Bug - Fixed Monster HP can be calculated below zero with negative ml

Rinn

Developer
If you're wearing equipment with -ml modifiers, upon starting a fight a monster's initial hp can be set to a negative value.

This is most easily reproduced by wearing space trip headphones and adventuring in one of the starting zones.
 

Theraze

Active member
So, here's a patch that forces positive health during combat. The potential issue here is that if the health would display negative through monster healing or something similar, it won't be displayed... just keep showing 1 health. Do we want to do it this way, or try to catch the adjusted (base) health modifier instead?

The other way is probably better, but would take someone else posting... my version of MonsterDatabase has been heavily tweaked at this point due to it having scaling monsters. :)

Edit: Another issue with this version is that it means that checking monster health outside combat can still return negative numbers. Which it obviously won't be.
 

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  • PositiveHealthOnly.patch
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