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Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum) |

11-02-2007, 01:13 PM
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Discordant
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Join Date: Aug 2006
Posts: 394
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Just make it a set percentage of the mob's total hit points per tic, then it will scale along with the mobs but always be the same "amount"...
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Keelyeh
Owner, ServerOp and Developer
Jest 4 Server
Linux (Jest3 runs on Fedora, our Dev servers usually run on Ubuntu and/or Gentoo), OC-12 Connection = Hella Fast
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11-02-2007, 05:24 PM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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Aye was thinking something like 4/5% per tic default. Two minutes to go from 0-100%.
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11-02-2007, 05:28 PM
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Discordant
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Join Date: Aug 2006
Posts: 394
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That's wonderful, and if you make it a configurable rule (I'd have mine set at 10% if I could, I want uber fast regen to counter the fact that monks are all screwed up on the emu and way way way overpowered, so a soling monk, FD, I want them to get hammered by mob regen), it would be perfect.
Also, KLS, just throwing this out there, you may want to make sure the doesn't affect pets too. Dunno why, but something tells me that it could.
__________________
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Keelyeh
Owner, ServerOp and Developer
Jest 4 Server
Linux (Jest3 runs on Fedora, our Dev servers usually run on Ubuntu and/or Gentoo), OC-12 Connection = Hella Fast
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11-02-2007, 05:39 PM
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Discordant
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Join Date: Aug 2006
Posts: 394
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Actually, a switch that also allows it to affect pets might not be a bad thing for solo servers... some may think that hey, if the pet survives, it deserves a downtime regen. I for one would probably switch it on... 
__________________
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Keelyeh
Owner, ServerOp and Developer
Jest 4 Server
Linux (Jest3 runs on Fedora, our Dev servers usually run on Ubuntu and/or Gentoo), OC-12 Connection = Hella Fast
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11-03-2007, 05:54 AM
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Demi-God
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Join Date: Jul 2006
Posts: 1,552
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Actually, if it could be on a per-mob basis, that would be best, don't you think? What if you want some mobs to regen faster, some slower? Or is that what the mobs individual Regen values would use as a base, then use the new "rule" percentage to offset that?
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11-03-2007, 07:20 AM
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Discordant
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Join Date: Aug 2006
Posts: 394
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Well yes John you are right. It WOULD be best. But a LOT of work.
What about a global rule value that IF a value for it in the db is anything other than 0 (positive or negative like attackspeed) overrides?
That being said, this is a major problem on EMU servers (makes monks pretty much unkillable) so I'd rather see a global thing that can be done quickly and not stress out the programmers instead of having to wait for a long time to have a more complex implementation.
__________________
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Keelyeh
Owner, ServerOp and Developer
Jest 4 Server
Linux (Jest3 runs on Fedora, our Dev servers usually run on Ubuntu and/or Gentoo), OC-12 Connection = Hella Fast
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11-03-2007, 07:48 AM
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Demi-God
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Join Date: Jul 2006
Posts: 1,552
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Yes, a lot of work, and no I am not saying a dev should fix DB mob regen rates - just how they effect the proposed rule. If we think about it, admins could get a generic "this is how it is... 5% per level" or whatever by default. But should I want all my boss mobs to be 20% per level, I simply go to my npc_types table and make the changes on MY server according to my desires. Nothing to do with dev coding. I am thinking that the hp_regen and mana_regen in the npc_types table is already there, let's use it as an offset instead of "regen xx mana per tick", as I think it is now(?)
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