Madman wrote:
It's possible that we could use a larger variable type for that. Would slightly increase overall memory usage but probably barely noticeably. Anyone else want to see this?
On one hand, a limit of 300/minute is a bit low if you have highly elevated hp counts on your NPCs. On the other hand, if the issue is things like poison, you can always supplement the regen rate with a separate poison damage.
IOW- there's a workaround, but we'll look into it because it might be worth doing anyway.
I'm not sure if you know, but I noticed that it's actually only -32 and 32 min/max per tick(divided by 1000). And when you have NPCs running around with 10,000 health, +32 regen per tick just isn't enough.
I fire 3(I should probably only use one but..) scripts at char login with a loop every 5 seconds to do calculations for + or - to vitals along with Poisoning for Life drainage. It's working better than expected and has spawned a few more ideas that I've done with it. But that only covers PC's not NPCs. NPC's are still on core regen except for poison damages which is another separate script.