I put one of those in. Basically it involves a rethinking of regen... the
standard way is broken up into how many hp/mana/move you get back per
tick. The new way you have to figure out how many ticks it takes to get
back 1 hp/mana/move point. You'll also probably want to distinguish
between mobs and players... For my system, I believe changing the players
to have a "tickless" regen increased cpu usage from 3% to about 8%. I
would imagine that throwing mobs in there might be too much.
Eric
On Thu, 10 Jun 1999, Planet Dragos Customer Support wrote:
> I'm working on a system of player regeneration that updates the player
> every second instead of just once per tick. I was wondering if anyone had
> ever tried a system like this and if they had experienced any
> advantages/disadvantages that I should be aware of. Also, I was wondering
> how rough it would be on the CPU to update all playing chars that are <=
> POS_SITTING every second (usually have about 20 players on at a time).
>
> Chuck
>
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