So, let's talk bandages. Specifically, let's talk about how they work. I'm trying to piece together how they work and how much healing is generated from them, but I'm having a devil of a time of it (it also doesn't help that I'm at work and can't test theories). bandage.statuseffect is as follows: Code: { "kind" : "bandage", "duration" : 5, "primitives" : [ { "name" : "Health", "mode" : "max", //don't stack "amount" : 0.1450 } ], "effectSources" : [ "health" ], "mainInterfaceIcon" : "/interface/statuses/heal.png" } And bandage.consumable is: Code: { "itemName" : "bandage", "rarity" : "Common", "inventoryIcon" : "bandage.png", "description" : "A bandage for healing minor wounds.", "shortdescription" : "Bandage", "effects" : [ [ { "kind" : "bandage", "amount" : 0.8 } ] ], "emote" : "angry" } Is that inferring that each bandage gives you 0.8 * 5 seconds of the bandage buff (so 4), or is that inferring that the bandage buff is 80% of the listed 0.1450 power? What does that power entail, is it % of max HP? (so 14.5% of max HP per tick) If so, that doesn't line up with what I've heard of people complaining about how long it takes to bandage to full HP with the top-tier armors and their big increases to max HP. (Spoilers: this knowledge is to address exactly that, make a line of "better bandages" as you unlock higher starcharts that should keep up with increased HP from better gear.)
I don't remember bandages healing you 80% when you start off, more like 40%. All I can say with my knowledge is modify some values and test. 0.1450 might be the duration between each health given. like 0.8 health per 0.1450 time for 5 seconds.
Yeah, if I wasn't at work, I'd already be tinkering with it, but sadly I am stuck at work for the next 8 hours and can't really do so. The idea has been burning in the back of my head since breakfast, though, so I wanted to see if I could get a jump-start on the computation before I got home.
The bandage.statuseffect For 5 seconds, it heals 0.1450 units of health out of 100 (I assume) Similarly, the redstim.statuseffect gives 30 seconds instead of 5.
Yeah, I just wish I knew what the 0.1450 referred to. Is it percent? Someone on another forum said that a base bandage gives 25 health over its duration, so how does 0.8 and 0.1450 combine to make 25? :/
Yeah, bandages always give a flat amount of health, nothing is scaled. I don't know how it is calculated exactly, but you're right about the amount being how much it heals and duration is.. well, it's duration (seems to be in seconds). What you don't know is how many times this is calculated per second. For example, 0.1450 might actually be refering to 0.1450 health, but health is given to you 60 times a second. This is just a guess, and even then 0.1450 doesn't seem like a base value, but that's another factor in the equation we don't know. Honestly though, why do you want to know perfectly how it's calculated? By changing the base amount you should be getting the results you want. Just base off 0.8 as 25HP in total, and multiple 0.8 by how many more you want it to heal.
Yeah, knowing that 0.8 = 25 gives me a sufficient jump-off point. Anything beyond that is academic, I guess.
0.1450 is the amount the status effect should normally heal you per tick. 0.8 is the percentage of the statuseffect primitive that should be used per tick. Incidentally, we can gauge that the server has about 40 ticks per second on average now! (The bandage heals for roughly 30hp, not 25.)
I made 2 bandages, one instead of 0.8 with 8.0 and one instead of 0.1450 with 1.450. They both did the same effect. Heal me 10x as fast. Idk if that helps anything
Hrm, weird. Well I get off work in an hour, so I can tinker to my heart's content at home. Thank you for trying.
I think all you need is to modify this: Code: { "kind" : "bandage", "duration" : 5, "primitives" : [ { "name" : "Health", "mode" : "max", //don't stack "amount" : 0.1450 } ], "effectSources" : [ "health" ], "mainInterfaceIcon" : "/interface/statuses/heal.png" } and always use 0.8 Increasing 0.1450 if you want more healing done per tick and increasing duration if you want it to take longer. Like "duration" : 20 and "amount" : 0.0450 would make it take longer to heal, but give you more health.