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    Username Kaiser SUCCESSOR's Avatar
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    Quote Originally Posted by ZoriaRPG View Post
    (Emphasis, mine.)
    ...then it can cause rollover. It's illogical for a counter to roll over anyway. That's my real point. That, and the behaviour doesn't match internal counter ref behaviour from items, IIRC.
    Quote Originally Posted by Gleeok View Post
    Rpgs have this problem. A base value is always expected to be in range 0:N, but modifiers are valid if < 0 or > N. Finally, final derived values are again expected to be within range of 0 to N when the dust settles. (This is not the case with statistical values but ZC doesn't have those. ) I would assume that setting a counter (with implicit positive range) to -1 would set it to 0 and not 65535.

    What are all the counters affected by this?
    I would expect setting the counter directly through script for it to behave like the variable it is. I would expect that letting the game handle adjusting the counter to behave as it should.

    That's what we have drain counters, right?
    Last edited by SUCCESSOR; 01-20-2017 at 12:58 AM.

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