Don't Starve Together
1,531 ψήφοι
Automatic Health Adjust
8
2
15
5
8
4
2
2
3
   
Βραβείο
Αγαπημένο
Αγαπημένο
Μη αγαπημένο
tweak, server_only_mod
Ετικέτες: version:1.1064
Μέγεθος αρχείου
Αναρτήθηκε
Ενημερώθηκε
391.861 KB
15 Σεπ 2016, 15:49
20 Σεπ, 6:38
56 σημειώσεις αλλαγών ( προβολή )

Συνδρομή για λήψη
Automatic Health Adjust

ΠΕΡΙΓΡΑΦΗ
This mod automatically adjusts the health of mobs depending on the number of active players, everytime a player joins or leaves.

Default is DS values for 1 player, and DST values for 6 players.
(for 2,3,4,5 players , health will be between those values of course)
And in case for some reason you have more than 6 players, it will be higher than DST values!

Has setting to set min/max value for the number of players the mod should calculate with:
So if you are playing with 4+ players, but want max health values for 3, then you can set max to 3.
Or if you play with 2+ players, but want at least health values for 4 players, you can set min to 4.
Or set it both to 6 if you always want to play with values for 6 players.
By default it is disabled.

Cave and Overworld are separated.
So if one player is in cave and one in Overworld, both worlds will have health values for 1 player.

More Customization:
in the customsettings.lua you can define your own health function!

Special case for crabking(-claws):
If a player joins/leaves during a fight against crab king, his health wont change. If you want to update his health according to new number of players, you have to leave and activate him again.

Also take a look at other mods I made, see my workshop ;)


You can change the values to anything you like, but by default they are: (1 and 6 players values)
{AncGuardian={2500, 10000}, Ancient_Sentrypede={600, 1200}, Antlion={3000, 6000}, Bearger={3000, 6000}, Bearger_Armored={4000, 8000}, Beefalo={500, 1000}, Beeguard={100, 150},
Beequeen={3000, 22500}, Brightshade={500, 1000}, Brightshade_Vine={100, 200}, Buzzard={125, 250}, Celestial_Champion1={2000, 10000}, Celestial_Champion2={2600, 13000}, Celestial_Champion3={2800, 14000},
Clockworks={300, 900}, Crabking={3000, 12000}, Crabking_Claw={100, 500}, Deer={350, 700}, DeerGem={750, 1500}, Deerclops={2000, 4000}, Deerclops_Crystal={3000,6000}, Dragonfly={3500, 27500},
Eye_of_Terror={2000,5000}, Eye_of_Terror_Mini={150,200}, Eye_of_Terror_Twin1={4000,10000}, Eye_of_Terror_Twin2={4000,10000}, Ewecus={400, 800}, Fused_Shadeling={625, 1250}, Frostjaw={4000, 8000}, Gnarwail={500, 1000}, Grassgator={500, 1000}, Icker={300, 600}, InkBlight_Jitters={500, 1000}, InkBlight_Rasp={600, 1200}, InkBlight_Rictus={400, 800}, InkBlight_Shriek={400, 800}, Klaus1={2000, 10000}, Klaus2={5440, 27440}, Koalefant={500, 1000},
Krampus={200, 300}, Lavae={250, 500}, Lord_Fruit_Flies={900, 1500}, Malbatross={1500, 5000}, Lurking_Nightmare={400, 850}, Marotter={175, 350}, Merm={250, 500}, Moose={3000, 6000}, Mosling={350, 525}, Mush_Gnome={300, 600}, Nightmare_Werepig={2000,10000}, Ornery_Chest={400,950},
Pig_Guard={300, 600}, Poisonedtree={12, 18}, Powder_Monkey={100, 200}, Prime_Mate={200, 350}, Rabbitking={800, 2000}, Royal_Rabbit_Enforcer={150, 400}, RLobster={1500, 3000}, Rockjaw={500, 1000}, Saladmander={450, 900}, Sea_Weed={250, 500}, Shadow_Bishop1={250, 800},
Shadow_Bishop2={800, 2500}, Shadow_Bishop3={2500, 7500}, Shadow_Knight1={300, 900}, Shadow_Knight2={900, 2700}, Shadow_Knight3={2700, 8100}, Shadow_Rook1={350, 1000},
Shadow_Rook2={1000, 4000}, Shadow_Rook3={4000, 10000}, Shootius={1500, 3000}, Skeleton_A={6000, 16000}, Skeleton={2000, 4000}, Slurtle={600, 1200},
Spider_dropper={200, 400}, Spider_healer={200, 400}, Spider_hider={150, 225}, Spider_spitter={175, 350}, Spider_warrior={200, 400}, Spiderqueen={1250, 2500}, Tallbird={400, 800}, Teenbird={300, 600}, Tentacle_pillar={500, 750},
Toadstool={7500, 52500}, ToadstoolMisery={11111, 99999}, Treeguard={2000, 3000}, Voaltgoat={350, 700}, Walrus={150, 300}, Warg={600, 1800}, Warg_Possessed={1500, 3000}, Werepig={350, 525}, Worm={450, 900}, Great_Depths_Worm={1500, 5000},}


FAQ:
1)Does this mod also changes other mob behaviours, like rage or so?
-> No, it only changes health, nothing more. Most special skills of mobs depend on a percentage of health, so they will still work fine.
If you still want a mod that adjusts all special skills of all mobs, depending on the number of players, then please write such a mod and we could make it dependend on my mod, so yours changes skills and my changes health.
I won't write such a mod myself, because it is ALOT of work and I don't know all the sepcial skills good enough for this.
2) Attention: When disabling this mod on existing world, the max health won't change back to normal on first loading! Close the world and load it a second time without the mod should fix the max health, but the current health might be stuck at former max health. I don't know a solution for this, because there is no way to "fix" this, with an disabled mod and as far as I know there is no "unloading mod code" to solve this.


If I one day do not update this mod anymore (eg. within 2 months and do not reply to any comments), I allow everyone to take my code and upload a updated version. Of course with credits by emtnioning me and linking to the original.
This is true for all my mods!
Δημοφιλείς συζητήσεις ΠΡΟΒΟΛΗ ΟΛΩΝ (1)
1
27 Σεπ 2021, 12:42
Setting max health of few mobs.
Take
600 σχόλια
Frinckles 24 Οκτ, 21:00 
Does this work in uncompromising mode? Thanks.
Wei Plus 28 Σεπ, 13:54 
@Serp

Ah yes I understand!
Serp  [Δημιουργός] 28 Σεπ, 11:25 
@Wei Plus: with average I mean addition of both, divided by 2.
So if you have Health of 1 player of 100 and health for 6 players of 1000, the average of this would be 1100/2=550 (not sure if I chose the correct english wording for this, but this is what I mean :D)
Wei Plus 28 Σεπ, 10:18 
Hey! Just really quick, what exactly is the hard setting? I'm a bit confused on the average of DS and DST settings for 1 player
Serp  [Δημιουργός] 20 Σεπ, 6:31 
@æhhh1finskiy: thank you very much for the intensive testing :)

Is it the same problem for "Crawling Nightmare" and "Nightmarebeak"? Ah wait, we dont have these in the mod :D

I think the problem could be, that the devs made in the "nightmarecreature.lua" file a "local data = ..." which is saving the health values as numbers before the mod is loaded.. so only adjusting the TUNING values is in this case not enough (because this does not change the already saved values in this data variable) ... I always hate it when the devs store such things in local variables....

I have to write special handling for the nightmarecreature.lua because of this..
æhhh1finskiy 20 Σεπ, 5:11 
Lurking nightmares work a bit weird. When the world already has some spawned, their health is decreased, but the ones which spawn later have 850 hp. I figured after some testing
æhhh1finskiy 20 Σεπ, 1:16 
Just noticed, Malbatross has 850 in settings, i guess something got mixed up =)
æhhh1finskiy 20 Σεπ, 1:15 
Thanks for updating, honestly can't play the game without this mod xD There's a mistake in settings tho, it shows that Lurking Nightmare has 5000 health, when in fact he has 850
Serp  [Δημιουργός] 19 Σεπ, 15:22 
@Nokumar: yes should be fine. Only when disabling the mod again, read the "attention" in description above.
Nokumar 16 Σεπ, 14:21 
can i add it mid server