From b96ebc1872abf9987e08ac6408503fb5cf1b14bc Mon Sep 17 00:00:00 2001 From: Applevangelist Date: Tue, 25 Apr 2023 09:12:31 +0200 Subject: [PATCH] #SCENERY * Added update of Life0 value if `GetLife()`is called #SET_SCENERY * Added Documentation --- Moose Development/Moose/Core/Set.lua | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/Moose Development/Moose/Core/Set.lua b/Moose Development/Moose/Core/Set.lua index d9b80bee8..2ba9d95ac 100644 --- a/Moose Development/Moose/Core/Set.lua +++ b/Moose Development/Moose/Core/Set.lua @@ -7835,12 +7835,15 @@ do -- SET_SCENERY end --- Calculate current relative lifepoints of the SET objects, i.e. Life divided by Life0 as percentage value, eg 75 meaning 75% alive. - -- **CAVEAT**: Some objects change their life value or "hitpoints" **after** the first hit. Be aware that thus the relative life value might be > 100 after a hit. + -- **CAVEAT**: Some objects change their life value or "hitpoints" **after** the first hit. Hence we will adjust the Life0 value to 120% + -- of the last life value if life exceeds life0 ata any point. + -- Thus will will get a smooth percentage decrease, if you use this e.g. as success criteria for a bombing task. -- @param #SET_SCENERY self -- @return #number LifePoints function SET_SCENERY:GetRelativeLife() - local life0 = self:GetLife0() local life = self:GetLife() + local life0 = self:GetLife0() + self:T3(string.format("Set Lifepoints: %d life0 | %d life",life0,life)) local rlife = math.floor((life / life0) * 100) return rlife end