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  #1  
Old 08-10-2009, 10:35 PM
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Still the same issue, -111% HP on the NPC on range 1-5 with a level 4 NPC on the same mob. 100 hp, 97 stats, 88 resists. I think HP is the culprit once again, and not my outrageous scaling. I'm willing to bet it's recalculated for warriors and when specific buffs hit NPCs, but I am not sure. I'll post back when I do some more testing/debuggin'
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Old 08-10-2009, 10:41 PM
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Quote:
Originally Posted by Secrets View Post
Still the same issue, -111% HP on the NPC on range 1-5 with a level 4 NPC on the same mob. 100 hp, 97 stats, 88 resists. I think HP is the culprit once again, and not my outrageous scaling. I'm willing to bet it's recalculated for warriors and when specific buffs hit NPCs, but I am not sure. I'll post back when I do some more testing/debuggin'
It's possible that they may be getting calculated again, but I would think they would use the same setting that is being set for scaling. I haven't tested them with buffs or items, but all of my NPCs set to scale seem to do so very well so far.
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  #3  
Old 08-10-2009, 10:45 PM
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Originally Posted by trevius View Post
It's possible that they may be getting calculated again, but I would think they would use the same setting that is being set for scaling. I haven't tested them with buffs or items, but all of my NPCs set to scale seem to do so very well so far.
I tried it locally and i'm going to try and debug this thing. It almost has to be related to items, as the same NPC spawns without items and it works perfectly normal. Or buffs, for that matter ;p
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  #4  
Old 08-10-2009, 11:03 PM
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Yep, definately related to buffs and items equipped by NPCs. It adds to the NPC's base hp when an item gets added to a mob and the mob equips it. Thus, it adds 0 to base HP, recalculates base HP, and sends it to the mob. That's why the client sees -133% HP, it's getting WAY higher HP in a packet, but the mob actually has less serversided. When the client targets it, it shows the number, and when you showstats the NPC, the number is 100.

Now to fix this. :P
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  #5  
Old 08-10-2009, 11:29 PM
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Fixed it, I think. We need to modify the NPC's base_hp as well as max_hp. Though, I think we probably are better off modifying both, as it is a mod ontop of the base and max HP.

When the calc check goes through for CalcMaxHP in mob.h, it works when base_hp is also there.

Items also get taken into effect this way, too.
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