PenUltima Online Forum Index Official Core: 096.7
Official Core: 097 2008-02-26
Donate towards the POL web hosting bill!
 POL Home   FAQ   Search    Memberlist   Usergroups    Register    Profile   Log in to check your private messages   Log in
Vital regeneration problem, POL096-2006-01-18

 
Post new topic   This topic is locked: you cannot edit posts or make replies.    PenUltima Online Forum Index -> Bug Reports 096
Display posts from previous:   

Author Message
Xandros



Joined: 17 Feb 2006
Posts: 76

PostPosted: Sun Feb 26, 2006 1:47 pm    Post subject: Vital regeneration problem, POL096-2006-01-18 Reply with quote

Hi,

vital regeneration timers seem to be reset every time the character
switches into war mode or out of war mode, everytime the character
is taking damage in our hitscript, and under several other
circumstances, which I can't exactly identify.

E.g. lets say the character gains one stamina point every 5 seconds.
Now to test this, wait for the moment when you gain a point, then wait 3
seconds and switch to war mode. It then takes another full 5 seconds
until you gain the next point. Regeneration can also be blocked for a
longer time period, as long as you keep switching between war
mode and peace mode every few seconds. This applies to hitpints,
stamina, mana, all the vitals...

I'd prefer if the core wouldn't do that, it leads to problems on our
shard especially with stamina, where players with stamina 0 keep
getting wounded by other creatures and can't regenerate it, and
are stuck in the place until they're killed.

If someone really thinks this timer reset is of some use, maybe
a function ResetRegenTimer(vitalname) or something like that
could be introduced instead of hardcoding it.

Xandros

Author Message
MuadDib
POL Developer


Joined: 13 Feb 2006
Posts: 830
Location: Indiana, USA

PostPosted: Tue Feb 28, 2006 8:16 pm    Post subject: Reply with quote

Warmode and Recieving damage (applydamage() etc), will cause them to reset. This is as designed in the core. We have discussed measures to reduce or make them settable, but nothing as of yet. It use to be 10 second delay I think, but that was reduced. I am unsure why this was introduced myself, and would have to do some serious research before altering them more than they already are. It could be there for reasons unknown, but like I said, will research it as I get time to see why they are there.

Author Message
Xandros



Joined: 17 Feb 2006
Posts: 76

PostPosted: Thu Mar 02, 2006 4:11 pm    Post subject: Reply with quote

Ok, thanks Smile

Author Message
MuadDib
POL Developer


Joined: 13 Feb 2006
Posts: 830
Location: Indiana, USA

PostPosted: Sun Mar 12, 2006 9:01 am    Post subject: Reply with quote

Reduced iirc to 2 seconds in the next beta release.

Author Message
qrak



Joined: 05 Feb 2006
Posts: 160
Location: Poland

PostPosted: Sun Mar 12, 2006 2:59 pm    Post subject: Reply with quote

can we get next beta release? Smile i'm waiting for this fixed aos tooltips

Author Message
MuadDib
POL Developer


Joined: 13 Feb 2006
Posts: 830
Location: Indiana, USA

PostPosted: Sat Mar 18, 2006 2:14 pm    Post subject: Reply with quote

New release is out with the reduced delays to 2 seconds. May put in a combat.cfg option for this stuff later if enough need for it.

Post new topic   This topic is locked: you cannot edit posts or make replies.    PenUltima Online Forum Index -> Bug Reports 096 All times are GMT - 4 Hours
Page 1 of 1

 




Powered by phpBB © 2001, 2005 phpBB Group :: Theme & Graphics by GHS & Scott E. Royalty