i see to do is keep it fooled and when the tick updates it will just have to double tick to the serverside value i am wanting. |
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I mean not just the ooc regen, but regular HP regen when sitting ? |
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No, im not trying to halt all hp regen. I am trying to only keep the natural base regen and the non scaling sitting regen. Basically the classic method of regen where its 1 standing regen and 2 sitting regen at level 1 and it doesnt scale the longer you sit. I have accomplished this now and cancelled out the scaling sitting hp regen. Its just the client ticks twice now it ghost ticks up say 96hp then autocorrect ticks down to 8hp regen for a sitting level 50 gnome warrior. From base_data table. The 7 is the standing hp regen at level 50 warrior, when you sit you gain 1 extra hp regen to total to 8. Code:
50 1 1500 0 900 7 13 5 0 4.5 Level 01-19: 2 sitting, 1 feigned, 1 standing Level 20-49: 3 sitting, 1 feigned, 1 standing Level 50: 4 sitting, 1 feigned, 1 standing So now all i need to do is fix the entries in base data for the regen value i need for my server. Just cant get rid of that ghost tick yet or maybe forever unless i use titanium. |
Oh, ok, I see. I assume you kept this in mind too ?
Character:BaseHPRegenBonusRaces (4352 by default) |
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