Del Minturn wrote:
> I was wondering if anyone has messed with the tic's on their mud. Mainly
> cut down the time span between tics and yet maintained the 70 or so
> seconds for each MUD hour. Or even if you have any thoughts on this..
> Please email me. Would like to get some idea's on what I can do for a
> smoother transition for updating hp's, mana, move..
>
> Thanks
comm.c, heartbeat() :
if (!(pulse % (SECS_PER_MUD_HOUR * PASSES_PER_SEC))) {
weather_and_time(1);
affect_update();
point_update();
fflush(player_fl);
}
+ if( !( pulse % PULSE_QUICK_UPDATE ))
+ point_quick_update();
In limits.c, move hp, mana, move gain code to a new function
point_quick_update(), and change hit_gain(), mana_gain() and move_gain()
functions to suit your needs. Also add in structs.h something like #define
PULSE_QUICK_UPDATE ( 10 RL_SEC ).
Or use DG Events, I think there is a patch for this somewhere, but I don't
know where you can find it. Start at patches.van.ml.org and maybe you'll
find it.
L.Lunak
l.lunak@sh.cvut.cz
+------------------------------------------------------------+
| Ensure that you have read the CircleMUD Mailing List FAQ: |
| http://democracy.queensu.ca/~fletcher/Circle/list-faq.html |
+------------------------------------------------------------+
This archive was generated by hypermail 2b30 : 12/15/00 PST