alternativelly,

@Diretooth , you can use a very close code to both yours and

@Aesica 's, but isntead of multiplying both sides for b.mhp you just multiply the result.

since multiplying both sides of an addition is the same as multiplying the result.

b.mhp * (0.3 + 0.05 * v[x])

assuming that you do mean a percentage of max hp, of course.

b.mhp is essential to be there though, or at least a value in its place. your original version of the code was doing it with 30% + 5% of variable... of

**1**. Since damage formula, be damage or heal, is rounded before being applied, it would only heal either 0 or 1, and 1 only if the variable was 4 or more to reach 50% to be rounded up.