Patch for 878 - Regen multipliers
I've added HP, Mana and Endurance Regen Multipliers to the new Rules System FNW implemented and put them to use in the respective functions in client_process.
Regen Patch -Chris |
Woot!
I was just about to start searching for an item-based way to do this. Thanks! |
Thanks alot!
I've applied that patch to "The Bleeding Edge" and set all values to 1.5 for now. |
I put this in, with the modification of using integers rather than floats... its best not to mix float and int math.
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odd
I set the rule Character:HPRegenMultiplier at 10 to get the effect of 10x the normal hp regen rate. This seemed to halt all hp regen. I used #rules setdb Character:HPRegenMultiplier 10 in game to get this.
I later tried different values and discovered that the 10x that I was looking for was accomplished by setting it to 1000. Is this a problem? I'm using EQEmu-0.7.0-911 |
sounds like its running on a % base. ie: 100= 100% normal regen, then.
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Ok, now I understand, since its not a float its a percentage value to allow for reductions/partial changes in the regen value.
Thanks for the explaination |
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