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ambulance and max health


GSFfan
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I already have maxed out health stat (can't think of the name).

 

will completing the ambulance missions increase it any more?

 

and don't mention things like "needed for 100%", I'm not that stupid.

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No, it will not increase any more if the red health bar already extends all the way under the picture of current weapon equipped.

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It's not the length of the health bar that increases, it's the number of hit points that increases to 150, which means your CJ can take 50% more damage.

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It's not the length of the health bar that increases, it's the number of hit points that increases to 150, which means your CJ can take 50% more damage.

But you will also notice an obvious extension in the health bar.

If it extends all the way underneath the weapon selection, then it is at maximum. It is just a quicker and easier way of finding it out.

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It's not the length of the health bar that increases, it's the number of hit points that increases to 150, which means your CJ can take 50% more damage.

But you will also notice an obvious extension in the health bar.

If it extends all the way underneath the weapon selection, then it is at maximum. It is just a quicker and easier way of finding it out.

It does? Oh, I remember now. I was thinking the health bar extension to be a mod. I should play this game more often. blush.gif

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It's not the length of the health bar that increases, it's the number of hit points that increases to 150, which means your CJ can take 50% more damage.

There's two things about health - the max health stat (stat 24) and the actual player health.

 

Finishing the paramedic mission will read the max health stat, multiply it by 1.5 and add that to the max health stat. I haven't really tested this, but a couple of saves I've looked at suggest the max health stat can't get bigger than 1000. In which case the answer to the OP's original question would be: no.

 

I'd guess that the max health stat is represented by the length of the health bar.

 

As for the actual value for player health - if you have max health = 1000 and a full health bar, then the player health has a value of 176.

 

A new game has max health = 568 and full player health = 100.

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There's two things about health - the max health stat (stat 24) and the actual player health.

 

That stat is the length of health bar. And not maximum health. It is not limited to 1000 but to something around 1450. Max health is stored in a single byte, hence limited to 255. Length of bar is approx. 5.69*Max health.

 

Here 5.69 * 255 approx. 1451. After that bar resets it's length and reach full length at around 2952. After that again reset. Hence health bar can't be longer than this.

user posted image

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That stat is the length of health bar. And not maximum health. It is not limited to 1000 but to something around 1450.

The max health stat may not technically be limited to 1000 max, but does it ever go over 1000 in an unmodded game if you follow regular gameplay?

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The max health stat may not technically be limited to 1000 max, but does it ever go over 1000 in an unmodded game if you follow regular gameplay?

I think not. I just checked my old saves, they are exactly at 1000. I think this is the code limiting it to 1000.

 

030C: set_mission_points += 1

00BB: text_lowpriority 'A_COMP3' 5000 ms 1  // ~s~Your maximum health has been increased!

0653: [email protected] = stat 24 // float

[email protected] *= 1.5 // floating-point values

0A1F: set_stat 24 max_to [email protected]

0595: mission_complete

But don't know what if we are already having max health 150 before paramedic.

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@GSFfan: it's a "no" - see the very bottom of this post.

 

 

@hmvartak:

I just had a closer look at some old saves. The max health stat doesn't seem to go over 1000 in regular gameplay. Also, the max health stat is a float stat, so I think it's saved in 4 bytes rather than one.

 

That bit of code you quoted is what I tried to describe verbally in my 1st post. This is the bit that boosts the max health stat on completing the paramedic mission, but I think you decompiled it with an older version of SASCM.INI. What version of Sanny are you using, hmvartak? 3.04 is the latest.

 

0653: [email protected] = stat 24 // float

[email protected] *= 1.5 // floating-point values

0A1F: set_stat 24 max_to [email protected]

 

0653: [email protected] = float_stat 24

0013: [email protected] *= 1.5

0A1F: increase_float_stat 24 by [email protected]

This bit of code reads the max health stat, multiplies it by 1.5 and then adds the result to the initial max health stat. The overall result of this is (initial max health stat) x 2.5.

 

This bit of code does not, however, restrict the max health stat to 1000. I couldn't find anything in the script that does - maybe I just didn't find it, or maybe it's hardcoded?

 

Anyway, the last round of the chain game provides some evidence that the factor in the health boost is indeed 2.5 rather than 1.5. cacarla did paramedic and the max health stat got boosted from 589 to 1000, while 589 x 1.5 would be only 883.5.

 

Phew, this got quite technical in here...

 

Bottom Line:

  • max health stat is represented by length of red health bar
  • player health is represented by how much of the health bar is filled
  • in regular gameplay, max health never goes above 1000
  • with max health = 1000, full player health = 176 - there's a factor of 5.69 between these two scales.
  • completing the Paramedic mission multiplies max health by 2.5 - limited to 1000 max
  • the answer to the OP's original question is: no; if you already have max health = 1000 then doing the paramedic mission won't boost your health any more.
Edited by rubregg
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I was having SB v2.99. Thanks for that info. Old ini file made me to think that, 0A1F is limiting health value. But I still suspect, this limitation is related with 0A1F. May be it can't handle floats larger than 1000.0. Because we can manually set this stat to larger than 1000.

 

What you are considering as a max health is a length of health bar(block16). It is float, hence 4 byte long. It may represent player's max health. Max health is stored in Block 15 (0x23) as a single byte.

 

See below pictures

user posted image

 

In both pictures, max health is 100. But the length of bar is set to 1451 and 200 respectively. Hence first bar doesn't seem to be full whereas in second picture, loss in health is not visible till it becomes less than 35.15(200/5.69).

 

Hence all points you gave are true if we consider only unmodded games.

Edited by hmvartak
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Thanks for your research, hmvartak, good finds. icon14.gif

 

Yeah, if you're on Sanny 2.99 you should definitely update and do a new decompile. Methinks quite a lot of opcode mnemonics have changed since then.

 

Just had a look at the single-byte max health from save block 15. This is indeed max health stored in a single byte, and it measures in what I called the "player health" scale. When the max health stat is 1000, then this byte is 0xB0 = 176.

 

In the chain game turn I wrote about, this byte changed from 0x67 to 0xB0 which is decimal 103 to 176.

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If only health was displayed as a number rather than a health bar.

Then there wouldn't be as much confusion.

Like in VC?

I think that a health number in addition to the health bar would be the best thing to have.

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