AIP_REWD_033
- //Zone (2) set Regeneration mode
- AIP_REWD_033
- uint16 nZoneNo //byte 0
- uint8 nNewValue //byte 2
- if (nZoneNo == 0 )
- CMap* map = GServer->MapList.Index [ entity->Position->Map ] //get current map
- if ( nNewValue = 0 ) //set regeneration mode false
- map->allowRegen = false
- if ( nNewValue = 1 ) //set regeneration mode true
- map->allowRegen = true
- if ( nNewValue = 2 ) //toggle regeneration mode to opposite current value
- map->allowRegen = !map->allowRegen
- else
- CMap* map = GServer->MapList.Index [ nZoneNo ] //Get specified map
- if ( nNewValue = 0 ) //set regeneration mode false
- map->allowRegen = false
- if ( nNewValue = 1 ) //set regeneration mode true
- map->allowRegen = true
- if ( nNewValue = 2 ) //toggle regeneration mode to opposite current value
- map->allowRegen = !map->allowRegen
- return AI_SUCCESS
I bet you didn't know that health regeneration could be turned on and off in specific maps did you?
Well it can and this AIP function is the one that sets it
Well actually you will have to modify some base code in your server most likely to enable this functionality but whatever.
So if nZoneno is zero it sets the current map in which the entity resides.
if it is a non-zero value then this number is used to specify the actual map in which we wish to set the regen value
This function is currently only ever used in _DE_ZS.AIP test file. Never by any real AIP files.
Could be used in maps where the current state of the map is controlled by events such as enemy invasion or control. For example with some clever coding, an event could be created where hordes of monsters attempt to take over a map and drive it's NPC population into hiding while they wait for players to liberate the map. While the map is under monster control the natural MP and HP regereration could be switched off.
All kinds of fun and games spring to mind.
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