Quote:
Originally Posted by Huppy
Lol, in the beginning ? after 9 nine years, I'm still doing that before morning coffee
struggle - I know it's a pita when someone is trying to get that "classic" back into the EQ, many have been down this road over the years. Unfortunately, the current project source code will never go that route, by default, leaving it up to those who desire, to learn how to achieve those goals on their own. Some have spent 3-5 years looking for solutions, but could of used that time to learn and come up with their own. If you have the patience, anything is possible. Don't give up!
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I would say it is not that hard to change:
https://github.com/EQEmu/Server/blob...lient_mods.cpp
Code:
bool sitting = IsSitting();
bool feigned = GetFeigned();
int level = GetLevel();
bool bonus = GetPlayerRaceBit(GetBaseRace()) & RuleI(Character, BaseHPRegenBonusRaces);
uint8 multiplier1 = bonus ? 2 : 1;
int32 hp = 0;
//these calculations should match up with the info from Monkly Business, which was last updated ~05/2008: http://www.monkly-business.net/index.php?pageid=abilities
if (level < 51) {
if (sitting) {
if (level < 20) {
hp += 2 * multiplier1;
}
else if (level < 50) {
hp += 3 * multiplier1;
}
else { //level == 50
hp += 4 * multiplier1;
}
}
else { //feigned or standing
hp += 1 * multiplier1;
}