Ok i started thinking when it came to a health regeneration method and then i thought uh oh how am i going to do this once i realized it was going to be as easy as return health to normal lol so heres what i was thinking. Say i was going to make a recovery tank, now the usr. has there health low and want to heal but the game can't just heal there health back to the orignal because it doesn't know what the orignal was reall right? There for i'm going to have to make a hiden stat of there orignal health for the heal tank to make the shown health the right value right? Well this is what i think, any help is apreciated.
-kalzimere
ID:150445
Sep 24 2001, 10:29 am
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Kalzimere wrote:
Ok i started thinking when it came to a health regeneration method and then i thought uh oh how am i going to do this once i realized it was going to be as easy as return health to normal lol so heres what i was thinking. Say i was going to make a recovery tank, now the usr. has there health low and want to heal but the game can't just heal there health back to the orignal because it doesn't know what the orignal was reall right? There for i'm going to have to make a hiden stat of there orignal health for the heal tank to make the shown health the right value right? Well this is what i think, any help is apreciated. The initial() proc should determine the original value of the health stat. If, however, max health changes during the game for any reason, this won't help you; your best option then is to create another variable for the maximum health. Lummox JR |
In response to Skysaw
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ok tahnks for all your help guys. I really do appreciate it.
-kalzimere |
You're on the right track. You should always keep a variable of your mob's maximum health. It may even be useful to keep a separate variable of their maximum buffed health, if you want such a system.