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The way the HP fractions are currently calculated for things like health bar color or critical health bleep can lead to unexpected results. For example, when a mon's health is between 20% and 21%, it gets rounded down to 20% and is incorrectly displayed as being on low health. This was fixed in Gen 5+.
Here's an example of a mon being at 20.5% health in Gen 3, 4, and 5.
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The text was updated successfully, but these errors were encountered:
I have no idea how it's actually handled in the code, but i assume it's simply using a more accurate method of calculation. The calculations in Gen 3 include a / 100, which may cause incorrect behavior when the mon's health falls between 20-21% or 50-51%.
Wouldn't it be ideal for it to be red under 25% and yellow under 50%? It would help a lot for guestimating ranges for berries and such. And at the very least, could that be added as an optional config for it to be set that way?
Description
The way the HP fractions are currently calculated for things like health bar color or critical health bleep can lead to unexpected results. For example, when a mon's health is between 20% and 21%, it gets rounded down to 20% and is incorrectly displayed as being on low health. This was fixed in Gen 5+.
Here's an example of a mon being at 20.5% health in Gen 3, 4, and 5.
Discord contact info
No response
The text was updated successfully, but these errors were encountered: