diff --git a/game/base-combat/init.twee b/game/base-combat/init.twee index ec7c83bd76901265b26443bb3c8acdd15a4c6efc..248d1424a4dc0c48f7e5ffebed637d508d01441f 100644 --- a/game/base-combat/init.twee +++ b/game/base-combat/init.twee @@ -1003,7 +1003,7 @@ * This will prevent said NPC from entering combat plus deal with all the rest of the math. * Optional arguments [1] and [2] for health and arousal respectivelly. If the original health or arousal values for the NPCs haven't been changed, no need to use those arguments. */ - <<set $_hpToReduce to _args[1] || $NPCList[_args[0]].healthmax * $npcHealthMult>> + <<set $_hpToReduce to _args[1] || $NPCList[_args[0]].healthmax * ($npcHealthMult / 100)>> <<set $_arousalToReduce to _args[2] || $enemyarousalmax/$enemyno>> <<if _args[0] isnot undefined and $NPCList[_args[0]]>> <<if $NPCList[_args[0]].active isnot "inactive">> diff --git a/game/base-combat/npc-damage.twee b/game/base-combat/npc-damage.twee index c53050b992d9946cd8e261cee13598894d9f3bf0..24e6ffbe3eb114db68e870bf44a9fb3551c77491 100644 --- a/game/base-combat/npc-damage.twee +++ b/game/base-combat/npc-damage.twee @@ -238,9 +238,9 @@ <!-- Remove Defeated NPC from loops --> <<set $enemyno-->> <!-- Reset Group attributes--> - <<set $enemyarousalmax to 500 * $enemyno * $npcArousalMult>> + <<set $enemyarousalmax to 500 * $enemyno * ($npcArousalMult / 100)>> <<set $enemyarousal to $enemyarousal * ($enemyno / ($enemyno +1))>> - <<set $enemyhealthmax -= $NPCList[_i].healthmax * $npcHealthMult>> + <<set $enemyhealthmax -= $NPCList[_i].healthmax * ($npcHealthMult / 100)>> <<set $_excessdamage to (0-$NPCList[_i].health)>> <!-- Debug message --> diff --git a/game/overworld-forest/loc-lake/ivory/widgets.twee b/game/overworld-forest/loc-lake/ivory/widgets.twee index 3c21c83bdcb98caadaa5c773745ee99fb080ceea..7b0c1c1469fcbf65dd3000833319c4181a9eba26 100644 --- a/game/overworld-forest/loc-lake/ivory/widgets.twee +++ b/game/overworld-forest/loc-lake/ivory/widgets.twee @@ -202,8 +202,8 @@ <<generateWraith 1>> <<initWraith _wraithSelect>> <<set $NPCList[0].intro to 0>> - <<if $wraithHealth lt ($enemyhealth * 0.2) * $npcHealthMult>> - <<set $enemyhealth to $enemyhealth * 0.2 * $npcHealthMult>> + <<if $wraithHealth lt ($enemyhealth * 0.2) * ($npcHealthMult / 100)>> + <<set $enemyhealth to $enemyhealth * 0.2 * ($npcHealthMult / 100)>> <<else>> <<set $enemyhealth to $wraithHealth>> <</if>>