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Max HP for everyone


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In other words does this account for changes to HPWAR/HPPRS/HPROG/HPWIZ.2da?

Unfortunately, it doesn't take into account changes to those tables.....

 

@CamDawg

As a result, this component should probably be tweaked in order to account for custom HP tables.....

Edited by Luke
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On 10/24/2018 at 6:32 AM, Luke said:

Unfortunately, it doesn't take into account changes to those tables.....

 

@CamDawg

As a result, this component should probably be tweaked in order to account for custom HP tables.....

I've tried this before and the results were disappointing. Essentially you have to parse and store every level of every HP table and then do a lot of logic branching and calculations. It basically becomes a large, easily breakable mess just to handle some cases which are pretty rare. It's not that it can't be done, it's more that there are probably better places to spend development (and inevitably, support) time.

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So it's better to do it like the L1NPCs does... and let the player level up the chars after level 1, with the Max HPs rules, just like the EE games do. No need to alter a darn table, just re-draw the NPCs max level back to 1, and tweak the .cre's xp total.

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9 minutes ago, CamDawg said:

It covers non-joinable NPCs TOO.

Correct ?

In that case the easiest thing to do is to assume a mortal depravity and set aside rules of two thumps and do everything correctly wrong.

Aka, if it's an joinable NPC, give it the L1NPCs approach... and if it's non-joinable/non-polymorphed char, assume it to be a monster of the same level that it is, and give it Level*8 hps(+Con modifier, which it gets from being a .cre), as the minimum HPs, if it higher, do nothing, aka the SCS approach. And that is it. 

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