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Original Source
- Original title: Why does this happen? (HP Rate)
- Original author: Rinobi
- Original date: November 30, 2015
- Source thread: https://forums.rpgmakerweb.com/threads/why-does-this-happen-hp-rate.51851/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support
Summary
So I'm going through the painfully slow process of adding classes/skills to the database, creating new animations, and scripting in functionality where necessary when I encountered some odd behavior. { "lightbox_close": "Close", "lightbox_next": "Next",
Archived First Post
So I'm going through the painfully slow process of adding classes/skills to the database, creating new animations, and scripting in functionality where necessary when I encountered some odd behavior.
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hp_rate as I've understood it, should return what is essentially the decimal equivalent of the percentage of HP remaining.
If health is at full: hp_rate = 1
If health is at half: hp_rate = 0.5
Through some testing, this has been shown to be true, however, when I multiply a say... atk by hp_rate, the value increases drastically as HP falls while I'd expect it to decrease instead...
# The formula for the berserk state is bascially: user.atk *= (1 / user.hp_rate) #Should increase as hp falls.# The formula I tested above is: user.atk * user.hp_rate # Should decrease as hp falls.Instead they both return insanely high values as hp damage is taken. Now, I'm not asking for a solution, I just want to know what's causing this.
Protected downloadProtected download
hp_rate as I've understood it, should return what is essentially the decimal equivalent of the percentage of HP remaining.
If health is at full: hp_rate = 1
If health is at half: hp_rate = 0.5
Through some testing, this has been shown to be true, however, when I multiply a say... atk by hp_rate, the value increases drastically as HP falls while I'd expect it to decrease instead...
# The formula for the berserk state is bascially: user.atk *= (1 / user.hp_rate) #Should increase as hp falls.# The formula I tested above is: user.atk * user.hp_rate # Should decrease as hp falls.Instead they both return insanely high values as hp damage is taken. Now, I'm not asking for a solution, I just want to know what's causing this.
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