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 | +------------------------------------------------------------+
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