Here's how I would see it working: A linked list on each mob remembers how much damage each player has done to it. When the mob regens, run through its list of attackers and subract a proportional amount of the regen rate from how much damage they have done (the damage that player did is healed over time). Once the player's damage total gets to 0, meaning they caused none of the damage currently on the mob, remove them from the mob's list of attackers.
> Maybe it should work the other way around, so it was mobs remembering and > not you, > like olc used for builders you saves em in a string like: > player1name player2name player3name player4name > player1exp player2exp player3exp player4exp > > and then simply remove em all if and when the mob dies, dont know if this > might work. > > to me it would proberly take up the same amount of memory. > 20 players each haveing all mobs in an index > or all mobs haveing only players thay have been fighting in a list. Same amount of memory, but I think putting the list on the player would cause trouble updating since mobs die so much more often.

