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chasem
07-18-2015, 09:46 AM
Wondering if anyone has found a way to implement thirst/starvation effects. I have been tinkering with having a persistent detrimental HP/Mana regen buff on all players that food and water negate.

Hoping there's a less cumbersome way that someone has come up with and is willing to share.

Thanks in advance!

rencro
07-18-2015, 10:48 AM
In zone client_process


void Client::DoHPRegen() {
if (Hungry())
return;

SetHP(GetHP() + CalcHPRegen() + RestRegenHP);
SendHPUpdate();
}

void Client::DoManaRegen() {
if (Thirsty())
return;

if (GetMana() >= max_mana && spellbonuses.ManaRegen >= 0)
return;

SetMana(GetMana() + CalcManaRegen() + RestRegenMana);
SendManaUpdatePacket();
}


Can also do this for Endurance. BTW dont you think its unfair that melees have a resource drained from them if they jump. Just venting (and I removed that silly penalty)

Maybe makes more sense to make all three (hp regen, mana regen, end regen) depend on both water and food.

Shendare
07-18-2015, 01:01 PM
Or even decrement by 1 each tick or something.

Go AFK for three in-game days? Die of thirst!

MWAhahahahahahaha!

chasem
07-18-2015, 02:05 PM
Awesomesauce! That's perfect. Thanks so much.