Difference between revisions of "User:Halo112358"
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this is here until I find somewhere to put it, if you want to put it somewhere please be my guest - just make a note of it on my talk page so I know where it went. | |||
===Player Health Calculation=== | |||
player health is calculated in two parts: | |||
the endurance (or stateless) part = current endurance * fPCBaseHealthMult | |||
the historical (or integral) part = sum of all hp gained from levelup events | |||
[ The integral pool is controlled by fStatsHealthStartMult & fStatsHealthLevelMult. ] | |||
The two parts are added together and that becomes the player's total HP, this is what you get from the engine when you call player.getBaseAV health. | |||
Here's where it gets weird, calling player.setAV health sets only the integral part of the overall pool, the engine adds endurance * fPCBaseHealthMult to the players max hp pool in addition to whatever value you specified with setAV health. Setting fPCBaseHealthMult to 0 should get around this. |
Revision as of 01:21, 3 April 2006
this is here until I find somewhere to put it, if you want to put it somewhere please be my guest - just make a note of it on my talk page so I know where it went.
Player Health Calculation
player health is calculated in two parts:
the endurance (or stateless) part = current endurance * fPCBaseHealthMult
the historical (or integral) part = sum of all hp gained from levelup events
[ The integral pool is controlled by fStatsHealthStartMult & fStatsHealthLevelMult. ]
The two parts are added together and that becomes the player's total HP, this is what you get from the engine when you call player.getBaseAV health.
Here's where it gets weird, calling player.setAV health sets only the integral part of the overall pool, the engine adds endurance * fPCBaseHealthMult to the players max hp pool in addition to whatever value you specified with setAV health. Setting fPCBaseHealthMult to 0 should get around this.