Isn't really necessary for them to have their own thread each.
There's an old trick from a time before thread pools were possible: System.currentTimeMillis().
realized that the health buff is linked to the stamina box in expertise
http://i.imgur.com/hW0L0zp.jpg
ive chosen CL48 for mark 2 because you get initially mark 1 at CL48 too.
- Commands no longer need to be registered.
- No need for alias registration. Use core.callScript.callCommand() in the duplicate script.
- No need for GM cmd registration. There is a column called godLevel for this.
- Command ranges were not checked, allowing buggy issues like buffs being applied from 2000m away!
- Buffs will be auto applied now to target or self without needing to be scripted.
- Target types and command types are in the table (whether the cmd should be used on you, ally target, enemy target or group) as described here https://github.com/ProjectSWGCore/NGECore2/issues/370 <-- This is going to save us months of wasteful scripting and combat bugs
- Invalid weapons are now checked
- Cooldowns now check for cooldown group rather than commandName
- HitType no longer needs to determine attack range; this info is in the commands table
- Locomotion is partially checked and states fully checked
- Command table breaks when it's found the command for efficiency
In general, we were hardly using any of the info in the commands table and instead struggling to script it and experiencing loads of bugs as a result. It's a waste of time to script what is already there.
- Commands no longer need to be registered.
- No need for combat command registration. This is detectable by if it has a value for characterAbility.
- No need for alias registration. Use core.callScript.callCommand() in the duplicate script.
- No need for GM cmd registration. There is a column called godLevel for this.
- Command ranges were not checked, allowing buggy issues like buffs being applied from 2000m away!
- Buffs will be auto applied now to target or self without needing to be scripted.
- Target types and command types are in the table (whether the cmd should be used on you, ally target, enemy target or group) as described here https://github.com/ProjectSWGCore/NGECore2/issues/370 <-- This is going to save us months of wasteful scripting and combat bugs
- Invalid weapons are now checked
- Cooldowns now check for cooldown group rather than commandName
- HitType no longer needs to determine attack range; this info is in the commands table
- Locomotion is partially checked and states fully checked
- Command table breaks when it's found the command for efficiency
In general, we were hardly using any of the info in the commands table and instead struggling to script it and experiencing loads of bugs as a result. It's a waste of time to script what is already there.
Originally, everytime a new Buff instance was created, it would loop
through the Datatable Visitor everytime. Now it's only done once on
server startup and put into a buffMap. A copy of the base buff is then
done through the constructor of Buff class should a new instance of that
buff type needs to be created from the one inside the map.