I was looking at the blood regen scripts in my P drive and noticed this code:
float GetRegenModifierWater(float water) { float modifier = PlayerConstants.BLOOD_REGEN_MODIFIER_WATER_HIGH; int water_level = m_Player.GetStatLevelWater(); /* if( water < PlayerConstants.BLOOD_REGEN_THRESHOLD_WATER_MID ) {modifier = PlayerConstants.BLOOD_REGEN_MODIFIER_WATER_MID} if( water < PlayerConstants.BLOOD_REGEN_THRESHOLD_WATER_LOW ) {modifier = PlayerConstants.BLOOD_REGEN_MODIFIER_WATER_LOW} */ if( water_level == EStatLevels.MEDIUM ) {modifier = PlayerConstants.BLOOD_REGEN_MODIFIER_WATER_MID} if( water_level >= EStatLevels.LOW ) {modifier = PlayerConstants.BLOOD_REGEN_MODIFIER_WATER_LOW} return modifier; } float GetRegenModifierEnergy(float energy) { float modifier = PlayerConstants.BLOOD_REGEN_MODIFIER_ENERGY_HIGH; int energy_level = m_Player.GetStatLevelEnergy(); //if( energy < PlayerConstants.BLOOD_REGEN_THRESHOLD_ENERGY_MID ) {modifier = PlayerConstants.BLOOD_REGEN_MODIFIER_ENERGY_MID} //if( energy < PlayerConstants.BLOOD_REGEN_THRESHOLD_ENERGY_LOW ) {modifier = PlayerConstants.BLOOD_REGEN_MODIFIER_ENERGY_LOW} if( energy_level == EStatLevels.MEDIUM ) {modifier = PlayerConstants.BLOOD_REGEN_MODIFIER_ENERGY_MID} if( energy_level >= EStatLevels.LOW ) {modifier = PlayerConstants.BLOOD_REGEN_MODIFIER_ENERGY_LOW} return modifier; }
As far as I know this will make blood regen slow(er) if a player has his energy and/or water level higher than MEDIUM.
I think this is the I/O of these functions: