Bug #302: When NPCs are Healed, Their HP Exceeds the Full HP.
ID | #302 |
---|---|
Submitter | Hacker_Alex |
Product | EOSERV |
Severity | Trivial |
Status | CLOSED, INVALID |
Submitted | 2nd May 2014 |
Updated | 7th Sep 2014 |
I have found that this does not correct itself when the NPC undergoes the heal function.
This is trivial because I can't think of a way you'd be able to heal npcs in the first place, but might be worth the shot supporting in case there ever is an encounter of an issue in the future with enemy hp going over the cap.
This problem was produced in EOSource, since hollow updates his serv with your updates, it must exist here too. (He did his aoe wrong, it must not use the same attack routine as you have in place as his aoe can inflict negative damage thus healing npcs.) (Attack is seperate from NPC heal routines so yeah.)
Comments
Well,In eoserv there shouldn't be a bug like that because of this line:
int limitamount = std::min(amount, int(target->hp));
std::min returns the minimum value of two variables.
which will decrease the target's current hp if the damage exceeds it...
This is EOSERV's bug tracker. Please report problems with the vanilla build.
EOSERV does not perform AOE attacks, and does not heal NPCs.
My bad i got you wrong,you meant the npc recovery.
Also there wouldn't be a bug like that because:
npc->hp += npc->Data().hp * double(world->config["NPCRecoverRate"]);
npc->hp = std::min(npc->hp, npc->Data().hp);
Updated Status to CLOSED, INVALID
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