Follow-up Comment #3, patch #3083 (project wesnoth):

No... that's not correct...

Here are the options I'm looking at:
1. Drain effects work similarly to damage modifiers, with the base value
being half of the damage dealt (against living) or zero (against nonliving)
2. Same as above, but the [drain] tag never affects nonliving, and a
[heal_on_hit] tag is added for that
3. Drain effects are a percentage value out of the damage dealt, with a base
of 50%, and never work against nonliving.  A separate [heal_on_hit] tag heals
the attacker a constant amount regardless of nonliving.

When I wrote this code some months ago, I think I chose #3 on the grounds
that the drain factor should be relative to the damage dealt, not relative to
half the damage dealt.  That's certainly a weakness of the first two options,
but I think it might be outweighed by having add= add and value= set a fixed
value.  (I also chose [drains_constant] instead of [heal_on_hit] at the time,
probably due to being too focused on the actual implementation.)


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