Can we see larger values in the future? I believe the current min and max is around -32000 and 32000. Maybe another option to completely disable cores regen(I haven't checked docs to see if we can disable it so if we can just hit me and let me figure it out later.).
Our old posioning package used the cores regen system to drain life every 5/10 seconds, but seeing how npcs have much more life in most cases than players it made posioning npcs kind of useless.
To get around this I just made my own regen package, but in the future it would be nice to just use the cores own regen system without rate limitations.
Core's regen system
It's possible that we could use a larger variable type for that. Would slightly increase overall memory usage but probably barely noticeably. Anyone else want to see this?
On one hand, a limit of 300/minute is a bit low if you have highly elevated hp counts on your NPCs. On the other hand, if the issue is things like poison, you can always supplement the regen rate with a separate poison damage.
IOW- there's a workaround, but we'll look into it because it might be worth doing anyway.
On one hand, a limit of 300/minute is a bit low if you have highly elevated hp counts on your NPCs. On the other hand, if the issue is things like poison, you can always supplement the regen rate with a separate poison damage.
IOW- there's a workaround, but we'll look into it because it might be worth doing anyway.
Re:
I'm not sure if you know, but I noticed that it's actually only -32 and 32 min/max per tick(divided by 1000). And when you have NPCs running around with 10,000 health, +32 regen per tick just isn't enough.Madman wrote:It's possible that we could use a larger variable type for that. Would slightly increase overall memory usage but probably barely noticeably. Anyone else want to see this?
On one hand, a limit of 300/minute is a bit low if you have highly elevated hp counts on your NPCs. On the other hand, if the issue is things like poison, you can always supplement the regen rate with a separate poison damage.
IOW- there's a workaround, but we'll look into it because it might be worth doing anyway.
I fire 3(I should probably only use one but..) scripts at char login with a loop every 5 seconds to do calculations for + or - to vitals along with Poisoning for Life drainage. It's working better than expected and has spawned a few more ideas that I've done with it. But that only covers PC's not NPCs. NPC's are still on core regen except for poison damages which is another separate script.
Re: Core's regen system
Nice idea...
I'd like to see that implemented too.
I have PCs with 800 life in my shard, so you can imagine...
I'd like to see that implemented too.
I have PCs with 800 life in my shard, so you can imagine...