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tickrates. Works pretty well. Adds a (disabled) framework for making people drop where they're stunned without waiting for the next tick Shuffles sleeping and resting, making them cause effects of their own rather than just relying on 2 ticks of paralysis or whatever. You now stand up before being able to move again (called in canmove) Reduces slip chance from 50 to 0 when knocked out (more in line with the comments in the code, and it just makes more sense) Revision: r3503 Author: VivianFoxfoot
36 lines
1.5 KiB
Plaintext
36 lines
1.5 KiB
Plaintext
//Merged Doohl's and the existing ticklag as they both had good elements about them ~Carn
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/client/proc/ticklag()
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set category = "Debug"
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set name = "Set Ticklag"
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set desc = "Sets a new tick lag. Recommend you don't mess with this too much! Stable, time-tested ticklag value is 0.9"
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if(Debug2)
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if(src.holder)
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if(!src.mob) return
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if(src.holder.rank in list("Game Admin", "Game Master"))
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var/newtick = input("Sets a new tick lag. Please don't mess with this too much! The stable, time-tested ticklag value is 0.9","Lag of Tick", world.tick_lag) as num|null
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//I've used ticks of 2 before to help with serious singulo lags
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if(newtick && newtick <= 2 && newtick > 0)
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log_admin("[key_name(src)] has modified world.tick_lag to [newtick]", 0)
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message_admins("[key_name(src)] has modified world.tick_lag to [newtick]", 0)
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world.tick_lag = newtick
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//feedback_add_details("admin_verb","TICKLAG") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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switch(alert("Enable Tick Compensation?","Tick Comp is currently: [config.Tickcomp]","Yes","No"))
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if("Yes")
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config.Tickcomp = 1
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else
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config.Tickcomp = 0
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return
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src << "\red Error: ticklag(): Invalid world.ticklag value. No changes made."
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return
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src << "\red Error: ticklag(): You are not authorised to use this. Game Admins and higher only."
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return
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else
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src << "\red Error: ticklag(): You must first enable Debugging mode."
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return |