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  #1  
Old 11-02-2007, 05:39 PM
gernblan
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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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  #2  
Old 11-03-2007, 05:54 AM
John Adams
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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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  #3  
Old 11-03-2007, 07:20 AM
gernblan
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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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  #4  
Old 11-03-2007, 07:48 AM
John Adams
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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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  #5  
Old 11-04-2007, 11:49 AM
gernblan
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Those fields are different though.. when they work, they are for regen all the time (including during combat).

So, since non-combat mob regen is a different thing, it would require a new field in the db, changes to all of the tools that work with mobs, as well as code to chech the db value and override the rule if it's different. Or it could be set up as whatever the value is in the db is the percentage of total hitponts the mob will regen in one tic. 0 is off, and a float value could determine.

Either way though, it becomes a lot more complicated.

I'm not saying it's a bad idea, just explaining that this can be a simple fix in the code, or a huge project. At least for now, since this is such a critical showstopping problem (I'd go so far as to say it can be an exploit) not to have it, I'd rather see the simple fix fast than the "complete system" done eventually.
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  #6  
Old 11-05-2007, 02:42 AM
TheLieka
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Any fix to this will be a vast improvement, I'm so glad that I remerged my code with the source (aside from our custom stuff anyway). This fix will sooo make my day. =)

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  #7  
Old 12-20-2007, 08:22 AM
TheLieka
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I am posting my fix for this in the code submissions forum. I put in a variable for it, so you can turn it off / adjust it if you want.

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