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  #1  
Old 12-30-2014, 12:14 PM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
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How does rest work on Live? Does it regen mana/endurance as well as Health? If so, then we can probably change the rest code to handle all 3 if it isn't already (which is how it sounds based on this report). If only Health is regen'ed on Live (or if it was that way at the time that the PEQ content is up to), then we would have to add an additional custom rule to allow for also regen'ing mana and endurance while in rest state.
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  #2  
Old 12-30-2014, 12:26 PM
Missneye's Avatar
Missneye
Fire Beetle
 
Join Date: Nov 2014
Posts: 21
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Quote:
Originally Posted by trevius View Post
How does rest work on Live? Does it regen mana/endurance as well as Health? If so, then we can probably change the rest code to handle all 3 if it isn't already (which is how it sounds based on this report). If only Health is regen'ed on Live (or if it was that way at the time that the PEQ content is up to), then we would have to add an additional custom rule to allow for also regen'ing mana and endurance while in rest state.
On live, all three of them regen 3-4% per tick. My problem is that I can set RestRegen to 5 and health will regen 5% each tick when sitting and out of combat, while mana and endurance are the same as when standing.

I know that all 3 work fine for everyone that has recently installed EQEmu or something similar like AXClassic. I also read a few different posts that dealt with the code put into RestRegen. It seems mana and endurance just need to match the formula that health has, but I'm not even sure which file contains that code. I'd imagine it's a .cpp or .h file somewhere, I just can't seem to find it.

Also, I am using the Titanium client if that makes any difference.

Edit: If I were to add a custom rule for this, how would I go about doing it? I've done very little with code outside of HeidiSQL and a few perl scripts for NPCs.
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  #3  
Old 12-30-2014, 01:07 PM
Coenxai's Avatar
Coenxai
Hill Giant
 
Join Date: Dec 2013
Posts: 151
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I wasn't aware Titanium supported a rested state?

Code:
void Client::CalcRestState() {

	// This method calculates rest state HP and mana regeneration.
	// The client must have been out of combat for RuleI(Character, RestRegenTimeToActivate) seconds,
	// must be sitting down, and must not have any detrimental spells affecting them.
	//
	if(!RuleI(Character, RestRegenPercent))
		return;

	RestRegenHP = RestRegenMana = RestRegenEndurance = 0;

	if(AggroCount || !IsSitting())
		return;

	if(!rest_timer.Check(false))
		return;

	uint32 buff_count = GetMaxTotalSlots();
	for (unsigned int j = 0; j < buff_count; j++) {
		if(buffs[j].spellid != SPELL_UNKNOWN) {
			if(IsDetrimentalSpell(buffs[j].spellid) && (buffs[j].ticsremaining > 0))
				if(!DetrimentalSpellAllowsRest(buffs[j].spellid))
					return;
		}
	}

	RestRegenHP = (GetMaxHP() * RuleI(Character, RestRegenPercent) / 100);

	RestRegenMana = (GetMaxMana() * RuleI(Character, RestRegenPercent) / 100);

	if(RuleB(Character, RestRegenEndurance))
		RestRegenEndurance = (GetMaxEndurance() * RuleI(Character, RestRegenPercent) / 100);
}
Looks and works fine for me on Underfoot. Make sure you're using the appropriate rule set for the zone you're in.
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