VitoxMaster
Member
- Joined
- Feb 6, 2023
- Messages
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Hi everyone!
I've been working on resistance upgrade system recently. I'm working on TFS 1.5 Nekiro downgrade to 8.6 and I've experienced weird condition behaviour. I have to mention that I've implemented ability feature from tfs-1-3-item-abilities-via-lua-v2.
This 'weird behaviour' is related to condition "maxhitpointspercent". Player on my server can upgrade its gear to have special attribute (ITEM_ABILITY_STAT_MAXHITPOINTSPERCENT) what is treated as "maxhitpointspercent" item attribute. Let's say I've got item with 2 % hp boost (so it's 102% to be precise). Note: If I set value to 2 % instead of 102 %, my HP will dramatically shrink to black HP. Short scenario to better describe what's goin' on:
T_0 -> nothing equipped 2650 HP
T_1 -> wear boots with boost
As you can see my overall health increased by 53 HP (2%). We could say it's working. However problem occurs when...
T_3 -> I equip another item with same boost (so next base 102%).
With 2 items equipped my overall HP changed to 5406 (204 % of base HP).
How can I neglect impact of "100" value in whole condition processing? I just want to add 2 % to 2% instead of summing up whole values.
Anyone has experienced something similar? Any ideas what should be changed in source code? Is it somehow fixed / resolved in main TFS 1.5 repo?
Thanks in advance!
I've been working on resistance upgrade system recently. I'm working on TFS 1.5 Nekiro downgrade to 8.6 and I've experienced weird condition behaviour. I have to mention that I've implemented ability feature from tfs-1-3-item-abilities-via-lua-v2.
This 'weird behaviour' is related to condition "maxhitpointspercent". Player on my server can upgrade its gear to have special attribute (ITEM_ABILITY_STAT_MAXHITPOINTSPERCENT) what is treated as "maxhitpointspercent" item attribute. Let's say I've got item with 2 % hp boost (so it's 102% to be precise). Note: If I set value to 2 % instead of 102 %, my HP will dramatically shrink to black HP. Short scenario to better describe what's goin' on:
T_0 -> nothing equipped 2650 HP
T_1 -> wear boots with boost
As you can see my overall health increased by 53 HP (2%). We could say it's working. However problem occurs when...
T_3 -> I equip another item with same boost (so next base 102%).
With 2 items equipped my overall HP changed to 5406 (204 % of base HP).
How can I neglect impact of "100" value in whole condition processing? I just want to add 2 % to 2% instead of summing up whole values.
Anyone has experienced something similar? Any ideas what should be changed in source code? Is it somehow fixed / resolved in main TFS 1.5 repo?
Thanks in advance!