On Jul 19, David Klasinc wrote > How about implementing 'random' ticks? That go off somewhere from 60-75 > seconds? This would made things a lot more ocmplicated... ;> Why not just elimiate ticks completely? Instead of calculating the total hp gain each tick, when a player is down in hp, you add an event which will recover one hp after old-regen-per-tick/tick length of time. If done properly, it isn't really much more processor intensive then stock circle regens. After you get used to not having ticks, playing a game with ticks seems so primative. If you want to see code for doing this, check out the Death Gate code (http://www.imaxx.net/~thrytis/dg). Eric +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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