Author Topic: Raise Max HP  (Read 1139 times)

Can a player's maximum HP (maxDamage) be changed ingame?

No, but you can fake it by packaging the damage system.


What destiny means is:
Code: [Select]
package lololol
{
             function player::damage(%this, %obj, %pos, %damage, %damageType)
             {
                           %damage = %damage/2;
                           Parent::damage(%this, %obj, %pos, %damage, %damageType);
             }
};
activatepackage(lololol);

I have no idea how right that is, it's probably full of syntax errors, but from what I can tell, that should cause all damage to be reduced by half, effectively doubling player health.

%damage = %damage / (%player.fakeMaxHP / 100);
will work

Ok, thanks. Will try and reply.

A players Health cannot be raised unless you have a playertype that does it for you.
I made a pack of player types with varied health caps. Its on RTB if you want it, search "VHP Players".

A players Health cannot be raised unless you have a playertype that does it for you.
I made a pack of player types with varied health caps. Its on RTB if you want it, search "VHP Players".
Get out, you're wrong

Well excuse me.

It seems you just like to point out when someone is wrong. Seriously, when are you gonna grow out of this constant PMS faze?

Well excuse me.

It seems you just like to point out when someone is wrong. Seriously, when are you gonna grow out of this constant PMS faze?
If you are even scripting it should be obvious that you can change a player's health.

I know you pointed the "Max Health" thing out before, but I cannot take you seriously.
I thought you were trolling me. You were right, good job.

Thanks, everybody!

I did this:
damage = damage / MaxHP * 100

Works like a charm; the actual HP (100) acts as a percentage value for the player's current health.