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 > > Planet Dragos(tm) Customer Support Team > Contact Information: > ~~~~~~~~~~~~~~~~~~~~ > Website . . . . . . . . http://planet-dragos.com/ > Email . . . . . . . . . support@planet-dragos.com > Address . . . . . . . . 307 North Oak Street - Hammond, LA 70401 > Cheryl Drago/Owner . . cheryl@planet-dragos.com > Chuck Reed/Webmaster . chuck@planet-dragos.com > Toll free number . . . 1-888-DRAGOS-8 > Local Number . . . . . 504-345-4511 > > > +------------------------------------------------------------+ > | Ensure that you have read the CircleMUD Mailing List FAQ: | > | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | > +------------------------------------------------------------+ > +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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