It’s all done with temporary math conditions before applying the increment (think, “if future hp < 0 then increment = remaining HP, else increment = damage”). Same for health. “If Health pack bonus > Total HP, then increment = total HP - current HP else increment = health pack value”)
TY. my train of though was more going down the road of two health columns where one was if less than or more than, then set column and the other was the status. Increment makes more sense.
I was also thinking about the attack, from a math with multiples (multiply the number by 0.25/0.5/0.75/etc.) that way with level advancements and attached item increases it can be applied as a broad rule using the random function.