Horses are only in development code currently, they havent been released yet...
Have to verify some of the spells effects and make sure they're targeting right. Sounds like me might need to throw a few more checks in for some spells to make sure it's targetting the right person/mob....
About the regen thing..
How about this..
//if(hp_regen == 0)
// hp_regen = 2;
if (hp_regen == 0)
{
if ( d->level > 5 )
hp_regen=1;
else if ( d-> level > 10)
hp_regen=2;
else if ( d->level > 20)
hp_regen=3;
else if ( d->level > 40)
hp_regen=4;
else
hp_regen=0;
}
This will only take place when the mob has zero for a hp_regen in the database, then it will calc. based on level. (probably be better to use a formula like (int) hp_regen= d->level/10
with this, 1-9 would get 0, 10-19 = 1, 20 - 29 = 2, etc...
lemme know which you like better...
1-5, regen = 0, 5-10=1, 11-20 = 2, etc..
Make sense since hp's are going to be proportional to the level. For the time being I'll just hardcode it this way, then maybe come up with a small database table that just has a threshold value based on level...
Have to check the skill code for those combat skills and make sure they are using a valid formula and taking level into account...
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