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  1. 1. With this modification, you can set a time interval for respawning. 2. After disappearing/killing, the new respawn event will start. 3. The new spawn time will be set after the CHARACTER::Destroy() function. On every level, the files boss.txt, npc.txt ... etc. must be supplemented with an interval column immediately after the respawn time. You can also use 's', 'm', 'h' after the given value. Example of a .txt file: -Old: m 804 830 1 1 0 0 10s 100 1 591 -New: m 804 830 1 1 0 0 10s 10s 100 1 591 So if monster 591 is killed, it will respawn sometime between 10-20 seconds. (Time does not run from direct killing, but from CHARACTER::Destroy() (CHARACTER::Destroy() == when something disappears (in the case of a killed monster, its corpse))) Advanced_regen-main.zip
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  3. On board i've got an source with bunch of systems full configurable via xmls, much parsers and such stuff. Activity handler: [Hidden Content] Client optimization: [Hidden Content] Biologist system: [Hidden Content] Item collectioner: [Hidden Content] Cube manager: [Hidden Content] Elemental booster: [Hidden Content] Event manager: [Hidden Content] All the events can be easily settled for xyz hour and are executed by special handler. Global rankings with titlesystem: [Hidden Content] Pet System: [Hidden Content] Research recipes: [Hidden Content] Novice user handler: It handles everything what is related to start of player which is - items he get - select skill UI at 5th level [Hidden Content] Support/Buffi: [Hidden Content] Remote refine handler: [Hidden Content] Sash system: [Hidden Content] - Item in sash can be refined anytime if already has been absorbed in sash - you can define whether you want static bonus or absorption Alignment bonuses: [Hidden Content] About the prices we can further discuss at discord: Dinar#1998
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  5. download: [Hidden Content]
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