But during my experiments: adding or deducting 1 from 3221225472, to or 3221225473 or 3221225471. Damaging Objects with these numbers, the HP of the unit will be the same. And what I was guessing that time is: Should I using numbers more than 3221225472, will there a same case as this?
Moreover, I figured out some mathematical things. Between some intervals of digits, the numbers within it will be treated as the same by the AOK:TC programme. So, this kind of area should begin with some standard numbers like 1+1=2 but ending with a minus number or any other strange number. By the way, it is likely that the "standard area" of numbers, which we are always using, is much more shorter than this kind of this "unnatural area".
Till now, someone may ask, what I can do with this?
My answer is: When we add this kind of "strange number" on the recent HP of the unit, the sum should be treated the same by the programme even if it is bigger than "strange number". That provides us a chance of solving the MAX HP problem for healing.
Testing for more than a hour, I then finally found the beginning number and the ending number of this area. They are 16777216 and 4278190080.
However, not all of them have the same sum after adding with the recent HP. So, unfortuanately, we can just now have a unit healing like a hero but not using a healing item (recover more than 1 HP at a same time for sure) without going over the MAX HP.
Hence, we proundly offer the following trick:
Self-Healing like a Hero, no monk and villager needed, without going over the MAX HP
Looping Trigger
Timer: (1 ~ 3, control how fast it recover. The longer the time, the slower the unit recovers)
Damage Object: - 1
Damage Object: - (16777216 - MAX HP)
Damage Object: (16777216 - MAX HP)
Scenario T.C.: “Yes, the traitors can’t be terminated.”
Richard Ames: “Scenario_t_c should take care of them in a succinct but humorous fashion.”
Don Jorge de Leon: “Ave Trisolo! Vive Trisolo!”
[This message has been edited by scenario_t_c (edited 02-29-2004 @ 11:02 AM).]