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Old 04-17-2009, 12:55 PM
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cavedude
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Thanks for the SQL makes me job a tiny bit easier. Quick question, does this effect the regen players already have when meditating if the RestRegenPercent rule is set to 0? I just want to make sure this can be disabled without reducing regen to 0
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Old 04-17-2009, 01:35 PM
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Perhaps I should read the code and test it out before asking questions. This works perfectly, and doesn't effect natural regen if set to 0. I am going to make that the default, however so this system is optional and Server Ops don't complain that regen is way too high I'll get this into SVN with my next batch. Thank you!
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Old 04-17-2009, 04:10 PM
drakelord
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Thanks cavedude,

On my own server, I wrote extra code in that checks for guild pvp targets in range. I'm trying to think of a good way to do that for an entire pvp server though. I'm not sure if the PVP on flag in the database means that anyone can attack anyone period or not.
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Old 04-18-2009, 07:53 AM
Derision
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I've made a few changes to this (I hope you don't mind), primarily because I wanted to tie it in with the SoF rest state indicator that I found the opcode for, because I wanted it to work a bit more like live currently does, and to make it a bit more efficient.

Functionally, the changes are:

* Default RestRegenPercent to 0
* RestRegenTimeToActivate now specified in seconds rather than milliseconds. (This is because I needed to convert it to seconds for the SoF packet).
* Client must be sitting and not have a detrimental spell on them for rest state regen to kick-in.
* SoF clients get the combat/rest symbol and timer. Still works in Titanium, but with no indicators.

Codewise, rather than checking in every call to Client::Process whether the client has aggro, I added a 'HaveAggro' member to the client class which is set true whenever the client gets added to a mob's hate list.

When a mob's hate list is wiped (dies or is memblurred), then any client on that mob's hate checks to see if it has aggro from any other mob, and if not, starts the rest state timer.

I'll commit it later on today. Thanks for the contribution.
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Old 04-18-2009, 04:20 PM
drakelord
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Thanks Derision, I don't mind the changes, just as long as you didn't have to go a long way out of your way to fix anything.
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  #6  
Old 05-11-2009, 05:06 PM
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this is all wonderfull - I belive Trev was working on this for a while and never quite got it - or did oyu Trev? =)

anyway one question:

'Character:RestRegenPercent'

percent of what? of default player regen? or of total health per tick?

so if i set this to 100 - full healing in 1 tick?
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Old 05-11-2009, 05:15 PM
Derision
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You regen RestRegenPercent of your MaxHP every 6 seconds, so yes, setting it to 100 should regen all your HP in one tic.
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Old 05-11-2009, 10:57 PM
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Quote:
Originally Posted by ChaosSlayerZ View Post
this is all wonderfull - I belive Trev was working on this for a while and never quite got it - or did oyu Trev? =)

anyway one question:

'Character:RestRegenPercent'

percent of what? of default player regen? or of total health per tick?

so if i set this to 100 - full healing in 1 tick?
Yeah, I did get it done and it worked well, accept for the aggro check issues. At the time, I don't think people were getting added to the hate list properly in all cases that they should be. Healers were able to regen while healing during a fight. Other than that, it did work though. But, the nice thing about this is that Derision was able to implement the rest timer in SoF, which is just awesome It is nice to see some of the first new features being added in SoF that aren't quite available in Titanium.
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