Automatic Health Adjust

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Author: Serp

Last revision: 7 May, 2023 at 11:58 UTC

File size: 376.83 KB

On Steam Workshop

Description:

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}, Beefalo={500, 1000}, Beeguard={100, 150}, Beequeen={3000, 22500}, Buzzard={125, 250}, Celestial_Champion1={2000, 10000}, Celestial_Champion2={2600, 13000}, Celestial_Champion3={2800, 14000}, Clockworks={300, 900}, Crabking={4000, 20000}, Crabking_Claw={100, 500}, Deer={350, 700}, DeerGem={750, 1500}, Deerclops={2000, 4000}, Dragonfly={3500, 27500}, Eye_of_Terror={2000,5000}, Eye_of_Terror_Mini={150,200}, Ewecus={400, 800}, Gnarwail={500, 1000}, Klaus1={2000, 10000}, Klaus2={5488, 27440}, Koalefant={500, 1000}, Krampus={200, 300}, Lavae={250, 500}, Lord_Fruit_Flies={900, 1500}, Malbatross={1500, 5000}, Merm={250, 500}, Moose={3000, 6000}, Mosling={350, 525}, Mush_Gnome={300, 600}, Nightmare_Werepig={2000,10000}, Pig_Guard={300, 600}, Poisonedtree={12, 18}, 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_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}, Werepig={350, 525}, Worm={450, 900},}

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.