Originally Posted by

**Rochet2**
The health calculation depends on the basehp from creature_classlevelstats and the modifier.

You dont use the basehp in the calculations, so if the levels stay the same and only HP is changed, you simply are dividing or multiplying the HP multiplier.

This means its impossible for you to actually calculate a 10 hp change without assuming what the basehp actually is.

So if the basehp is 10000, the modifier is 15.5, so hp is 155000

after multiplying (using first script with default settings) the modifier is 155, so hp is increased to 1550000

after dividing (using second script with default settings) the modifier is 1.55, so hp is decreased to 15500

The increase and decrease was not 10% or 10 hp, it was a lot more.

A 10% HP loss would be calculated like so: health_mod * (1-0.1)

which means if the modifier is 1 (100% of basehp) it will be multiplied by 0.9, so 1*0.9, which is 90%, so 10% was lost.

Based on this I say your script by default increases or decreases the HP by 1000%

**So you can do % changes and the code is good, but I wouldnt agree with the math there, and changing level will alter the HP completely, so I would leave that out if the intention is to change HP by %.**