LOL, honestly it would probably take me all of 10 minutes to write the code that he wants and just add it to the code that I wrote so you can use either type of out of combat regen. But, since HPs are constantly being updated, I am concerned that the extra calculations for extra rules will just make more potential server performance impact. Ya, 2 extra rules and an equation probably isn't bad, but Chaos wants rules for every little thing lol :P They would start to add up quickly and take a toll on performance at some point. I have been looking into increasing server performance where possible, and adding 2 systems to do essentially the same thing is a bit redundant. As soon as I get this done, at least there will be a flexible option for OOC Regen. I don't know if there really needs to be 2 separate OOC Regen systems considering we made it this long without any. And if people don't like the one I made, we can always change it at any point. :P
Here is the post from this thread with the code that I have written so far:
http://www.eqemulator.net/forums/sho...98&postcount=8
It is all done beside getting the IsEngaged check to work to see if the player is in combat or not.