diff --git a/apps/openmw/mwmechanics/aicombataction.cpp b/apps/openmw/mwmechanics/aicombataction.cpp index b61e5a121f..1c18dd028d 100644 --- a/apps/openmw/mwmechanics/aicombataction.cpp +++ b/apps/openmw/mwmechanics/aicombataction.cpp @@ -269,15 +269,18 @@ namespace MWMechanics case ESM::MagicEffect::RestoreFatigue: if (effect.mRange == ESM::RT_Self) { + int priority = 1; + if (effect.mEffectID == ESM::MagicEffect::RestoreHealth) + priority = 10; const DynamicStat& current = actor.getClass().getCreatureStats(actor). getDynamic(effect.mEffectID - ESM::MagicEffect::RestoreHealth); float toHeal = (effect.mMagnMin + effect.mMagnMax)/2.f * effect.mDuration; // Effect doesn't heal more than we need, *or* we are below 1/2 health if (current.getModified() - current.getCurrent() > toHeal || current.getCurrent() < current.getModified()*0.5) - return 10000.f; + return 10000.f * priority; else - return -10000.f; // Save for later + return -10000.f * priority; // Save for later } break;