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Between 1996 and 1997, JediMUD abandoned the original "tick"-based player hp/mana/move regeneration methodology in favor of "heartbeat"-based player regen. (NPCs regen hp/mana/moves on ticks).  

Currently, you have a random chance of re-gaining a small amount of resources (hp, mana, moves) on any heartbeat  (see code snippet below).

A "tick" is a unit of time on a mud, linked to real-time.  At JediMUD, a tick is 75 seconds.

if ((GET_POS(i) == POSITION_SLEEPING) ||

((GET_POS(i) == POSITION_RESTING) && (number(1,2) == 1)) ||

((GET_POS(i) == POSITION_SITTING) && (number(1,3) == 1)) ||

((GET_POS(i) == POSITION_STANDING) && (number(1,4) == 1)) ||

((GET_POS(i) == POSITION_FIGHTING) && (number(1,5) == 1)) ) {

for (y = 0; y < number(6,9); y++)

          GET_HIT(i) += hmv_gain(i, HIT);

for (y = 0; y < number(4,6); y++)

          GET_MANA(i) += hmv_gain(i, MANA);

for (y = 0; y < number(4,6); y++)

          GET_MOVE(i) += hmv_gain(i, MOVE);