Great, thanks a lot for the fixes.
Noticed the third bug as well, but I just ignored it by halving the values,
but this is better
EDIT:
I noticed another bug, or new bug actually.
This is the configuration part of the script:
#------------------------------------------------------------------------
# Poison Database Begins
#------------------------------------------------------------------------
# when STATE_NUMBER then return [TYPE, DAMAGE, VARIANCE, LIMIT_DRAIN]
# * STATE_NUMBER is the state you want to be affected by this.
# * TYPE refers to the thing sustaining damage.
# 1 = HP, 2 = SP. If the type is positive, the amount is a literal
# number (eg. You lose about 50 HP). If the type is negative, then
# the amount is a fraction of the maximum (eg. You lose about 50% of
# your HP).
# * DAMAGE refers to how much damage is healed/taken.
# A Positive amount hurts you and a negative amount heals you.
# * VARIANCE refers to how much the damage varies. Positive only.
# This depends in part on if the type was positive (~5 HP difference)
# or negative (~5% HP difference).
# * LIMIT_DRAIN refers to if the poison can leave you with 0 HP/SP.
# If true, then it is limited, and stops at 1. If false, then it
# isn't.
#------------------------------------------------------------------------
when 3 then return [-1, 10, 15, false] # Standard Poison
As mentioned in the instructions, when the first value is negative the second value will be used as a percentage,
while when positive, it will be used as a literal number.
But, since the update, when making the first value negative,
it turns the damage into healing (which isn't supposed to happen, but only when the SECOND value is negative).
Not an issue that is a big bother on my part, but I figured I'd mention it.