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  #1  
Old 10-31-2006, 04:23 AM
cbodmer
Fire Beetle
 
Join Date: Oct 2006
Posts: 24
Default 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
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  #2  
Old 10-31-2006, 04:30 AM
Rhodan
Hill Giant
 
Join Date: Oct 2006
Posts: 179
Default

Woot!

I was just about to start searching for an item-based way to do this. Thanks!
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  #3  
Old 10-31-2006, 10:28 PM
eq4me
Hill Giant
 
Join Date: Jul 2006
Posts: 166
Default

Thanks alot!

I've applied that patch to "The Bleeding Edge" and set all values to 1.5 for now.
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  #4  
Old 11-06-2006, 04:32 PM
fathernitwit
Developer
 
Join Date: Jul 2004
Posts: 773
Default

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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  #5  
Old 11-15-2006, 05:02 AM
Kavokane
Fire Beetle
 
Join Date: Nov 2006
Posts: 3
Default 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
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  #6  
Old 11-15-2006, 06:29 AM
bufferofnewbies
Hill Giant
 
Join Date: Dec 2005
Location: Lurking in KY
Posts: 239
Default

sounds like its running on a % base. ie: 100= 100% normal regen, then.
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  #7  
Old 11-15-2006, 06:49 AM
Kavokane
Fire Beetle
 
Join Date: Nov 2006
Posts: 3
Default

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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