I'm still working on that survival horror mod and I'm still here asking for your help on something. Damn
So, I made 2 healing items in form of weapons because that's what I was going for (bandages and herbs).
Everything works, as long as I make both items give health that gets added to the player's health pool on the "fire" state.
What I'm wondering and asking any of you kind souls is if there's a way to make the item set the player health to a fixed amount (instead of adding) without "breaking" effects happening due to "A_JumpIfHealthLower" and without making it a different item to use with the "use item" key (basically, no Hexen-type healing).
To clarify on that last point, I already set the max health of the "PlayerPawn" to 80, which is the maximum amount of health I want the player to be able to heal with the best of the 2 healing items (bandages). At 75% health or lower, until 20%, the player suffers from bleeding damage. If I set the amount of "maxhealth" to 75, modify the best healing item (bandages) to give 75 health plus 5 healthbonuses, and then modify the worst healing item (herbs) to heal 75, the bleeding won't start until the player takes damage.
In the ideal situation, the lesser healing item would set the player health to 50%, so it still suffers from the open wound, while the best one sets the player health to 80% (this last thing I was able to achieve with the aforementioned changing of "Player.MaxHealth" to 80)
Sort of like Left 4 Dead.
As always, thank you all guys. Cheers!