Needing to know the max health is a bad thing and results in more complicated code. I've learned first-hand from working with Minecraft. It's not fun. |
The only times I can think of where you'd need to know the max health is when:
1) You are recovering life (can't exceed maximum)
2) You are doing something that works on health percentages, rather than fixed health values. (ie, a potion that recovers half of your life instead of one that recovers 10 HP)
The former isn't an issue, as any code that has access to modify the health directly will also have access to the maximum.
And the latter largely defeats the point of having a variable maximum in the first place. Which is why you don't see a lot of it in games.
Conversely, the replacement 'resilience' stat would need to be factored into all health calculations
except for percentage-based ones.
So I guess it would make sense in games where things operate more on percentages. But again I don't see a whole lot of that in the games I play. In all other instances though, it's the same amount of work or more.
I'm curious as to what kind of hardships you are having with Minecraft.