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workaround for "inaccurate" healing quality #75857
Conversation
…play requirements for the healing blocks
Why the hell did I overlook such obvious stuff????
I think it can be merged now. |
I don't really like the idea of sprinkling random +1s around? Wouldn't it be better to take away the random +1 thats happening? Where is that? |
Yay, a response! To answer your question, the code for adding +1 to the effect intensity resides right here. The line (via git blame) is quite old, so IDK whether it's intended or not. |
Yeah pretty sure if I were to implement that I'd have used |
@sonphantrung can you try if the |
Yeah, I'm doing that one, but I think it should be std::max, as I don't think ceil function supports two arguments |
I edited my comment to what I actually meant which correctly uses max, sorry :) |
https://github.com/sonphantrung/Cataclysm-DDA/actions/runs/10759264269/job/29835730686 Compile error that I'm boggling my head. |
Aha. Try |
@sonphantrung is this ready? |
Nah, should close this, as my goal now change from "sprinkling +1s" to "searching the problem that caused the +1 effect intensity". |
Summary
None
Purpose of change
Fixes #75736
Every time the survivor bandages, the effect's intensity is added by 1, leading to the issue above.
Describe the solution
Worked around the problem by making it print out the same as when the char bandages
Describe alternatives you've considered
I could try and prevent it from adding intensity by 1, but then I realize it's also the same in stims (e.g. black coffee's 12 stim in the JSON gives the player "Stimulants [13]" effect). Even more so, the "issue" appears way back in 0.G. The DDA src rabbit hole is so huge.
Testing
Will try and compile it later on, but just let the tests do its job first.Char with 3 Health Care + Wound Care
Additional context
Yeah yeah I'll compile