>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.
Nod, mobs are going to remain on a tick system. Thanks for the stats on
the CPU usage tho, I'm going to go ahead and try this.
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